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blaunarwal

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Everything posted by blaunarwal

  1. I fear this has been asked a thousand times. But I'm unable to find it. When I switch to map view, my radio is very small and I can't read the entries. How can I change the size of the radio? I think to remember there was something to do in the description.ext Thanks for your help
  2. blaunarwal

    Beta build 71275 is up!

    Duala loads without ctd at this version, but an old mission on duala which run perfectly some betas before before makes the game ctd, when I load it. So there's still something unsolved with this version.
  3. that was a hint I waited for long time. I really have problems to find these things in the wagn database of ace2 :j:
  4. blaunarwal

    Group in vehicle

    put this into the init line of the leader of the group: _i=1; {_i=_i+1;_x moveInCargo [lw,_i]} forEach units this set _i=2, if you have two passenger seats next to the driver. So the seating will start at position 3. lw is the name of the truck. you can replace this by the name of the group, if you call it from somewhere else. I used this for a platoon, where the commander is in front with the driver, therefore I started with _i=1
  5. I placed an Arty Module and connected it to three virtual artillery pieces. I called them m119_1 to _3 and initialized every one with [m119_1, "M119"] call BIS_ARTY_F_SetVirtualGun to define them as m119's. I set up a SOM module like always: Name Som1, Init: this setVariable ["settings", [[], true, nil, nil, false]]; Trigger activated by logic, condition: som1 getVariable "initDone" onactivation: [["artillery_barrage"], player, [[RIPPER, [1,2,7,9]]]] call BIS_SOM_addSupportRequestFunc; There's also a trigger radio alpha with the same activation. I can call artillery but they never ask for coordinates. What's wrong? Has anybody a template for virtual artillery? I need virtual, because I want to start the fire at a static ship. I can't place real artillery there.
  6. You need to create a config.hpp with the speed values, compile the config.hpp to a pbo file and then load it into the game as an addon. Someone helped me once to create such a file for different terrain speeds. I don't know actually how this guy knew about all the names used to set these parameters. If you can access to config.bin of the car you want to change, you have to decompile this file and study it. Setvelocity sets the speed for a short time until the AI takes control again over the speed. It's nice to make a vehicle start at a certain speed at mission begin or to force AI for short moments to drive on. Here's a little routine making a vehicle accelerated into the heading of it, so you don't have to think about trigonometry. Just save it into the mission or scripts directory as atspeed.sqf and call it like written below: ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Author: Blaunarwal ////////////////////////////////////////////////////////////////// // usage: d=[heli,140] execVM "atspeed.sqf" _vehicle = _this select 0; _speed = _this select 1; comment "Added speed"; _vel = velocity _vehicle; _dir = direction _vehicle; _vehicle setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)]; exit;
  7. blaunarwal

    "Scripts" folder??

    I have the scripts folder in the user\documents\arma 2 folder, on the same level like the missions folder. That works for most scripts. There are a few scripts which need to be in the mission directory themselves. If I want to give away a mission, I put the scripts directly in the mission folder too, otherwise they wouldn't get packed in :-).
  8. Thanks a lot, but I really searched this forum from a to z and these well known informations do not go as deep into the matter as necessary
  9. I found no documentation about the Mu90 and other Torpedos. I looked into the config, but couldn't get a clue out of this. Is there a launcher for the torpedos which could be attached to a boat?
  10. Thanks Gnat, I will try and see what I get and finally post here, if I get cool solutions.
  11. Hi Gnat How can I fill the RHIB with troops? Have they names I can use to execute a moveinCargo command? Is it possible to replace the RHIB by mission editors with other vehicles, e.g. CRRCs or AAVs? Thanks
  12. blaunarwal

    Island Panthera for ArmA 2

    it works well with Duala deactivated, otherwise I have a crash to desktop. I feel like textures load longer, before it's ready, when starting a mission in preview. The desert is way too inhabited now to my opinion. It was great to hide within the dunes before. Now it's kind of urban fighting there, what you can do in any village on every island. The special thing about the panthera desert is lost with 2.6. I will stick to 2.5 for my mission. Hope this will stay compatible with future Duala versions.
  13. blaunarwal

    Summervegetation

    Confirm crc error on summertrees_0.5.rar on the end of unpacking. File is in the directory with 346'038'272 bytes. Can not start Arma2, ErrorMessage: Warning: preNLOD format in object ca\plants2\tree\t_betula2s.p3d.
  14. That doesn't help with the problem. It does not work or is not clear how to use it. How has the funciton to be called (arguments)? How is this used ? nil spawn ace_sys_spectator_fnc_startSpectator; In a function too? Tried that, nothing happens
  15. I want to use the call ace_sys_spectator_fnc_startSpectator command after I'm dead. It works perfectly with a trigger and !(alive player) The only problem is how can I switch off the standard death animation of arma2. I want to use the spectator from ace2 with no red color and blur. The ace2 howto doesn't explain this. Hope one of you guys can help me. Thanks:bounce3:
  16. maybe you could do something with the "attachto" command. Then you release with "detach" over a action menu. So you should be able to walk aroud inside the vehicle but I don't know how you move in the air. On ships for instance, the ship moves while you stay. The problem is still the door, which does not open visually in the c-130 from inside. Maybe you watch just from outside and then change to normal view, when the player is outside the aircraft.
  17. blaunarwal

    Can't get support/transport to work

    You need to add the som modul, then name it Som1 and add this to the init line: Som1 getVariable "initDone"; this setVariable ["settings", [[], true, nil, nil, false]]; Add a trigger with radio alpha and a meaningfull name with this code: [["transport"],player] call BIS_SOM_addSupportRequestFunc; SOM setVariable ["TSS_vehicle_custom", Eagle1]; With this you are able to initialize the transport and then call it over 0-8-1... Never tried to initialize with something else, because so its repeatable, but should also work with any other initialization form. As soon as your in the helicopter, you need to tell the destination on the map. Sometimes I need to call again 0-8-1 to make it activ and then the mapclick works. You may want to try out the medevac module. It's also cool for transport. You find it here: http://forums.bistudio.com/showthread.php?t=93811
  18. blaunarwal

    CAA1 public release

    The file is in pbo format. I can not binarize it with binpbo.exe nor unpbo it. How did you do that? It takes ages to load in the original form 1.0 which I used on ArmA. Can you help me please? :o
  19. I have no problem at all with the An-2's. When the addon came out I had installed the package with the .exe. Later I got the updates and installed them. I can't remember how I removed the old version, but my aircraft are in my own directories I create. I think I just overwrote them. But you may be right with the uninstaller, it sometimes deletes the wrong files. So it's better to remove the addon by hand and delete the entry in the windows system after deleting the uninstall.exe. The model: The AI wasn't able to land and always accelerated again after failing to align with the runway. With the latest beta 63826 or even before with 1.05 update (I'm not sure about that), the AN-2 works very good. Still it seems to have too much lift to land if landed by AI pilots, but at least it gets down. Virus: The latest version of the AN-2 from 3rd and 7th of November 09 aren't in the .exe installer, but in separate .7z files (kind of zip format). I checked all files incl. the .exe for viruses with latest avast virus scanner signatures and got no warning. They seem to be clean. :j: :bounce3: There are a lot of desktop.ini files on a windows system mostly used by other applications than arma2 related. Is there any proof this comes out of the .exe? :confused:
  20. I couldn't find this having been an issue befere. I would like to have the little diamands over my groups units with the respective number. To me, that makes it easier to lead a group. ACE disable that by default. Is there any way to make this active? In the ace_clientside_config.hpp is no such option, unfortunately. Should I better post this as a feature request on devheaven.net?
  21. blaunarwal

    Medevac Module

    Sure I know you're kidding. But really, I haven't known a method to select between different smoke grenades. I just use f key to toggle and of course mouseweel to change between different guns. I will test this evening. I'm still at work right now.:rolleyes:
  22. blaunarwal

    Medevac Module

    Just an idiots :j: question: How do I reload red smoke if I have 2 white smoke in the inventory and get a red one when I call the medevac. Maybe I get faster with the right commands. :bounce3:
  23. blaunarwal

    Medevac Module

    The medevac module is a great addon since the first versions! Thanks for making the chopper land now very close. During testing yesterday with beta3, I decided to write about two points. 1. If the player has smoke grenades, I have to fire all smoke until I get to the red one. Is there a work around I don't know or could we have the red smoke separated somehow? 2. Until the red smoke is thrown, the chopper holds high up in the sky. This makes it easy for enemy to fire at it. If I twiddle around with the smoke grenades, the chopper will take a lot of damage. The gunners where dead on arrival. Maybe you could let it fly circles around the player until smoke is ready. Of course this wouldn't work for a car, so theres the need to separate this two options.
  24. Maybe the stryker can't reach the unload waypoint. Make sure it's not on a buildung. Maybe it helps to increase the radius of the waypoint (don't know the english term) in which the waypoint is reached. Click the waypoint and study the settings. In the spoiler is the code of my sample mission.sqm. Just copy paste it in a editor and save it as mission.sqm in a mission directory e.g. load.utes Then have a look at it in the mission editor. It uses only usmc and acex units, what you should have.
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