MortenL
Member-
Content Count
38 -
Joined
-
Last visited
-
Medals
Everything posted by MortenL
-
Easy module problems. Embarrased.
MortenL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using Ambient Civilian and Ambient Vehicle... What i need is alot more life in the cities. I have tried reading the notes and so on from the wiki, but i cant seem to see how the math formulas work. (tried changing some values, nothing happened) I need more life, when i am driving around i can maybe see like 1 civilian at times, but only every 30 mins or something. Can someone give me a working code that will spawn more civ life? Also, is it possible to make the civilians able to drive around? -
As already stated, I did a typo when creating the post, I am not at home so I can't see the actual name of the folder. He obviously used the correct name, especially considering that he also ended up using a launcher.
-
How would this fix it? isn't it really just the same commandline that his launcher creates? Not to mention that he used command lines before trying out the launcher. Am I missing anything? However, I will tell him to load ACE, CBA and the ts mod to see if it works then. Might be another mod fucking it up.
-
Update: Just recieved an answer from him, yes all of his content is in the right addon folder within the mod folder. His TS3 DOES work with the plugin (he can chose it, I was mistaken sorry), so the only problem right now is the mod simply not loading, even though it does add it in the connection line once he connects to our server.
-
Ignore this reply :) Can I delete it?
-
@a2t obviously, sorry I can't remember everything 100% considering that it all happened 2 days ago. The rest of us inserted both dlls, and no, they are not placed into the plugins\arma2ts\ folder, they are located within the \plugins\ folder. I will tell him to only use one of the DLLs, don't think it will solve the problem though. About the PBO files, they are already located within the @a2t\Addons\ when you extract the ZIP folder, so obviously they are still there.
-
I reply'd in the earlier days, saying my unit tested it out and found some problems after about 2 hours of use. We picked up the newest version to try it out again, and it is working like a charm. <3 All of us finally have the mod, except for a single member in our unit. We have guided him several times, and it would seem that the files are located where they are supposed to. But it is still not working, he does not get any radio functions when ingame. This is some of the stuff we have made him do: Double checking multiple times. Made sure he had the newest version of TS3 through the 'help -> check for updates'. Made sure he had the correct version of Arma2 and ACE. (the one the rest of us are using) Made sure he had the correct version of the mod. Made sure the download was not corrupted by having him download again. When he joins it says that he is using his @a2ts folder. (we made him download the alpine launcher as well) The errors start when he gets ingame, he does not have the radio functions, and meanwhile he is not having any box in the corner saying 'ts3 plugin not responding'. He cannot check the arma2ts mod in the plugin settings of TS3, since it is not visible. It would seem that the mod is not loaded by the launcher, and that the plugin is not being detected by TS3. :/ Any suggestions? It would be appreciated, especially since the rest of us would have to get rid of the mod if he is not able to load it.
-
Let me just make a post on behalf of Dead Echo, even though i can see that one of our members has already thrown in a little reply. We have used this mod for two gaming sessions, and we simply love the script. There is a small problem with its stability, since we are experiencing abnormalities after about 2-3 hours of gameplay. People will become loud as if their mod is not activated and sometimes the entire channel seems to have a bug which deactivates the mod. It is really sad that this is happening since we fully intend to incorporate it into our games as fast as possible, but we will probably be waiting for future versions which will hopefully fix some stability issues. Recap: Some people would suddenly become loud as if their mod is not active. After about 2-3 hours the entire TS channel will bug which makes everyone loud, if we reconnect to the TS server the mod will work for a brief period, but within a few minutes the plugin or addon will bug again forcing us to use standard TS communication. Let us know if you need any additional information!
-
Air Support Scripts
MortenL replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I played with him, what happened was that the plane spawned in the middle of the map, then flew down to the left corner and back to the middle, dissapearing with some message i cant remember anymore. We were at the top middle position of the map - laser designating + we chose our position on the map when calling in the airstrike. (tried with all ammo types) -
Question regarding conditions and deactivations in trigger
MortenL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys I need to make my trigger so when my player(name: s1) sits down, he won't take any damage, but when he stands up he will be able to take damage again. So i wanted to keep it simple and make a trigger, now, aparently a trigger is not as dynamic as i thought. I used the condition: s1 setunitpos "MIDDLE"; Activation: s1 allowdamage false; Doesn't work. Now, if you guys know how to get it to work, what if i write s1 allowdamage true; on the deactivation box, will it then disable each time the s1 player changes position to either UP or DOWN ? Noob question i know, but i need to know how to tackle these kinds of triggers since i face them too often. -
Question regarding conditions and deactivations in trigger
MortenL replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
-Trigger- Repeatedly Condition: unitpos s1 == "middle" Activation: s1 allowdamage false Deactivation s1 allowdamage true ---- Doesn't work ? :/ -
Question regarding conditions and deactivations in trigger
MortenL replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tried that (forgot to mention) says "missing ;" -
Creating an explosion that doesn't damage anyone
MortenL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What the title says, how do i disable an explosions damage so i can rain fire on my units? Secondary question: How do i activate the blurry vision used in the campaign a lot? and how do i deactivate it? -
When i create my map in a lan session everything works. (only me in the map) However when i create it on a dedicated server everything freezes (like connection freeze) (AI stands still and walks in the air) (People desynch so they cant see eachother, even though they can hear eachothers shots) The error log list is INCREDIBLY long, however 90% of the error is this one: "wetDistortion" ppEffectEnable true; "wetDistortion" ppE> 2009/08/07, 18:01:26 Error position: <ppEffectEnable true; "wetDistortion" ppE> 2009/08/07, 18:01:26 Error Missing ; 2009/08/07, 18:01:26 File ca\modules\functions\systems\fn_enableSystem.sqf, line 23 2009/08/07, 18:01:26 Error in expression <_timesActivated / 25); I use Norrins revive addon which probably creates the error, since i'm not forcing any wetDistortion.... Some other errors that occures but not as much: BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.025, ra> 2009/08/07, 18:01:37 Error position: <ppEffectAdjust [random 0.005 + 0.025, ra> 2009/08/07, 18:01:37 Error Missing ; 2009/08/07, 18:01:37 Error in expression <f (_who == player) then { BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.025, ra> 2009/08/07, 18:01:37 Error position: <ppEffectAdjust [random 0.005 + 0.025, ra> 2009/08/07, 18:01:37 Error Missing ; 2009/08/07, 18:01:37 Error in expression <RadialStrength = 0.5; BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.0025, r> 2009/08/07, 18:01:37 Error position: <ppEffectAdjust [random 0.005 + 0.0025, r> 2009/08/07, 18:01:37 Error Missing ; 2009/08/07, 18:01:37 Error in expression <RadialStrength = 0.5; BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.0025, r> 2009/08/07, 18:01:37 Error position: <ppEffectAdjust [random 0.005 + 0.0025, r> 2009/08/07, 18:01:37 Error Missing ;
-
Easy module problems. Embarrased.
MortenL replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did, but as i already stated i dont know how to work with the math formulas, so if someone has a code that i can steal that would be nice. And i haven't synced it, just put it in and drove around. -
Easy module problems. Embarrased.
MortenL replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, this is not easy at all or? -
So yea, how can i use the init box to activate the firstaid module on a specific unit? I'm respawning a unit which needs to have its firstaid module reactivated, how can i do this with an init command? The bohemia wiki says nothing about the firstaidmodules.
-
Firstaid Module (how to activate on a spawned unit?)
MortenL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So yea, how can i use the init box to activate a module on a specific unit? I'm respawning a unit which needs to have its firstaid module reactivated, how can i do this with an init command? The bohemia wiki says nothing about the firstaidmodules. -
Been reading the script description and such but i am too much of a noob to customize it. What i want is to: Have the same firstaid abilities that i have with the modules Have the ability to drag dead people Have the ability to put them in a car (and take them out of it) Have the ability, so that when they're transported within a marker they will either respawn or revive. Have the ability to NOT being able to revive them on the field, but only in that specific marker/trigger. (but only when they're dead, i still want to be able to heal them if they're just partially hurt like with the modules) Is this possible? All i see with the revive script is that you can revive your dead, but if they actually die they'll just respawn at the base, which is not what i want? I even tried to add the files to my mission folder and change the init and so on, but all i get is the drag ability, i still cant revive or put them in vehicles or anything. :/ Sorry for bothering you so much.
-
Spawn script after completed trigger
MortenL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey everyone, i placed some hostiles in a town, when the town has been cleared i want the next town to spawn the units that i want. I placed some units inside a marker on town 2, is it possible to just say "spawn units within marker" and then syncronize it with the trigger that completes after all opfor has been removed? Help will be greatly appreciated. If thats not possible then please guide me in another direction to fill up the town with hostiles. Thanks in advance! -
Spawn script after completed trigger
MortenL replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wonder what EVO does? :o -
tried to drive over a car in Arma2, ended with me being like 85 degrees in the air humping the car.... Looked pretty funny... atleast the tank can push the car a little.
-
AI Real in-game Dialog System [DSAI]
MortenL replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hmm can we get a youtube video with this? as a preview? -
AI Dying In Water - Potential Bug
MortenL replied to jamesf1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know that the AI dies if they lay down on the beach. (leave the boat, stands in the water edge, goes prone = dead) Dunno if this has anything to do with this problem, AI seems to be extremely bugged regarding water. Try changing the beheavior to safe or something to try and see if that'll do anything = making sure they don't do anything in order to get beneath the water. Might also be because their "standing in the air" works as a falling, and then they die when hitting the water 10 secs later? No idea what to do about that though.