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spirit6

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Everything posted by spirit6

  1. Cheerst for your response. I am fully aware of the description.ext and i will for sure check again. We can set disabledAI = true -> NO JIP and NO AI; Then we can set respawn to 0-5(group, base blah blah); The respawn is not the problem. They simple wont respawn because the spectating script kicks in after death. Good. So what i did read is there might be a solution in that one. But i am simple amazed that you cant simple say: AI -> OFF, JIP-> ON. But anyway, since i cant do that, what can i? The problem is, i dont want AI to come to our coop gaming and i want them disabled. Now how do JIP join? They become a nice bird. Nice but i dont want that. Maybe something with setplayable stuff or what ever but - I have seen this in other missions so it is possible - I refuse to believe this is rocket science - I searched all forums, even the old ones and it doestn give what i want. So it must be so simple that nobody ever talked about it. (funny to see somebody at the old forums asked same question but never got an answer). So i am stuck a little.
  2. I downloaded the previous verion before and registered. Now i download the new version as the other one says: expired. Bit complicated to help beta test but the new version i cant register, the new version says immediately on start This Beta has expired. So i cant register and i cant start the programs....... I have no clue where in the register you did hide this key setting so i need help:) Cheers for reading
  3. typed something stupid here then removed it:) Got it working, cheers for response:P
  4. Hey guys, I am busy with a small mission generator. Nothing truely major but i am stuck in one area. At the moment i can put the group name from the existing vehicle configs in a piece of software. Basicly you give a group name from the config as a parameter. The code down under can , based on infantry group names in the config, reproduce that group. The downside is i cannot create the mixed and armor like groups as the vehicles need their crew / commanders. here is the code for CfgGroupsCreator.sqf ============================= #define CONFIG (configFile >> "CfgGroups" >> _this select 0 >> _this select 1 >> _this select 2 >> _this select 3) private ["_position", "_sides", "_unitCfg", "_class", "_side", "_rank", "_formationPosition", "_group", "_unit"]; _position = _this select 4; _sides = [east, west, resistance, civilian]; _group = grpNull; // Enumurate the CfgGroups Config, selected side, faction and type for "_i" from 0 to ((count CONFIG) - 1) do { _unitCfg = CONFIG select _i; if (isClass(_unitCfg)) then { _class = getText(_unitCfg >> "vehicle"); _side = _sides select getNumber(_unitCfg >> "side"); _rank = getText(_unitCfg >> "rank"); _formationPosition = getArray(_unitCfg >> "position"); // TODO: modify _position x,y,z with _formationPosition x,y,z to get specific spawn positions if (isNull _group) then { _group = createGroup _side }; player globalChat "TEST1" + str(_side); _group createUnit [_class, _position, [], 0, "NONE"]; }; }; _group Now this code needs to be expanded so that it basicly spits out a group on if that is mixed or armor, airforce dont matter. Can anybody give me/ help me with the code to simple spawn that stuff? I know that the create unit part needs to be something like " get from config animation" if is man then create unit else search the wheeled/tracked etc. So for exmaple i want the mech infantry gorup spawned, now this script should simple get that group name and figure it all out. Who can help? I tried to look at code from DAC and RTE but i gues i am to noobish to get that done. Simple recreate a group should not be rocket science i think. ================ As i look through the forum the bis_functions in arma 2 seem to contain spawn scripts. Maybe that can be the help and the need to develop is out dated?
  5. Thanks for the reponse. I get into that BIS functions and try figure it out. That safes a lot of work:)
  6. *********YES I AM A NUTEHEAD, I EDIT THIS IN, INDEED THE , IN THE DIALOG FILE NEEDS . Just keeping my old text for others to see ****************** Ok i must be a complete nuthead then but i am totaly not able to produce any of the dialogs in Arma 2. As i just make a backgrouns, frame and one button with a text property i start to wonder what am i doing wrong? The files are all generated to a mission with one unit on it, namely me. So it cant be conflitcts. What i get is when the the "mission" starts there is a mouse indeed visible. I cant do anyting , click anything, see anyting but the normal game stuff. I can walk again as soon as i press escape. I gues that makes me leave the dialog. So i needed to change for exampel the x=0,419047619047619; into x=0.419047619047619; class Dialog { name=Dialog; idd=-1; movingEnable=1; controlsBackground[]={fr, bg}; objects[]={}; controls[]={btn}; class btn:RscButton { idc=-1; text="Hallo"; x=0,419047619047619; y=0,487619047619048; w=0,0571428571428571; h=0,0304761904761905; }; class fr:RscBgFrame { idc=-1; x=0,4; y=0,457142857142857; w=0,114285714285714; h=0,152380952380952; }; class bg:RscBackground { idc=-1; x=0,4; y=0,457142857142857; w=0,114285714285714; h=0,152380952380952; }; };
  7. I try it out right now. I cant however find a way to resize the controls like seen on the video. I can move them around but in no way can i resize them. Is there a key combo for that? Yep found it out by reading back. Middle mouse button. Anyway, i generated the dialog with one button. There is a background, frame (with option background when created). I then used a button with text "height". Button on foreground and inside frame and background. I then safe and build and select all stuff that can be create ini etc etc. I have the right mission folder directly. The moment i start arma 2 my keys dont work but the dialog is not visible. In fact the moment i press escape i gues i leave the dialog by default? Then all is back to normal. I am sure i did like said in the video. I see the mouse coming up and all keys hold NO sign however of the buttons i created. They only carry a text="blah blah" extra. Rest is default. Dunno what to do.
  8. I tested the module MP. Although the above mentioned problems are SP and MP related. From 2nd level command with subs the waypoints cannot be given.
  9. Please read my previous post to spooner. I think the problem is not AI related but overall bug in COC module. Nobody can bypass orders to subs from 2nd level in hierarchy. When playing a subordinate that is also a command of other units, he is not in control of his own man also.
  10. I setup a chain of command myself and got stuck. I downloaded your demo mission and encounter the same problem. I try to explain what i noticed. As the overall lead (the top leader) i can indeed control only the subleaders and can pass waypoints to them that they then execute. As a subleader who controls other units (so the 2n leader leavel in the hierarchy) i can in command mode (ctrl-space) indeed select the groups but somehow i cannot give them move orders. I had the same issue in my own hierarchy. As claimed before the AI cannot pass on orders fron heigh command to their subs but also humans cannot so to me its a bug in the coc module that bypasses the ai problem, its an overall problem. Nobody can pass on orders from 2nd level of command and on.
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