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Everything posted by mugaben
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Addaction(s) + Removeaction(s)
mugaben posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not into all the scripting stuff, and I've searched everywhere, and tried everything now. :mad: Everything but the addaction issues is sorted out. (bombs, triggers and so on) .My team needs to disarm a bomb. .The actions must work for everyone, online. .There will be 5 actions, one that does nothing and works as a headline, and 4 choices. 1 of the 4 choises will be correct. The other three is wrong. The team can only choose one of 4 choises, and when chosen the 5 actions must disapear. My scripting skills only leads me to making a object, calling it "trigger" and adding this to its init: trigger addaction ["Question", "nothing.sqf"]; trigger addAction ["option1", "true.sqf"]; trigger addAction ["option2", "false.sqf"]; trigger addAction ["option3", "false.sqf"]; trigger addAction ["option4", "false.sqf"]; The true.sqf is just a defuse = true; and false.sqf the opposite. I've tried with player removeAction trigger; without any luck. Also, I know there is some issues with addaction, and not working online on dedicated servers.? Hopefully, someone will answer my prayers. Thanks in advance! :) -
VTS3.5 - Live Multiplayer coop mission editor
mugaben replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
I love this. Really nice work! I might get yelled at here, but we use this in my team and we have alot of custom weapons. Usually, we just add a ammo script but it seems like you made it force default on any crate or something? Is there anyway to override an ammocrate, so we can play this wonderful work with our own gear? But thanks! Really genious piece of work! -
Addaction(s) + Removeaction(s)
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh, there it is. I had a "_" infront of every lastindex. It's not perfect but it works now. My harddrives and fps still goes south though. Is that normal? :j: ---------- Post added at 04:36 PM ---------- Previous post was at 04:26 PM ---------- Tried with -showScriptErrors. It says, "missing ;" in line 3 in true.sqf. This is my true.sqf: [] exec "actionremoval.sqs"; trigger deleteAction _lastindex; yay=true; :confused: But thanks alot celery, the rest works as a charm. :) EDIT: Confused little me. :) The "trigger deleteaction _lastindex;" is in no need after the sqs. :) Thanks again! -
Addaction(s) + Removeaction(s)
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The actions should only be available, when looking at the object (Something that looks like it could contain a nuclear weapon) Right now, its just the small object, sattelite phone as a temporary. EDIT: When I turned down the music I noticed, when the script comes active the FPS goes from 60 to 23~ and cranks up my harddrives bad -
Addaction(s) + Removeaction(s)
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Didn't do anything.. Hmm.. EDIT: Forgot to change the "player" to "trigger" in the sqs. The headline (first addaction) then got removed. :bounce3: But not the rest. -
Addaction(s) + Removeaction(s)
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Trigger=player addaction will add the action constantly, the addaction needs to appear only when looking at trigger-object. EDIT: But yes, I forgot to save the actions. Thats done now. _Nothing, _option1 _option2 _option3 and _option4 How should I call the removal sqs? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome! Works fine. Thanks! :) -
The river-bug (missing water surface) is a shame. :( But i love Celle anyway! It's such a great map, I kind of feel at home in it. It looks pretty much as Denmark as well. Flat, small cities, fields on fields on woods <3 :) One thing I noticed is the object texture / distance. Maybe it's just me, but no matter what i turn my visibility to and if I put 'Object Texture' to very high the textures on objects / units just shifts to low, bad and square wheels etc very early and without being far away. I mean. Really close. 20 meters away maybe, it starts to go really bad. Im not 100% sure but I havent noticed this in other maps before. And usually i play with obj. texture on Normal. Edit: Besides that, the map is awesome. It runs very smooth and usually allows me to crank all video settings a notch up without any serious fps drops.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please? :bounce3: -
A.C.E. Advanced Combat Environment - Public Beta *2*!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there any way to place "ACE_BombCrater" and that stuff on the ground? -
Arming Baddies With 100% Tracers
mugaben replied to jasonnoguchi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, in difficult settings you can allways turn tracers on. I'm not sure, but that should force tracers on any weapon. -
ALICE not spawning civilians?
mugaben replied to RonnieJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Old school all the way mate. :) Place alot of different units, copy paste and fine adjust each one the places where you expect the players to move through. Triggers works great, 2 minutes before players will reach the area, you sync the trigger to all civillians waypoints. The waypoint after the sync should be "Dismissed". After that, everyone goes on doing their thing. Sitting, walking around. Like with ALICE. Exept in Quesh kibrul they will go all over the place, out in the sands and what not. Not only in the village itself. Thats the hard-way, and my way. :) -
A.C.E. Advanced Combat Environment - Public Beta!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes a ammocrate. I want the classname for the monitor? -
A.C.E. Advanced Combat Environment - Public Beta!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is, most of them. But as i requested i havent been able to find huntIR monitor. http://community.bistudio.com/wiki/Class_Lists_for_ACEX -
A.C.E. Advanced Combat Environment - Public Beta!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone have the classname for the huntIR monitor? Seems to have found everything but that one. :butbut: -
A.C.E. Advanced Combat Environment - Public Beta!
mugaben replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Woohoo.. Thanks for a great mod. But how do i shoot? I cant aim or shoot most rifles?? Must have forgotten something? -
Air Support Scripts
mugaben replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Should i remove all of that, and try MP'ing it again? Not a script-guru, so you have to go in deep with details :j::) -
Do you guys know of any missions that can be played with around 3-5 players on each team? Do you have any ideas of how to make a mission like that? I'm so lost, and everytime i try make something, the result will allmost certaintly play out in one team camping over an objective or something.. Camping humans is so hard to beat, and so easy to do! It's really hard making a proper TvT mission, and so hard to tell how it will play out when making it! My team mainly plays coop against AI every tuesday and thursday's. This is getting a bit old, and sometimes we wanna play against each other without respawn and just like coop with one or multiple objectives and humans on the enemy side.. So much more intense than playing against dumb/super human AI! So.. Do anyone of you creative mission guru's have any tips or ideas how to make a fun, long-lasting and re-playable tvt with objectives, which can be played down to the number of players we usually are? (6-10) Seems as all tvt missions out there are for insane 50+ players and all over the map. + they are all with endless respawn. Im not looking for another Battlefield 2, but a "coop TvT" where a bullet to the head means death. Or at least revive. Might have said yes to something a bit to difficult when i was asked to make this. :j:
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Radiomessage (Something different)
mugaben posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After a succesfull gamenight with the team on a new PvPcoop map of mine, we came up with some improvement ideas. We have AI on each side, and one of the ideas was to make the AI come up with a radiomessage that would tell the human players on the same side as the AI, if they got under fire, or if they spotted any enemies. Preferely only if they spotted any human enemies.. Something like (overview): AI spots enemy AI, fights and goes on with their business. No messages. AI spots enemy PLAYER, a quick message would come up to every human player on spotters side, telling that they are engaging. Ideally, a round marker red og blue, 50x50 or 100x100 showing where the enemy is spotted. But not updating.. Only showing and staying at the spotting so that its not to easy. I'm not into scripting.. At all, so if anyone would find this easy to do - please.. Help :cheers: -
It really is a thin balance yes. I managed to create something rather enjoyable. We played it this evening, and came out really positive. Short description is: Mh-60 down, team survives and needs to get safe to extraction zone. Opfor's got AI on their side, small groups patrolling everywhere. After a short time, some AI light vehicles and Infantry arrives at MH-60 Crashsite. Here, the team should allready be running, as the timelimit of one hour puts them under stress.. If they didnt move yet, they havent read the task - which states that the crash was seen by enemy. So, the chances of the two teams meeting directly is not so big (might have made a overkill on area size). But the crashed team is so much more aware of their situation than just fighting against AI. This is where my second post comes to meaning: http://forums.bistudio.com/showthread.php?t=90443 .. Anyway, it turned out really nice.. This is an early (really early) map of the mission we played: http://dl.dropbox.com/u/1576479/arma2%202009-11-16%2019-18-26-30.jpg Might just release this one for public.
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Air Support Scripts
mugaben replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Testet on dedicated. Doesnt work unfortunatly :/ Nice script, could really use this in MP. -
Triggering a trigger. Does not work in Arma 2?
mugaben replied to Joona's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works fine for me. Remember to make trigger 2 activation by "NONE" and 0x0 in size. -
Handy Editor hint for newbies
mugaben replied to Hachiman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also, if you need them to be in a group but start where you placed them - change "In formation" to "none" instead. This will make the AI run to their formation when you start, but if you only intend on using if for MP players, then your group wont start in formation. They will start where you put them :) -
Artillery Support System Package: Released
mugaben replied to soccerboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First of all - nice script and really easy to use. I use it in my missions for my team allmost every time for a backup in case we get our knees to deep. :) One thing I really would like, was if the dispertion would work like it should (with m119 that is. Didnt try the others.) Dispersion is exactly the same when set to 100 meters, as it is when set to 300. I even tried enabling 500, but that makes no difference.. At all :] -
Pictures in the game like the change flag.
mugaben replied to Ringhejm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works like a charm. Thanks alot :)