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MulleDK19

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Everything posted by MulleDK19

  1. Just to clarify... This doesn't cancel the project. I'm going to start over. And looking at the bright side, I can do some stuff different, that I wanted to, but didn't do, as it would be too much of a hassle at the stage I was at in the project.
  2. No. I was not working off a repository. I had only been working for 4-5 days on it (But like all day each day), and didn't really think of backups. Never had an HDD die on me before.
  3. The scripting system supports VB's way of escaping quotes... Use "" inside quotes. onMapSingleClick "player setPos getMarkerPos ""marker1""";
  4. Bad news. My primary harddrive just fried too. And that's where I have all my projects, including the Dialog Designer. So unless the HDD undies, I'll have to start all over... Again... I'll report back soon.
  5. MulleDK19

    Shader Model Error

    Unless you have a monster laptop, like the BIS developers, you won't play this game on a laptop. And no matter what graphics card you'd ever be able to throw into your current system, the rest of your laptop is still way too weak.
  6. I do that a lot. And I meant, what's the difference between this, and the transport support available through the SecOp module in the game?
  7. MulleDK19

    OA Out of memory error

    Ya, not really how it works. Even if you have 24 gB of physical memory, you'd still want a page file. 1.25 times your physical memory is optimal for your page file.
  8. MulleDK19

    A2+OA+BAF No Sound.

    Sure Windows is not set to mute the game? Click on the speaker icon in the system tray (Icons by the clock), then click Mixer. Scroll to ARMA 2, and make sure it's not muted, and that the volume is turned up.
  9. Made a quick tutorial for this some time ago, if anyone need an extra hand with it.
  10. And what's the difference between this, and the one that ships with the game?
  11. First of all, you could create the areas you want by placing markers, named "area_X", where X would be an increasing number starting at 1. Then in your init.sqf script, you would create a variable to hold the number of areas. Then make a for-loop from 1 to 1000, to actually count the number of areas by checking the existance of markers by concatenating "area_" and the current iterator-number. If the marker exists, you increase the variable that holds the total number of areas. If the area doesn't exist, you break the loop. BRB, gonna continue this post on my phone. Takes too fucking long with a PlayStation 3 controller xD
  12. Ya, well... I have some huge expectations for the new tool... I just wish I had a graphics card, as that sure would speed up the process.
  13. Just wrote a small script. My GFX card is fried, so I haven't tested it. It's just off the top of my head. No idea if it'll work. It basically makes the three choppers fly to each their landing spot, and when a chopper is ready it's ordered to land. Btw, the land command doesn't take a helipad to land on as parameter, but rather how to land. The parameter can be "LAND", "GET IN", "GET OUT" or "NONE". I use "LAND" as it will make the pilot turn off the engine. AI units lands on the closest helipad object within 500 meters, so I figured, by making them first move to the one they should land on, they must choose that specific one for their landing. Don't know whether or not this is sufficient, but let me know. H1 doMove (getPos L1); H2 doMove (getPos L2); H3 doMove (getPos L3); sleep 1; _choppersToWaitFor = 3; while {_waitForChoppers > 0} { if (unitReady H1) then { H1 land "LAND"; _choppersToWaitFor = _choppersToWaitFor - 1; }; if (unitReady H2) then { H2 land "LAND"; _choppersToWaitFor = _choppersToWaitFor - 1; }; if (unitReady H3) then { H3 land "LAND"; _choppersToWaitFor = _choppersToWaitFor - 1; }; sleep 0.1; //Don't freeze the game }; hint "All choppers are now landing";
  14. Hello everyone. Sorry, that I just kinda vanished... Had some... issues with real life, that I'm still trying to get around. But let me give you some information on the tool, and the future of it. About a week ago, I had just reinstalled ARMA 2 and ARMA 2: OA, and bought the new BAF dlc, as I was eager to play again. Then a few days later, my graphics card started artifacting, and then a couple of days ago, it shut down completely. It's now officially dead, and I have no way to play, until I buy a new one. Fortunately, it still works without drivers, but obviously, I'm limited to simple stuff (As in, things that does not involve OpenGL, DirectX or other APIs of the sorts). And I then got to think of my tool, and actually started working on some ideas on how I could continue work, or making it better. So, today, I started completely over, and the new version is promising. It should allow advanced editing, while still being extremely user-friendly. On a side node, the moving and resizing of controls is being improved heavily. Until I get a new graphics card, I'll try to work more on this tool, as I don't really have much else to do, other than watch YouTube videos and some other side projects. I will release a version of the old tool without an expiration date, as soon as possible. Most likely within the next 30 minutes of this posting. Edit: Done. Just download v0.0.0.8 again. It's the same version number, but the expiration date has been moved to the year 2050... Should give you enough time till I get the new tool out :P
  15. MulleDK19

    Removing dead bodies from vehicle

    What about extracting the First Aid modules and take a look at how they handle the pulling out, of injured soldiers in vehicles, then make a custom module?
  16. MulleDK19

    ArmA II focusing too much on realism?

    That's what ARMA 2 is. A SIMULATOR. It's like a lite version of the VBS products.
  17. Maybe this'll help you? http://www.sierrasoftworks.com/arma2ml
  18. MulleDK19

    Cannot install BAF

    Great. Temporarily disabling my anti-virus fixed it. Thanks... :bounce3: Edit: But now I can only use BAF units xD If I try to use any other unit, I get this error:
  19. MulleDK19

    Cannot install BAF

    Yes. I have everything. Edit: Anyway, I'll try to install it manually, as I can simply follow the setup.dat file. Edit: Nope. I can't... If I just copy BAF to the game's folder, I get a decryption error when launching the game. -.- HELP!
  20. This is working great for me. But there are some words (That I really really need), that I can't make the unit say :/ This is not my real sentence, lol, but it works, except "sniper" is not spoken. In fact, any vehicle is not spoken. I can use SniperRifle, etc., but not vehicles... Does vehicle words have postfixes or prefixes? Like vehiclesniper or unitsniper, or something?
  21. Wait, what?!? Since when...
  22. Has this been improved in ARMA 2 / Operation Arrowhead? I really need the specific unit that called this.
  23. Simply Script_Handler = carname execVM "myscript.sqf"; will do. No need to put it in an array.
  24. You can also place this in the Initialization field of any unit: This will kill everything: {_x setDamage 1;} forEach allUnits; Don't wanna kill the player? {if(_x != player) then {_x setDamage 1;};} forEach allUnits; Only within certain range (and not player)? {if(_x != player && getPos _x distance getMarkerPos "someMarker" < 2000) then {_x setDamage 1;};} forEach allUnits; (Create a marker called someMarker, replace 2000 with the range in meters).
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