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Everything posted by mugaben
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Simple Bomb defusal with keypad
mugaben replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I could use a version where you get the code one place, (you need to find intel on it somewhere) and not nessesarely a random one, could be custom made with the mission if it had to and then find the bomb and defuse it with the code you where given someplace else. -
correct configuration of the roads arrowhead?
mugaben replied to minimalaco's topic in ARMA 2 & OA : TERRAIN - (Visitor)
As he said^ The roads needs to be the one named 10 25, 10 50, 10 75 and i think 10 100 also. -
MBG Window of opportunity
mugaben replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was playing this with ACE together with a few buddies, and its pretty unplayable as the AI seems to have a mind of its own when its activated. We didnt try without it, but since theres no other reports on this I guess it works fine without ACE? They seemed to do as we told them, until the silence was broken with the first firefights and they knew there was enemies on the map. Then they just did anything else than what we told them to. But keep in mind this was with ACE activated, I dont know if thats something you have in plans to work on but know you know it. :) -
So. I followed all the tutorials about these airports but havent seen anything about the length of it. Also, the excel file I found which should work - doesnt. When I use it, the landingstrip points north and is about 80m long. My own settings made it the right way, but made it 2 kms long. I dont get it! :confused: So. Its 45 degrees N-E. Excel ark says: -0,7193,0.080,-0.6947 ilsPosition[] = {1208,2249}; ilsDirection[] = {-0,7193,0.080,-0.6947}; 80 meters north. Huh?? Also, I have somehow two landingstrip markers on the map. One fat, and one smaller. I guess the one is the taxiway, but before I get my brain going with that I want the main strip to work first. Config class CfgPatches { class secret { units[] = {secret}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2011-23-7"; fileName = "secret.pbo"; author = "MugAben"; mail = "-"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class grazny: Utes { description = "secret v0.09 Alpha"; worldName= "MP\secret\secret.wrp"; pictureShot = "MP\secret\data\ui_selectisland_MP_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; ilsPosition[] = {1208,2249}; ilsDirection[] = {-0,7193,0.080,-0.6947}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Clutter { #include "cfgClutter.hpp" }; class Names { #include "secret.hpp" }; }; }; class CfgWorldList { class secret {}; }; class CfgMissions { class Cutscenes { class secretintro { directory = "MP\secret\data\scenes\Intro.secret"; }; }; }; //SURFACES #include "cfgSurfaces.hpp"
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Hi bushlurker. Thanks. Or this: ilsPosition[] = {1324.48,2311,1}; ilsDirection[] = {-0.7660,0.080,-0.6428}; Cant get that working, nothing shows. :S Using excel sheet, at 50 degrees angle
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Thanks oldbear, Ill take a look! Do you know if theres anyway to remove it completely, in case I dont get it to work as I want it to?
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... is in a really large radius i think. Does anyone know if its possible to edit the minimum distance of the grad or MLRS?
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GRAD minimum distance
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, thank you for the advice of how to use artillery and mortar support. But thats not the question.. I want a grad to fire within 1 km radius because it would be aswesome and fun. -
indestructible object on map : how to?
mugaben replied to floosy's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Any news on this? Im not a good scripter, and would like to know how to do this aswell! It opens up a whole new detail idea ive got. Placing sandbags and what not on top of buildings with ladders.! :) EDIT: Think I nailed it. In the ca config folder in the mapfolder, find the "armor" line in the buildings config and change it to 99999999999. Testing it right now and seems to work. :) JDAMS and 4 satchels does nothing. -
Thought I would try playing around in visitor again. Only problem is that the "play" part got left behind. :) After having tried everything all day I just cant get it to show in arma2. :rolleyes: Config: class CfgPatches { class grazny { units[] = {grazny}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2011-22-7"; fileName = "grazny.pbo"; author = "MugAben"; mail = "-"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class grazny: Utes { description = "grazny v0.1 Alpha"; worldName= "MP\grazny\source\grazny.wrp"; pictureShot = "MP\grazny\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Clutter { #include "cfgClutter.hpp" }; }; }; class CfgWorldList { class grazny {}; }; class CfgMissions { class Cutscenes { class graznyintro { directory = "MP\grazny\data\scenes\Intro.grazny"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" binPBO log Any clues?
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Having trouble getting map to show
mugaben replied to mugaben's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Yes, but there isnt any .wrp with the tutorial from sgt ace. I assembled all the files in another folder and thought I was okay if the paths where directing to the right folders in the config. :) -
Having trouble getting map to show
mugaben replied to mugaben's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Why? Thats like the tut_mapeksample? "P:\TUT\TUT_SampleMap" "P:\MP\grazny" The pbo ends up named grazny.pbo I dont see the difference? In various tutorials thats how it should be isnt it? EDIT: After moving grazny.wrp to main map folder it worked. Thanks :) Doesnt make any sense when its directed to another folder in the config but whatever, as long as it works..! :) -
ARMA2OA Map step by step Guide using Arma2p tool
mugaben replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Fine tutorial. I followed every step but visitor keeps screwing with me. No matter what I try, I can only save in premium 4800x4763. Very strange, it chances in odd ways when I try to resize google earth. Anyways, I cut it square in photoshop and resized it as you wrote. Now, visitor.. Sigh... You say all the objects are loaded into visitor? How do you do that? I have to add every single tree and object manually -
Not sure if its the right place to ask, if not then ill give up. :( If I get hold of visitor 4, will It be able to make maps for arma2 oa and will it be less painfull? Will Visitor 4, and/or VK-edit come with the available VBS2? The visitor 3 procedure is a pain in the *** and blocked my will to make maps. The errors vs progress is just to big. But I still got a burning desire for map making but the tools are killing me.
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I was wondering. Say that the price isnt a problem, would vb-edit for vbs2 be able to make maps for arma 2? It looks so much more easy. :)
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That tool would just spam the forums with great maps and the game would never grow old. Damn you BIS, make it happen. :)
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Yes ive seen that thread. Its not so clear to me by reading that thread, but i guess its not possible.?
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Multi-Session Operations v3.4 is released!
mugaben replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Is it possible for you or anyone to make a MSO for russians? Possibly with playable INS, or Blufor? -
I was part of the test crew for this, and Ive trained in the army on these terrains and in 'brikby' myself here in Denmark. I can honestly say that it doesnt get closer than this unless youre there. Amazing that you managed to make this so well whitout having seen it in real life. (Assumption) The map works great with the AI, and can only imagine how well it would work TVT wise. Good job :)
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WIP: Stuff you are working on 2!
mugaben replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sweet Mondkalb! I might want to play arma again with this :D -
Hi guys. Favslev is on a halt, and I dont know if I ever get it started again. Frankly Im fed up with the constant appearing of bugs through the editing and creation of a map. I just cant stand it anymore, and I've sort of given up on it and arma in general right now. Sorry to those who have waited for this map. :/ If I could give you a complete answer right now, the answer would be that favslev wont make it to a release. Sorry for the late answer. //Mug
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A&S ProMode (Advance And Secure) Game Mode
mugaben replied to .kju's topic in ARMA 2 & OA - USER MISSIONS
Well somehow I cant get ammo for the guns I add/edit in the modsetfolders. Both the "bClassAndWeaponDefinition_West_OA_US.sqf" and the "bWeaponDefinitionFile.sqf". All my added weapons are without ammo when I try. The weapons I use is from a danish mod, and the magazines are ACE which usually works with those weapons when I make a mission. Ill continue to try and search if I did something wrong somewhere, it wouldnt be the first time :rolleyes: But you done a great job, this gamemode is fun! :) Adding a crate, and putting ie null0 = this execVM "ammoWEST.sqf" in its init is one way to do it, that works fine. :) -
A&S ProMode (Advance And Secure) Game Mode
mugaben replied to .kju's topic in ARMA 2 & OA - USER MISSIONS
Love this. But if I place a random ammocrate, why doesnt it work at all? :( And if I want to change to custom weapons, I cant get it to work as there is no ammo for any of the weapons I put in the class and weapon definitions. And im sure i placed the weapons and ammos in the definitions aswell -
CLY Remove Dead script
mugaben replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of course. :< Thanks -
CLY Remove Dead script
mugaben replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; //Init UPSMON scritp (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; [60,120] exec "cly_removedead.sqs" //Process statements stored using setVehicleInit processInitCommands; //Finish world initialization before mission is launched. finishMissionInit; setviewdistance 1800;