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Everything posted by kylania
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Opfor ignores players (coop MP)
kylania replied to Von_Lipwig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Noticed this happened last night during a game. In a mission that had worked fine before, this time we could walk right up to a OPFOR, poke his nose with our pistol and he wouldn't even blink. Next time through the map all was fine again. -
Question regarding M1A2 Loader position (Rookie)
kylania replied to Continue's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually the answer is this: [i]unitObject[/i] moveInTurret [[i]tankObject[/i], [0, 1]]; -
The CQC CCO Mk16 and Mk 17, M4A3 CCO and the G17 Pistol off the top of my head, not sure if any others do. Most seem to have the PEQ laser instead. Basically just close quarters guns.
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Yup, one of the strobes is broken, but the other is visible from like 6km away or more and is lockable.
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Question regarding M1A2 Loader position (Rookie)
kylania replied to Continue's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The reason that it's not working is that he knows what you're up to. Sure the loader has another gun, but the poor SOB can't Turn In. Meaning it's HIS head that'll be blown off as soon as shells start to fly. It's not that you can't find the right command for it, it's just that he's on to you and doesn't want to die! The guns load just fine without him thank you very much, so there's no reason to include him in any action. His mother would miss him terribly. :) -
How attached are you to the T-90s? Because they are essentially all that's standing between this mission and people with just OA. You should change the thread title to read "CO Only", since OA can't play CO missions. Other than the T-90s it was just some script references (like revive looking for Marine corpsmen and your airstrike being piloted by Marines, and your weapon respawn script and an ACOG reference) preventing new players from playing this. I've changed the mission to be OA compatible if you want. You can download it here to make sure, other than T-72s instead of T-90s, that it works how you expected. :)
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Gold Edition? What would that be? Combined Operations is already ArmA 2 and Operation Arrowhead together.
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Making a plane do a bomb run on building
kylania replied to ryguy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sneak an operator into the town and have him toss an IR target strobe onto the target building! :butbut: -
Is there an easy way to create bases in the editor?
kylania replied to soupdragon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do you get that working with OA only? The DynO module in OA only has new compositions, but not the objectmapper and I can't seem to get the path correct. :( -
Ammo Crate Filler Script
kylania replied to monty67t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I dropped mine down from 100 of everything to 10 (or whatever the number of players is) weapons and 100 magazines with a much shorter respawn time. Breaking it up into multiple boxes as someone had mentioned is also a good idea, but I really hate having to jump from box to box trying to figure out what's where. :) Now, if people used a method to keep weapons after respawn that's no problem, but when you need to check 5 boxes every time you die, it can get annoying. Another option for your LittleBird might be something virtual. There was a Loadout Selector posted here the other day, maybe just put that as an option on the helo and let people use that for rearming. That way no need to have actual items inside the LB. -
Unmanned Little Bird. It's a remote control Little Bird you can control from your Apache to designate targets for your Hellfires. You can see it in action in the Boot Camp mission for ULB/UAVs.
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Are you using ACE? That sounds like the kind of thing ACE does where simply running makes your soldier unusable. :rolleyes:
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Editor problem, start mission with soldiers inside flying chopper
kylania replied to ohad24's topic in ARMA 2 & OA - USER MISSIONS
Put this in the group leader's init field: {_x moveInCargo helo;} forEach units group this; -
Ammo Crate Filler Script
kylania replied to monty67t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The script does work, you simply can't have unlimited (well, 8800ish or so) items anymore. Use reasonable amounts of equipment and it'll work just fine. If you're refreshing every few minutes you'll never need 20 at a time. :) -
I'm working on a mission and if the AI or player tells the transport group to disembark the LittleBird flies nice and straight into the LZ and takes off perfectly. However, if the player does NOT tell his AI group to disembark, the LittleBird flies around the LZ like a moron, then touches down and flies away the wrong direction. I can use a foreach to issue commandGetOut to all the members of my group, but this causes two issues. First is the huge spam of me telling each guy to get out and them saying OK. Second, for some reason this triggered TWICE during testing and the LittleBird dropped us off 500m away from the landing zone, like the moron he is. So, how can you script the "All - Disembark!" command? Or how can you use commandGetOut on everyone at once? Or silently would work too I suppose.
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commandGetOut for "All"?
kylania replied to kylania's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Perfect!! The reason this wasn't working is that the trigger I had for it was BLUFOR activated, but at the time the chopper passed through it it was setCaptive, so it wasn't triggering. Switched to Anybody and it's all good now, thanks! -
[OA][SP] Operation Black Thunder
kylania replied to Toasticuss's topic in ARMA 2 & OA - USER MISSIONS
When I was messing around with your first version it was crashing like that on me too. Are you maybe using something from A2 in an OA mission? -
[OA] how to make camo netting industructible
kylania replied to BelgarionNL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looks like Armored vehicles respect the "allowDamage false", but Cars larger than a bicycle just plow right through nets and tents flattening them. -
text and voice trigger
kylania replied to mark's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has to be a unit, not an object. If you placed a crewed Stryker CV it would work. An empty one would work too kind of, if it had a driver. The problem is it would be said as the driver, not the unit you wanted. -
text and voice trigger
kylania replied to mark's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use the sideChat command to do that. The following code would result in: CROSSROAD: THIS WILL APPEAR IN BLUE SIDECHAT! [WEST,"HQ"] sideChat "This will appear in blue sideChat!" You can expand on this as well. To add sound to it, call the messages from a Trigger. Inside the trigger click on Effects and from the Anonymous: drop down choose Radio noise 1 or Radio noise 2. Both will result in an "open mic" radio sound, 2 being slightly louder than 1. If you wanted to customize the name the text comes from, instead of the default CROSSROAD, place a unit somewhere on the map where he's completely out of the AO. Name the unit something like HQGUY and in his init file put: this setGroupID ["HQ"]; Then when you have a Trigger with an On Act: of this: HQGUY sideChat "That's a good job!" It will display as: HQ 1: THAT'S A GOOD JOB! -
Operation Arrowhead - Ammo Crate Filler
kylania replied to KC Grimes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can also do that from the briefing map before the game starts, so that your players can enjoy the view from the helo ride. :) -
force the AI to use smoke
kylania replied to -Paladin-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For human's to use the smoke countermeasures on say an M1 or CROWS HMMWV, press "R". -
Halo altimiter gone? (AO)
kylania replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The Parachute Boot Camp mission displays the altitude in a hint box, so obviously the data is there. No idea why they removed it though. Got HALO working, albeit without the altimeter. In your vehicle put this in it's init line to give all occupants the HALO JUMP option. this addAction ["HALO JUMP","jump.sqf",[],1,false,true,"","_this in _target"]; The contents of jump.sqf would be as follows: player action [ "eject", vehicle player]; player spawn bis_fnc_halo; player setvelocity [0,120*0.8,0]; player setdir 0; player allowdamage true; Needs the Functions module on the map. -
Operation Arrowhead - Ammo Crate Filler
kylania replied to KC Grimes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ammo Crates can hold 5000 items now. -
Help TS3 dose not work when ArmA 2 is running.
kylania replied to Bazooka301's topic in ARMA 2 & OA - TROUBLESHOOTING
TS3 completely killed my PC if I had it running while AO was running. AO would run just fine on it's own. TS3 would run just fine on it's own. Start up TS3 while playing AO and my PC would seize up within minutes. So, not the same problem, but there's obviously issues with TS3 and AO.