Cellus
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Posts posted by Cellus
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this addEventHandler ["fired", {execVM "script.sqf"}]
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The module button came in 1.02, but they're still available. No reason not to patch, though. I can't get it to work, either. They say they're unable to fire on those co-ordinates, no matter where they are, or the arty piece, or the arty type.
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The funny thing is, when I open the editor the number is entirely obscured. Just nothing in that place at all. From your screenshots however, I was able to guess 970381. This is the number you're after (tested, works).
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Or you could use the stickied thread in this forum, as has been said in every thread this question has come up. Check out Placebo's sticky for details.
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For the fuel check (example in .sqs). Just look up vehicle-only broadcasting so everyone doesn't get the message when you're low on fuel or altitude.
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My server is up and running with a full assortment of HOLD maps, all the time... though... it stays empty because no one joins a PvP server if it's empty. I need like 30 players to join it all at the same time so the momentum of activity builds up to perpetuate itself.Until then, it stays empty. A 2v2 game of Berserker just isn't very attractive from the server list.
I'm going to start a mission this weekend that will scale up with each objective, so it will be best played with a few people in the beginning, then by the end be your large scale, combined arms war, in the hopes of overcoming the 'need 20 people for good game, no one around, join co-op' problem. Though I don't know why I'm bothering, as whenever I look at the server list, there isn't even 1 in 10 that is PvP, so it's obvious few people are interested. But I'll do it anyway. The more I play it, the less I like co-op. Like turning up to an orgy and jacking off in the corner - sure some bloke might be there to give me a hand, but there is just so much more. Just need a test dummy to finish off my last 'learner' map...
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Former EW who is a plankowner on the first LHD (USS Wasp LHD-1) and a plankowner on a CVN (USS George Washington CVN-73). Yeah, I got assigned to TWO "gotta keep em clean!"OT though, the Corpsmen IS a Navy billet, not a Marine. I had to go inland with Marines as a laison and, although it wasn't one from our ship, their Corpsman was in the Navy. Generally though, he was never referred to by rank (ie Petty Officer 2nd Class). He was just called Corpsman. It kept it simple.
Was his reply to that along the lines "OMGWTF N00B is so not realistic!!11! /ragequit"
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When posted to the forums, a space appears which should not be there between 'burn' and '.sqf'.
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Ok, first post link has been updated to v1.2.
Spawn protection, snipers have slower firing weapons, medics are Russian, satchels are limited, the radar tower is now the second objective instead of the gen, and a minor detail regarding the burning wreck.
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Isn't it awesome that a typo doesn't just give an error, but crashes the whole game. Especially when you start your first mission in Chernarus.
Lokai, add a semicolon to the end of the line:
respawn = 3;
respawndelay = 10;
and so on;
If you haven't figure it out, "markername" is another marker with the name "markername". And yes, marker references need quotes. To open up Magpie, search google or armaholic for cPBO by Kegetys, and unpack it where you made mission is (if you want to see it in the editor that is, you can just open it with notepad to see the scripting), or you could unpack the official missions, though they're a bit complicated.
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I don't believe you. You seriously didn't find anything for deleting markers? Did you trying searching 'delete' or 'marker'? Because there's an entry called 'deleteMarker'.
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AnimalMother: delete that second line.
What? How would I do all this?When they equip save what weapons they have to a variable. Then when they die, use that variable to reload them. Evolution saved it when they were near the ammo box and did the grab from cargo animation. -
Thanks, Le_CuLto. That bug is just bizarre. Doesn't seem to be my end , though. I suppose I'll make a custom weapon config for insurgent medic.
For the others, I had worried about that, but spawn protection isn't hard to add. For the snipers I figure I'll swap those they have with slower firing weapons with limited ammo, so no big deal except that my missions aren't saving properly and it's too late now to go back to it. I'll put up an updated version tomorrow if ArmA behaves itself and anybody is interested.
Ed: Sorry, getting the config working with respawn just for that unit was more difficult then I expected, and it turned out I didn't have as much time as I expected either. Probably missing something simple, but if I don't sort it this afternoon (6:30am here) I'll just turn them Russian for the mean time. Must remember to check if it is already in the BIS bugtracker. Spawn protection works a treat.
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Don't get your hopes up too much. I wouldn't want to disappoint anyone. If classic Ins is what you want, it's a fairly basic concept which I could move on over to Berezhino, push (attack/defend, zones aren't recaptured) or battle (both sides attacking, recapturable zones). What I struggle with is JIP...
Seems Big has found the thread and thrown the mission up on Armaholic. I'll update the first post.
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This is a first attempt at mission making on my part, with gameplay based on a game I still play a lot, Insurgency: Modern Infantry Combat. So, it is team vs team, infantry only, objective based with one team attacking to capture, destroy, capture the objectives, while Opfor attempts to hold them for the duration.
The game is on the small island of Skalisty, as it was a convenient land mass that provides focused combat but with flanking opportunies, and was a place with varying cover provided by forest and terrain, rather the towns, which cause too heavy a frame drop to make it widely accessible for PvP.
The basic premise is that Bluefor, having taking air casualties assaulting from the USS Khe Sanh, have targeted a suspect civilian transmission tower. Approaching from the south, a UH-1Y is shot down and Command orders out the birds and in with the grunts. Secure a beach head, destroy the tower, then capture the enemy barracks to drive the enemy off the island.
This is a BETA, untested by any number of players (read: more then myself), so any feedback on gameplay, bugs, and what you'd like to see added is welcome and appreciated. Un-commanded AI is not yet supported.
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How would I make a message appear on screen at or near the end of a mission with a variable timer (as set in description.ext and selected by admin)?
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Gaffa, that has nothing to do with the briefing, but add
trigger1=false
to your init.sqf
I have the briefing running for all players, but it resets at spawn. How do I make it keep current mission objective on spawn, and display failed/succeded at mission end?
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No scripting necessary. If you want to respawn at base, you need a marker called "respawn_west" (if you're Bluefor). To move it by capturing a zone, create trigger with min/med/max time detected by Bluefor, present, On condition
this
on act.
"respawn_west" setMarkerPos getMarkerPos "MarkerName"
with respawn=3 (or base) in a file called description.ext
Only been at it a week, and nothing I've needed has required a parachute, so sorry, can't help you there.
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Haven't played with AI yet, but try making Condition: "this"
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Akatora, they likely expect you'll write the script yourself. Tajin has a vehicle respawn script here, but be sure to credit him for it. Same goes for all you've mentioned - those last three are links to BIS-made scripts in your game folder. For a more simple respawn, use notepad to create a folder called "description.ext" and follow the info on this page (as far as I know you'll have to export it to MP missions and host it, as respawns don't work in editor preview). And bookmark the biki. And go to armaholic.com and search for Mr Murray's Editing Guide.
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tskCaptureBase = player createSimpleTask ["capture Base"]therefore
taskcompleted CaptureBaseshould be
taskcompleted tskCaptureBaseNew myself, so I did try this and it worked.
edit an artillerie strike by request
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
The circles were actually around me, not the arty. Then I saved it and shut it down, went did something else and came back, loaded it up and everything worked fine - no changes. So confusing...