therev709
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Everything posted by therev709
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
therev709 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to disable spawning units when certain players/units are in the area. For example: if my group is playing as an infantry unit on the ground and I'm in a CAS aircraft, how can I set it so that the map won't be constantly spawning units as I fly around the AO? -
I've managed to add the ALARM missile to the F/A-18 mod, but cannot select them to fire. I used the addWeapon and addMagazine syntax to the plane's init. They show up on the model, but are not delectable.
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F/A-18 Super Hornet and Su-35S Flanker E
therev709 replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to add custom missiles to the service menu via script or in the editor? Such as the Pook SAM anti-radiation missiles? -
Can we ever expect a flickering-SLI fix?
therev709 replied to stilton's topic in ARMA 3 - TROUBLESHOOTING
I just started playing Arma 3 again and haven't since before I crossfired my GPUs. So this isn't just an SLI/Nvidia issue, it's any multi-GPU set up. Would like to see this fixed. -
Runs fine in SP, but the game freezes during MP game play.
therev709 posted a topic in ARMA 3 - TROUBLESHOOTING
I have no idea what to search for, though I've tried some searches using some of the info from the .rtp file The game runs fine in single player, but when I tried to join a game online for the first time in a while it kept locking up and crashing to desktop three times in a row. I tried restarting steam, then my PC, but so far nothing else as I'm not sure what to troubleshoot. I'm able to play for a few minutes before it locks up, but at this point nothing is really going on as the team was still getting geared up and ready. Any help is greatly appreciated and thank you in advance. RTP file: Link -
Love you Ardy
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New STEAM patch update 25th March 2013
therev709 replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
My friend and I were having this issue on his dedi server. It was never consistent when it would crash, but it always would. I believe he narrowed it down to a NAT issue and opened a ticket on the feedback tracker. -
New STEAM patch update 25th March 2013
therev709 replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
Noticed this in the change log: Haven't found anything new in the crates (naturally). Anybody found the new class names? -
I'm trying to put together a shoot house, and need some hardcore scripting advice . . . as my scripting skills are quite noob. Heres a script I'm using for a rifle range, works perfect: ////////////////////////////////////////////////////////////////// // How to use. // 1. Place a popup target and name it to pt1 // 2. copy it 8 times and it will auto name the targets // 3. place this line in a trigger or init nul=[] execVM "popup.sqf" _inc = 0; _count = 0; _targets = [pt1,pt1_1, pt1_2, pt1_3, pt1_4, pt1_5, pt1_6, pt1_7]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; hint "Setting up the Range"; sleep 2; hint "Ready"; sleep 2; while {_inc<20} do { _rnumber = random _many-1; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 3; if (_rtarget animationPhase "terc" > 0.1) then { _count = _count+1; }; hint format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; sleep 8; hint "Session Complete"; Now, heres what I'm trying to do: Have a shoot house with ~14 targets and ~6 hostage targets. I don't need targets to pop up at random, but would like a have a hint activated by a trigger at the end of the shoot house tell the player the time it took from beginning to end, how many targets they hit, and how many hostages they hit. Maybe later on down the road I'll set up a point system, but for now I would just like a this to work :) Thanks in advance!!!
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[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the feedback fellas, glad you all enjoyed the missions! -
qV8CdzOuwco After long last, almost a year in development (all of which is my free time), I present to you guys my first full-fledged campaign for Armed Assault 2 Combined Operations. It features Complete voice acting; A riveting plot that carries you from the middle east to eastern Europe; Music from other action games and movies; Uses a variety of community made content including Mando Missiles, Robert Hammer's weapon packs, MRAPs, elite special operations units, and new environments. Ability to use all the vanilla Arma 2 and OA weapons for your squad during the briefings. If you download all the optional addon weapon packs, you'll have an unprecedented amount of death dealin firearms ;) Its currently only been tested by me, so I'm sure there will be some bugs. Just post em here and I'll tackle em as fast as possible. In its current state, this is SP only, as I've never made a coop or mp level. If anyone with any experience would like to help me convert this to COOP I'd very much be happy too. Please post any feedback, positive or constructive criticism so I can continue to improve this project and and any future projects! Thanks for playing!!! Known Issues Version History: Required Addons: Optional but Recommended Addons: v1.7.3 Mirrors: Cast Contest: RUNNING THE GAUNTLET Winner will receive: A spot on this post, and a virtual high five! In order to play, you simply have to run through the Gauntlet as fast as you can, while knocking down all targets. Pics or it didn't happen! The Gauntlet is the CQC live fire range located in the mission 'The Stan.' Simply run through the Gauntlet with your weapon of choice, knockdown all of the targets, then sprint to the end as fast as you can. Top Gunslinger(thus far!): CameronMcDonald: 38.3 seconds
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[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
I've had some weird things happen with the Air Support Console, I'll see if there is an updated version. Here is the forum thread where I discovered this awesomeness. Can you team switch to your team mate? (All of your teammates are playable) -
[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
You can try to PM the admin to unlock your previous thread since you're having the same issue with multiple campaigns, because I honestly have to clue what's wrong here. I can't replicate the problem on my end and have never seen this before. I'm really sorry but I don't know where to begin :/ Is there anything in your .rpt file? You're missing the Desert Mercs and BlackOps by SchnapsdroSel addon. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.BB_Mercenary -
[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
I'm stumped by this one but I'll look into it. What does it say in your .rpt file? -
[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
I just double checked each mission and that requirement isn't in any of them. You probably had a mod loaded up when you began that particular mission then had it unloaded when you tried to replay it. You'll have to either figure out which addon that was (probably the TF86 Seals or SJB SAS pack) and turn it on to play, or restart the mission from the beginning. ---------- Post added at 07:23 PM ---------- Previous post was at 07:21 PM ---------- Might have to restart the mission unfortunately. The waypoint is supposed to activate a trigger and somehow the chopper is stopping short of it. Since waypoints in Arma 2 are not precise this can happen. -
Upcoming tactical shooter from Blackfoot Studios: Ground Branch
therev709 replied to Tactical Jerky's topic in OFFTOPIC - Games & Gaming
Just learned this today. Shucks. -
Upcoming tactical shooter from Blackfoot Studios: Ground Branch
therev709 replied to Tactical Jerky's topic in OFFTOPIC - Games & Gaming
They raised $100k, while short of their $400k goal that's still no small amount. $100k can carry them while they develop more funding strategies. These guys seem like a smart bunch, so I'm willing to be they have contingencies. -
Ground Branch - Indie Tactical FPS by an old school Rainbow Six dev
therev709 replied to therev709's topic in OFFTOPIC - Games & Gaming
The Search feature has failed me! -
Ground Branch - Indie Tactical FPS by an old school Rainbow Six dev
therev709 posted a topic in OFFTOPIC - Games & Gaming
Ground Branch Kickstarter Ground Branch Website 0Ju66BqaUr4 Figured this community would be interested. This is an indie game being developed by an old school Rainbow Six and Ghost Recon (remember, the old school good ones?). Long story short its basically a return to the old-school Rainbow Six and Ghost Recon style of game play that I know most of us all know and love. IMO Arma is the last bastion of true tactical military simulation and it would be nice to see another contender enter the ring. Their Kickstarter ends in a few days, but while they might not reach their goal of $400k I'm sure these guys have other investment strategies. They did raise $100k and that's no small penny; rest assured these guys will continue to chug away. So don't not donate money just because they prob won't reach their goal, if you want to see this game be made you're gonna have to support it! -
Add Action in MP: Intel Collection, Hostage Rescue, the whole 9 yards...
therev709 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm comfortable with scripting for single player...but multiplayer is a whole new ball game! I'm working on a MP mission for my mates at DAGR, and basically am desperately trying to get addAction to work! Two things I'm trying to do: 1. Have a hostage rescue scenario with a little hidden nasty IED surprise sitting behind him. I have this in the POW's init: 0 = [this] execVM "pow.sqf"; And this in the IED's init: 0 = [this] execVM "disarm.sqf"; The pow.sqf: private ["_pow"]; _pow = _this select 0; //Dedicated has no players to perform the action; that is, don't bother having dedi server run this if (!isServer) exitWith{}; _pow addAction ["Rescue the Hostage","pow1.sqf"]; The pow1.sqf: if (!isServer) exitWith{}; _pow = _this select 0; _caller = _this select 1; _id = _this select 2; _pow removeAction _id; if (_free) then { _pow enableAI "MOVE"; _pow enableAI "ANIM"; //_pow switchmove ""; [_pow] joinsilent (group _caller); } else { _IED="R_PG7V_AT" createVehicle [2114.48,1879.38,0.243683]; }; the disarm.sqf: private ["_bomb"]; _bomb = _this select 0; //Dedicated has no players to perform the action; that is, don't bother having dedi server run this if (!isServer) exitWith{}; _bomb addAction ["Disarm the IED","disarm1.sqf"]; the disarm1.sqf: if (!isServer) exitWith{}; _bomb = _this select 0; _free = TRUE; sleep 1; hint "Bomb has been disarmed." And of course this line in my init.sqf: private ["_free"]; _free = FALSE; So far nothing happens when I try to rescue the hostage with or without disarming the IED. He just sits there, and if I don't disarm the IED nothing explodes. I got this to work fine in SP without using all of these fancy schamcy variables and all that. Also, is there any way to condense these scripts into just one or two, rather than four. I'm still trying to wrap my mind around how MP works, so please bear with me, but I've been at this for weeks :/ 2. Next I have a number of maps, notebooks, satellite phones, etc. strewn throughout the AO for my team to locate and collect. Collecting the intel will then display markers on a map for everyone to find. I haven't fooled with these yet as I'm still just trying to get the hostage rescue/IED scripts to work. But this is what I have so far for one of the intel pieces: the intel's init: this addAction ["Collect Intel","intel0.sqf"]; Note* I know I have to make a public variable and all that and can't just put in the addaction into the item's init, but like I said I haven't fooled with this yet, but would still like some help on it. intel0.sqf: if (!isServer) exitWith{}; _rep = _this select 0; _caller = _this select 1; _id = _this select 2; _rep removeAction _id; deleteMarker "obja"; hint "OPFOR markers have been added to your map."; _marker1 = createMarker ["redbush", getMarkerPos "ambush"]; "redbush" setMarkerShape "ICON"; "redbush" setMarkerType "mil_ambush"; "redbush" setMarkerColor "ColorRed"; "redbush" setMarkerText "заÑада"; "redbush" setMarkerDir 270; _marker2 = createMarker ["redwep", getMarkerPos "weapons"]; "redwep" setMarkerShape "ICON"; "redwep" setMarkerType "hd_dot"; "redwep" setMarkerColor "ColorRed"; "redwep" setMarkerText "тайник Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼"; _marker3 = createMarker ["redhouse", getMarkerPos "safehouse"]; "redhouse" setMarkerShape "ICON"; "redhouse" setMarkerType "hd_flag"; "redhouse" setMarkerColor "ColorRed"; "redhouse" setMarkerText "безопаÑный дом"; _marker4 = createMarker ["redpow", getMarkerPos "pow"]; "redpow" setMarkerShape "ICON"; "redpow" setMarkerType "hd_objective"; "redpow" setMarkerColor "ColorRed"; "redpow" setMarkerText "заключенный"; Thanks in advance. -
Add Action in MP: Intel Collection, Hostage Rescue, the whole 9 yards...
therev709 replied to therev709's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem I'm having isn't naming the pow variable, its the getVariable command for "rigged." "Rigged" is set in one script (disarm.sqf) but when called in the pow1.sqf it doesn't work. -
Add Action in MP: Intel Collection, Hostage Rescue, the whole 9 yards...
therev709 replied to therev709's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, this is what I have now: disarm.sqf: private ["_bomb"]; _bomb = _this select 0; _bomb setVariable ["Rigged", 1, true]; //Dedicated has no players to perform the action; that is, don't bother having dedi server run this if (!isServer) exitWith{}; _bomb addAction ["Disarm the IED","disarm1.sqf"]; pow.sqf: private ["_pow"]; _pow = _this select 0; //Dedicated has no players to perform the action; that is, don't bother having dedi server run this if (!isServer) exitWith{}; _pow addAction ["Rescue the Hostage","pow1.sqf"]; disarm1.sqf: if (!isServer) exitWith{}; _bomb = _this select 0; _bomb setVariable ["Rigged", 0, true]; sleep 1; hint "Bomb has been disarmed." pow1.sqf: if (!isServer) exitWith{}; _pow = _this select 0; _caller = _this select 1; _id = _this select 2; _pow removeAction _id; _rigged = _pow getVariable "rigged"; if (_rigged == 0) then { _pow enableAI "MOVE"; _pow enableAI "ANIM"; //_pow switchmove ""; [_pow] joinsilent (group _caller); } else { _IED="R_PG7V_AT" createVehicle [2114.48,1879.38,0.243683]; }; and nothing in the init.sqf pertaining to these scripts. The problem I'm having is in the pow1.sqf the _rigged = _pow getVariable "rigged"; doesn't work. If I put in the line: _pow setVariable ["Rigged", 0, true]; in the pow1.sqf then it will work, but that defeats the purpose. How do I get the variables to jump scripts? I've also tried using _bomb and _ied getVariable "rigged" to no avail. -
[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
Sorry for the late reply, I don't check these forums as often as I used to. Coop might work for missions 3 through 8. However they were never designed for Coop and I currently don't have the time or plans to convert to MP/COOP compatibility. -
Awesome stuff, finally the Russies are up to speed on modern times. Just one thing tho, I'm sure its been brought up before, but if not: their belts are waaaay too low, looks like their pants are sagging. The belts seem to be linked to the bottom of the blouse/jacket, instead of up around the waist. Unless thats just how the Russians roll, gangsta style.
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[CAMP/OA] Soldiers of Valor: Task Force 94
therev709 replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
Glad you're enjoying it. However, I can't recreate that bug so I don't know how or what to fix :/ unfortunately you might have to use the end mission cheat (causing you to miss the last part of that mission which si pretty epic/important) or replay it. I don't plan on publicly releasing any of the MP games simply because they're unit specific. If you want to play em, you'll have to join DAGR (click the link attached to my sig pic).