kiptanoi
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Everything posted by kiptanoi
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I have APEX, and in eden editor, how does Skirmish trigger module work? How to set up it?
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I cant get any sad waypoint to work with this, the only thing I got to work i just a simpel add waypoint _mrk = ["mrk1"] call BIS_fnc_selectRandom; wp=(_this select 0) addWaypoint [(getMarkerPos _mrk),0]; How Can I make this so it will be a waypoint type SAD, and I want it to have a placement radius of 4000, and a Completion radius at 4000. How does that code for that look like? I cant get it to work with help from setWaypointType, I only get errors.... Please help me
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I am making a map in the editor, save it to mp. Starting multiplayer. Host: Internet Name: Jonas-Test Port: 2302 And launch game. My friend at steam klick on join game at my name, and directly it say: Server is not responding. He did the same, starting a game in mp, host internet and so on. When I am joining it say the same: Server is not responding.... What is wrong? How can we play together? What do we need to do? Thanks. We can join other servers and play, but we cant start a map at our own and play together....
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Need help, server is not responding
kiptanoi replied to kiptanoi's topic in ARMA 2 & OA - TROUBLESHOOTING
I do have 2302-2305 open, yes. Thanks you, we will try to connect direct via IP adress next time. And jot hit join button. See if that work for us =) -
Need help, server is not responding
kiptanoi replied to kiptanoi's topic in ARMA 2 & OA - TROUBLESHOOTING
I do have open my ports, (2302) on my router..... But my friend cannot connect to me anyway..... -
AddRating and get players profile name.
kiptanoi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there anyway to addRating by 200 to the player who kills one enemy? How to? And is there anyway to make one sideChat or hint with this text: Player <The players profile name> got 200 points for killing a enemy. How to? Hope you understand what I am looking for here =) -
respawn with loadout incl. OA backpacks & -content
kiptanoi replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am not so god at this so please help. Is this right? I got this so far: init.sqf // To get proper gear on our team gear=compile preprocessfile "myGear.sqf"; [] call gear; // Save current loadout. _nul = ["",player] execVM "saveloadout.sqf"; // To get players to spawn with proper gear. execVM "player_respawn.sqf"; myGear.sqf private["_u"]; _DumpAmmo={ waituntil{!isNull _this}; _u= _this; removeallweapons _u }; _Add_Team_Spec_Leader={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ACE_HuntIR_monitor"; _u addweapon "ItemGPS"; _u addweapon "NVGoggles"; _u addweapon "ACE_Earplugs"; _u addweapon "ACE_MX2A"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addMagazine "ACE_HuntIR_M203"; _u addMagazine "ACE_HuntIR_M203"; _u addmagazine "SmokeShell"; _u addmagazine "SmokeShell"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addweapon "SCAR_L_STD_EGLM_TWS"; _u selectWeapon "SCAR_L_STD_EGLM_TWS"; //[_u, "Laserbatteries", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_HuntIR_M203", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "MAAWS_HEDP", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "MAAWS_HEAT", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AT={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ItemGPS"; _u addweapon "NVGoggles"; _u addweapon "ACE_Earplugs"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "MAAWS_HEDP"; _u addmagazine "MAAWS_HEAT"; _u addmagazine "ACE_M34"; _u addmagazine "SmokeShell"; _u addweapon "SCAR_L_STD_EGLM_TWS"; _u setVariable ["ACE_weapononback", "MAAWS"]; _u selectWeapon "SCAR_L_STD_EGLM_TWS"; [_u, "30Rnd_556x45_Stanag", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_M34", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; if(!isNil "m1")then{ _u=m1; _u call _DumpAmmo; _u call _Add_Team_Spec_Leader; }; if(!isNil "m2")then{ _u=m2; _u call _DumpAmmo; _u call _Add_Team_Spec_AT; }; saveloadout.sqf WaitUntil{isDedicated || not isNull player}; _unit = _this select 1; _weapons = weapons _unit; _magazines = magazines _unit; _backpack = unitBackpack _unit; _backpackmagazines = getMagazineCargo _backpack; _backpackweapons = getWeaponCargo _backpack; savedloadout = [_weapons,_magazines,typeOf _backpack,_backpackmagazines,_backpackweapons]; hint "current loadout saved"; player_respawn.sqf WaitUntil{not isNull player || isDedicated}; player addEventHandler ["Killed",{ player spawn { _unit = _this; private ['_magazines','_weapons','_backpack','_backpackweap','_backpackmags']; if(isNil "savedloadout") then { _weapons = weapons _unit; _magazines = magazines _unit; _backpack = typeOf unitBackpack _unit; _backpackmags = getMagazineCargo unitBackpack _unit; _backpackweap = getWeaponCargo unitBackpack _unit; } else { _weapons = savedloadout select 0; _magazines = savedloadout select 1; _backpack = savedloadout select 2; _backpackmags = savedloadout select 3; _backpackweap = savedloadout select 4; }; WaitUntil{alive player}; removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x} foreach _magazines; {player addWeapon _x} foreach _weapons; if (primaryWeapon player != "") then { player selectWeapon (primaryWeapon player); _muzzles = getArray(configFile>>"cfgWeapons" >> primaryWeapon player >> "muzzles"); // Fix for weapons with grenade launcher player selectWeapon (_muzzles select 0); }; if(_backpack != "") then { player addBackpack _backpack; clearWeaponCargo (unitBackpack player); clearMagazineCargo (unitBackpack player); for "_i" from 0 to (count (_backpackmags select 0) - 1) do { (unitBackpack player) addMagazineCargo [(_backpackmags select 0) select _i,(_backpackmags select 1) select _i]; }; for "_i" from 0 to (count (_backpackweap select 0) - 1) do { (unitBackpack player) addWeaponCargo [(_backpackweap select 0) select _i,(_backpackweap select 1) select _i]; }; }; }; }]; And here is what I want with it: 1) The players got diffrent loadout. 2) The loadout are automatic saved. 3) I have a save loadout action and can use it. (this in initline at a crate: player addaction ["Save Loadout","saveloadout.sqf"];) 3) All players got there diffrent saved loadout when respawned. Is my current code ok and multiplayer compatible? -
AddRating and get players profile name.
kiptanoi replied to kiptanoi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@cobra4v320: Thanks =) -
AddRating and get players profile name.
kiptanoi replied to kiptanoi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh thanks =) But this "%1" thing in the sideChat is the name I have in the editor. Can i get the name of the player profile he or she is using in Arma 2? -
Does it not work at night? Do I need some batteries or something with the monitor?
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How to use the ACE_HuntIR_monitor? I have one ACE_HuntIR_monitor on me And some ACE_HuntIR_M203 on me as well. Then I load and shoot up my HuntIR_M203. But now what, how to activate the monitor?
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Is domination fully dynamic missions that adapt it self with how many players there is? Can I complete it by my self? Or do I also need other players for it?
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Is that Player vs AI?
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Hi all! I am looking for some or one co-op mission. And this is what I am looking for: Random missions. Mission that adapt it self after how many players there is. 1 player: The mission adapt it self to play with 1 player. 2 player: The mission adapt it self to play with 2 player. 3 player: The mission adapt it self to play with 3 player. and so on.... Does anyone know any missions like this? Thanks
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Hi all! I am looking for some or one co-op mission. And this is what I am looking for: Random missions. Mission that adapt it self after how many players there is. 1 player: The mission adapt it self to play with 1 player. 2 player: The mission adapt it self to play with 2 player. 3 player: The mission adapt it self to play with 3 player. and so on.... Does anyone know any missions like this?
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graphics bugs with ATI 4800 series (4850/4870/4890)
kiptanoi replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks for answer, but I am using steam, so I can not rename arma2oa =/ Any other way to get crossfire to work, I have 2 HD4850 cards. -
graphics bugs with ATI 4800 series (4850/4870/4890)
kiptanoi replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
I want to know this to. Is CrossfireX working, how to make it to work? -
Clean up (delete) and resend code, howto?
kiptanoi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to delete all things, if plane got shoot down, and resend it? I have try this, but it is no good. So how can I check if plane got shoot down, and if it is then resend it, and if it not shoot down then drop my soldier. This is what I have now. Activate within init.sqf with fncCallAT1 = compile preProcessFile "script\fncReinforce.sqf"; waitUntil {Time >= 5}; ["USMC_Soldier_AT",1.0] Call fncCallAT1; fncReinforce.sqf // ["USMC_Soldier_AT",1.0] Call fncCallAT1; // Configuration _unitType = _this select 0; _unitSkill = _this select 1; _pos = getPos ASpad; _dir = getPos ASpad; _trg = position player; _airtype = "C130J"; _pType = "USMC_Soldier_Pilot"; mygroup = creategroup side player; _Message = "This is eagle two, we are inbound with your reinforce drop, please stand by..."; // Create plane _vehicle = createVehicle [_airtype, _pos, [], 0, "FLY"]; _vehicle setVehicleVarName "plane"; plane = _vehicle; // Create pilot _unit = mygroup createUnit [_pType, _pos, [], 0, "FLY"]; _unit setVehicleVarName "pilot"; pilot = _unit; _unit moveinDriver _vehicle; _unit flyinHeight 200; _vehicle flyinHeight 200; // make trigger to check plane _trig = createTrigger["EmptyDetector",getPos player]; _trig setTriggerArea[0,0,0,false]; _trig setTriggerActivation["NONE","PRESENT",true]; _trig setTriggerStatements["(!alive plane)", "hint 'I am dead';[] execVM 'script\fncCleanUpReinforce.sqf'", ""]; // Create soldier unit = mygroup createUnit [_unitType, Position player, [], 0, "FORM"]; unit setSkill _unitSkill; unit setRank "PRIVATE"; unit moveInCargo [_vehicle, 0]; unit setVehicleVarName "AT1"; AT1 = unit; // fly to player _wp10 = mygroup addwaypoint[_trg,0]; _wp10 setWaypointSpeed "FULL"; _wp10 setwaypointtype "MOVE"; _wp10 setWaypointStatements ["true", "eject=true;"]; sleep 2; // fly home _target22 = getPos ASpad; _wp11 = mygroup addwaypoint[_target22,0]; _wp11 setWaypointSpeed "NORMAL"; _wp11 setwaypointtype "MOVE"; _wp11 setWaypointStatements ["true", "deleteIsReady=true;"]; // Eject soldier at player position waitUntil{ eject }; (driver _vehicle) sideChat _Message; unassignVehicle AT1; AT1 action ["EJECT", _vehicle]; [AT1] join player; deletevehicle _trig; // delete all waitUntil{deleteIsReady}; deletevehicle _trig; deletevehicle _vehicle; deletevehicle _unit; fncCleanUpReinforce.sqf player sideChat "dead"; sleep 2; deleteVehicle _trig; // delete trigger deleteVehicle unit; // delete soldier deletevehicle _unit; // delete pilot deletevehicle _vehicle; // delete plane player sideChat "deleted"; sleep 10; player sideChat "send one more time"; ["USMC_Soldier_AT",1.0] Call fncCallAT1; -
AI reacting on flare
kiptanoi replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I am use your "old" codes, how do I make AI to dont shoot up so many flares at the same time, what part of code do I change. Please show me =) -
AI reacting on flare
kiptanoi replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am sorry, but I cant get the "new" to work... They are not getting any ammo, and they are not shooting flares at all. Do you have a sample mission on your new last posted script? -
AI reacting on flare
kiptanoi replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It seems to work OK with ACM. I tryed this in init file: isDay_check = true; [] execVM "script\fncIsDay.sqf"; Then in fncIsDay.sqf I have this while {isDay_check} do { Your code sleep 60; } Now when I have played with this, I can see AI shoot up flares like hell. (3-5 flares in the air at the same time.) Are they going to do that, my thought was that the AI shoot one flare, then wait 10-15 second, then shoot next one. Good script to make AI shoot flares =) It is really fun playing with this. -
Clean up (delete) and resend code, howto?
kiptanoi replied to kiptanoi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it not possible to delete stuff if they are shoot down, and resend the same code? -
custom weapon layout
kiptanoi replied to adamcarolan2290's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can I change weapon loadout during playing the game with radiobutton or somthing? How to with your code? -
Secondary Ops Manager Module Discussion
kiptanoi replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to check if one SOM mission is complete? I want to grant my self with 100 points, when one SOM random mission is complete, How can that be done? -
Create trigger in script, how to?
kiptanoi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to make a trigger with a script file. But it goes not so good. and I am looking at this example they have on the page where u can find Scripting Commands for ArmA2 http://community.bistudio.com/wiki/createTrigger Now here is the example _trg=createTrigger["EmptyDetector",getPos player]; _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["CIV","PRESENT",true]; _trg setTriggerStatements["this", "hint 'Civilian near player'", "hint 'no civilian near'"]; And this is mine _trig = createTrigger ["distanceCheck12", [0,0,0]]; _trig setTriggerArea [0, 0, 0, false]; _trig setTriggerActivation ["NONE", "present", true]; _trig setTriggerTimeout [0, 0, 0, true]; _trig setTriggerStatements ["player distance pilot11<= 20", "player exec "PilotPopSmoke.sqs"" , ""]; And I have try this _trig = createTrigger ["distanceCheck12", [0,0,0]]; _trig setTriggerArea [0, 0, 0, false]; _trig setTriggerActivation ["NONE", "present", true]; _trig setTriggerTimeout [0, 0, 0, true]; _trig setTriggerStatements ["player distance pilot11<= 20", player exec "PilotPopSmoke.sqs" , ""]; Then the pilot is throwing smoke where ever I am on the map.. And I have try some others to... but I dont get it to work. Anyone knows how it should look like when its right? Please let me know :D Thanks