Cato Larsen
-
Content Count
34 -
Joined
-
Last visited
-
Medals
Posts posted by Cato Larsen
-
-
I play on my dedi server and i change the unit name by S1,S2,....The original demo desert.pbo i try it on my server and i can't revive i respawn 1 sec later at respawn_west marker. I really understand nothing :)
Thx for your help.
Ok, unless someone else hve helped you by tonight CET I will try to help you with the details. I am a bit busy atm, so laters.
-
Did you try it in the editor or did you try it after using the editor and save it to MP missions and host it?
Casu the revive does not work if you use it in editor, you need to host it. OR have it on a server and you "player" name, the name of the guy you are using needs to be called, "Alpha_1" or "alpha_2" IF you are using the default script. There are things you need to change and type in the script if you wanna use this for a full mission. And I would say that a minimum understanding of scripting is needed. Do you know anything about these scripts?
If not, then PM me what you want or need and I will help you, as a thanks to the quick and good help I just got when I was stuck.
Cheers, cato
-
No those classnames do not exist in standalone Arrowhead. You need to change them to Land_CamoNetB_NATO_EP1 and USBasicAmmunitionBox_EP1. Then the Arrowhead content will be loaded instead of the A2 content.thank you thank you.
So I was not that far away, well quite right. Class names.
Sorry, but if you do not mind me asking. Where can I find a list of classnames for objects and such for Arrowhead?
Is it as easy as adding _EP1 to stuff?
EDIT: Sorry, I got all exhited and forgot to even think about searching that. Sorry and thanks a lot for your help.
Cheers
Cato.
-
Hmm, ok I am going to add some more info.
Still the same issue though.
I have used this before so I am a bit puzzled.
Mobile respawn set as per instructions dead on (atleast I think so, thats why I am puzzled)
When I get in the vehicle and have the option to deploy the MHQ, the fuel drops and the Mobile marker shows on the map, but the camonet and the ammobox does not come.
So the "fuel set to 0" in the script works fine and the "create marker" also, but could it be the _camo = "Land_CamoNetB_NATO"
and
case west: {"USBasicAmmunitionBox" createVehicle [_pos_vcl select 0, (_pos_vcl select 1) - 2, (_pos_vcl select 2) - 4];}
That just dont work with Arrowhead?
I am tearing my head off here.
-
I gotta ask.
Is there any reason why the camo net over mobile respawn vehicle and ammo box will not work??
The mobil respawn point works and the deploy and pack text is available and works, but the ammo crate and camo net will not be there.
Using it via the F2 OA folk
Also using US men and vehicles.
It all works in ArmA 2 but cannot get it woring in OA.
Any ideas?
Any help?
Cheers.
-
Ok, cheers Fer.
I was hoping it was a know answer to it :)
Anyway, thank for the F2 mate.
Good tool ones you get used to it.
Cheers.
cato.
-
I gotta ask.
Is there any reason why the camo net over mobile respawn vehicle and ammo box will not work??
The mobil respawn point works and the deploy and pack text is available and works, but the ammo crate and camo net will not be there.
Any help?
Cheers.
-
Sorry mate. I am a complete tool.
Btw I did PM you this but someone else might have issues so I will post here aswell.
I have no idea what you mean here. Like I said, I am a tool and should not have ran it at all anyway :)
Any way you can highlight for me what I need to delete in the spoiler??
SETLOCAL ENABLEEXTENSIONS
:v64_path_a2
For /F "Tokens=2* skip=2" %%A In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%B)
IF NOT DEFINED _ARMA2PATH (GOTO v32_path_a2) ELSE (GOTO v64_path_a2oa)
:v32_path_a2
For /F "Tokens=2* skip=2" %%C In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%D)
IF NOT DEFINED _ARMA2PATH (GOTO uac_PATH_A2) ELSE (GOTO v64_path_a2oa)
:uac_PATH_A2
@FOR /F "tokens=2* delims= " %%I IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%J)
IF NOT DEFINED _ARMA2PATH (GOTO std_PATH_A2) ELSE (GOTO v64_path_a2oa)
:std_PATH_A2
@FOR /F "tokens=2* delims= " %%K IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%L)
IF NOT DEFINED _ARMA2PATH (GOTO ENDfailA2) ELSE (GOTO v64_path_a2oa)
:v64_path_a2oa
For /F "Tokens=2* skip=2" %%E In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do (set _ARMA2OAPATH=%%F)
IF NOT DEFINED _ARMA2OAPATH (GOTO v32_path_a2oa) ELSE (GOTO RUN)
:v32_path_a2oa
For /F "Tokens=2* skip=2" %%G In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do set (_ARMA2OAPATH=%%H)
IF NOT DEFINED _ARMA2OAPATH (GOTO uac_PATH_A2OA) ELSE (GOTO RUN)
:uac_PATH_A2OA
@FOR /F "tokens=2* delims= " %%M IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%N)
IF NOT DEFINED _ARMA2OAPATH (GOTO std_PATH_A2OA) ELSE (GOTO RUN)
:std_PATH_A2OA
@FOR /F "tokens=2* delims= " %%O IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%P)
IF NOT DEFINED _ARMA2OAPATH (GOTO ENDfailA2OA) ELSE (GOTO RUN)
:run
mklink /j "%_ARMA2OAPATH%\Addons" "%_ARMA2PATH%\Addons"
mklink /j "%_ARMA2OAPATH%\Dta" "%_ARMA2PATH%\Dta"
mklink /j "%_ARMA2OAPATH%\Keys" "%_ARMA2PATH%\Keys"
mklink /j "%_ARMA2OAPATH%\userconfig" "%_ARMA2PATH%\userconfig"
ENDLOCAL
:end
@exit /B 0
:ENDfailA2
@exit /B 1
:ENDfailA2OA
@exit /B 2
---------- Post added at 11:40 PM ---------- Previous post was at 11:17 PM ----------
Again I am sorry. I just figured out what you ment. Links/shortcuts in the OA root folder.
I deleted them. Seems to work now. Sorry for this. Guess I paniced.
-
Hi.
I have searched the forum and found only one post to this, but no answer.
How can one UN-combine the 2 games after running batch to combine?
I ran manual batch and cannot get it off again. I have a few issues after running the file. gettin out of vehicles after entering, OA campaign not working. Entry error and such.
Hope there is an answer to this.
Running Steam on both btw.
Cheers
Cato
-
Hi.You are running the latest beta patch on your server and on your game PC to?
EDIT:
I also running a OA beta test server and i have simple just copied all the files inside \arma 2 operation arrowhead\Expansion\beta\ into correct place \arma 2 operation arrowhead\ and overwrite all files.
So when i start my server i don't need to play around with beta mod etc etc,, just start it as a normal server.
Thanks for the reply mate.
I found an error in the folder path to me cfg files, so I got it sorted.
I did not want to copy and paste as we still are in testing mode on Arrowhead.
With all the merged, not merged, steam, dvd and so on, things going on, I do not wanna put things where it should not be and maybe get new errors.
Waiting for 1.53 for a stable release and hopefully some issues will go away.
Server working flawless now though :)
-
You can take a look at these settings. This is what I use on our server. It goes for ArmA 2 and works for ArmA OA aswell.
Play a bit with min_bandwith and and the MSG stuff.
The info on Kellys is very very good, so you should be good to go.
-
Yes, I can confirm that Beta has solved that. Most of the guys on our server had the issue, but after beta it is gone completely.
-
I play with beta too, and it happens sometimes. Its really random. Right now i come from playing Warfare like 2 hours or so, and no problem. Other times is just 10 minutes and game hangs up. Really bizarre.I am sorry to hear that.
Are you on Steam or dvd?
If steam, I am now using the "steam startup line" instead of having a shortcut to start from, just to mention that.
Though it seems to work fine on normal shortcut as well.
Both OA and combined works fine for me now. Using latest beta as "addon" starting from a shortcut from vanilla .EXE, not starting the beta.exe.
Though I do not know what can cause your issue, (full load on GPU can cause issues with Win 7 in some cases I hear) I hope it will be solved in upcomming official patch 1.53
Sorry I could not help you any further.
-
After installing latest beta on my game, it works as it should. No freeze.
Just to let you know.
-
Hi Vixente.
I too encountered that problem yesterday.
Though I have had no issues in SP, it caught up with me in MP after installing the beta(latest) on the server. We use steam on our server, so needed the beat to get server executable.
My game is vanilla. Nothing on it at all. default out from steam.
After about 2-10 minutes gameplay on the server, the game freeze. The other guys on the server did not notice anything at all and could play as normal. It did give me "loosing connection" and finally "lost connection"
Just to note. I do not have win updater running by itself, I shut down Avast and all the normal things you try when you encounter these things.
System is Win 7 x86 ultimate.
ArmA 2 does not have that issue and no other games either.
Everything else is as Vixente mentioned.
Anyone else encountered this? Know how to fix it or what to fiddle with?
Please let us know.
-
Hi. Question.
I am using the beta dedi for OA and well since I am used to using server tools for running servers, I have a question.
I have set up my server cfg and arma cfg within a folder inside the beta. and the profile somewhere else. getting it to load and show in the lobby, but when I join I get the all annoying "waiting for host" and the mission screen is not loading.
When I look at the server "console" it has me connected.
I have added the default mission list to the cfg file (OA mission list)
What am I doing wrong? Nothing else has been touched. Well copied the dta folder to the beta dta folder, but thats it.
I might be as dumb as a wet sock, but atleast I am not afraid to ask :)
-
Ringo. Cool that you love ACE, but your shouting makes my ears bleed :)
Well, about your problem, I am sorry but the whole Steam thingo is pushing my limits of patience aswell. I have been around since OFP days. Not in here, but with the games. Started with the first and bought OFP GOTY aswell. Same with ArmA 1 and now ArmA 2.
Always had retail versions of it. No issues with mods and never had to even think that there would be issues loading mods from mod folder setup.
When I bought ArmA 2 for our server at Simjunkies.com I got it via steam, but as I use a "Server tool" to start it with mods and all, I never had issues there either.
Now I bought OA via steam, and thought, as I bought ArmA 2 from a german site when it came out. Yes I could not wait the days for an english version (I am not german).
First stupid thing I did was to NOT uninstall the german version of ArmA 2, prior to installing Steam version, so my steam version of ArmA 2 is now only a updated german version aswell. OA works fine, but using modfolder shortcuts gives errors like you say.
All this startup via steamapp and so on has me bugged.
I mean... has not Bohemia taken out the diskchecker from the game with the 1.07 update? that is why I cannot understand why steamapps have to be involved at all really, after 1.07. I was hoping that it would be like other games, well some other games bought on steam. Dl like any other Direct to drive games and install and type serial. Like it was when I bought ArmA 2 from that german site.
In my opinion it would give shitload of less problems running combined and standalone and with or without mods.
Now that was somewhat of a rant towards that. On the sidenote, I think the product is absolutely fantastic.
OA runs great vanilla. No really need for any mods atm. ACE 2 has been on my computer since before the first stable release, but I am in no hurry to install that for OA yet.
I am sure I will, but Bohemia has done superb work enhancing and tweaking.
And I can easily say that it is the LEAST buggy out of the box release that bohemia has done. Thank you.
Hmmm. somewhat needless post now that I read it again, but it took me some minutes to write it that I will never get back, so I am not deleting :)
-
if you have english OA and german A2 the OA:CO and OA will be in english ... (both run via OA binary)Yes I noticed. Unfortunately I also noticed that since I have the german A2 installed from before, the new install from steam will also still be in german. I am from Norway, I speak absolutely no german except from sauercraut and lederhosen and so on.
But fortunately yes, combined ops will be in english, thank GOD. (or Bohemia in this case)
Cheers man.
-
In fear of sounding stupid, Ah well, I am used to it.
I have been looking around the forum and searching, but here goes.
I did DL the cobined steam pack. I bought ArmA 2 in a german "state" as I did not bother to wait for a english release, so I figured why not have it again. ( see, I support :):) )
Anyways. will it not be as easy as to copy OA into arma 2 or vice versa to make it combined???
I mean, as it is the same file structure and all?
-
Is it possible that someone, working together, could merge island together, to make a sort of 2-3-4 island map? I know it will be very large, and I do not know how much ArmA II will allow you to make, but as new mapmakers gets their speed on... Wich seems happening A LOT faster than in ArmA... I would wish for a few of them merged together to make a really big one....
To have one "country" invade another and so on if you get my drift.
I make missions mainly, for our dedicated server(casualsoldiers) and well...
just tossing out a suggestion..
Cato.
-
I suspect that it fast travel is just a teleport script in disguise with some markers on th e map to simulate the actual travelling.Look into the setpos and createmarker commands.
Failing that, depbo the superpowers mission or warfare module and see what you can find - there might already be a BIS function.
Cheers. i have depbo`ed those some time ago, but the complication of the scriptwriting makes my head ace. I was not ment to understand this :)
I will however look into setpos and createmarker combo. I would think the fast travel is a drag quenn in act as you so gentl did not put it.
Thanks.
Oh and if someone would still put up what I must do. a code or anything, while I search for a solution, that would be superb.
---------- Post added at 12:57 AM ---------- Previous post was at 12:47 AM ----------
Ok.
Well. The easiets way I found to do it, and it might just work for me in the simple way i want it.
player setPos (getPos someobject)
then create someobject
and use a trigger with radio alpha.
the use it again with radio bravo to get to another place and so on.
Not at all complex, but works for me anyway.
-
In the waypoint menu set speed to 'full' :)You bugger :)
Not exactly what I am after. And I am talking all CLIENTS that joins server. Not AI Fast travel.
-
As the title says.
I am not in any way advanced in scripting , but I do know how to use the editor in and out. I also know how to use the search function in this forum, but I cannot seem to find what I want.
I am looking for a way to set up fast travel.
I want it to be enabeled at all time from anywhere to a marker that I set, well actually I want all players to be able to choose fast travel to 3-4 markers that I set.
No conditions needs to be met.
Anyone that can help me or point me to a template script or whatever it is that I need?
Thanks.
Maybe I should be clear to say that it is the "warfare type teleport" that I am after
-
dostop Helicopter;Helicopter land "land"; if(!unit1 in Helicopter) then { doMove (getMarkerPos "Marker1"); }
Try that.
---------- Post added at 03:34 PM ---------- Previous post was at 03:34 PM ----------
And you can check this out.
Just curious: Is anyone interested in no-respawn MP?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Glad to see more "serious" mission actually. I do make a few now and then for our group, but depending on the mood of us all, it switches between revive and respawn, and none.
Good ol days of OFP, none of our FDF mission had any of that fancy respawn thing, and I have yet to enjoy myself as much as I did back then. So keep them comming mate.:D