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Roe-31stMEU-

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Everything posted by Roe-31stMEU-

  1. Hey all, I would like to get my enemy AI chopper to fly over the AO and eject out some enemy troops as a kind of reinforcement. I'd like the chopper to just fly over while the enemy parachute out. I am trying to get the chopper to wait until a trigger is set-off before it begins it's waypoints. I have the trigger set chopper = true and in the condition field of the first waypoint, I have set chopper. If my thinking was correct, I'd say that once the trigger was activated and Chopper became true, then the chopper should begin it's waypoints correct? Not happening for me though, so can anyone help explain this better to me please? Thanks
  2. hey all, ok so I "thought" I was doing this correctly, but I guess I'm not because now whenever I complete an objective I'm not getting the little green light next to that objective in the list, no message popping up telling me it's complete, nothing. Here's what I have in my briefing first: Obj1 = player createSimpleTask["task name"]; Obj1 setSimpleTaskDescription["task description"] Same thing goes for objectives 2 and 3. Now, as for the trigger setting to complete the task, here is what I have in there: Condition: !Alive Radar On Act: Obj1 setTaskState "SUCCEEDED"; obj1=true; publicVariable "obj1"; So I go up to the radar and set a satchel, destroy it, and nothing, no little message saying the task was complete, no green light next to that task in the list... what am I doing wrong here? ---------- Post added at 11:32 PM ---------- Previous post was at 10:50 PM ---------- Update: After further checking into this, I now have realized that 2 of my 3 tasks are working correctly. The one I put up in the example above with the radar is the only one NOT working. I wonder if I just can't get an !Alive Radar on the Anti-Air Radar object? It's weird because the trigger would work when displaying a hint after using sachels on the anti-air radar, it just wont trigger the task as being complete.... very weird.... any ideas?
  3. Roe-31stMEU-

    Briefing help / task help

    So I have to place a " before the word Optional? Also thanks for the tip on the command line thing, I never even knew that existed, should be a HUGE help.
  4. Roe-31stMEU-

    Briefing help / task help

    New problem.... for some reason my briefing.sqf isnt showing up in-game AT ALL. I used the one given by mikey at OFPEC here http://www.ofpec.com/forum/index.php?topic=33468.0. I edited it to what I needed and here is what I have now. Can anyone tell me why this aint working? If anyone can tell me WHY this isnt loading any information AT ALL, i'd greatly appreciate it. Also still not sure why the one objective wont go complete either, but I may just remove it completely. Also, in my init.sqf I do have " [] execVM "briefing.sqf"; " in there so yes, I have that.... I believe it is correct but if not plz correct me.
  5. Alright, not a problem anyway, we can make believe it was the HQ Stryker lol thanks
  6. @Kylania: Would that also work if I named an object instead of a unit? Like say I used the Stryker HQ object?
  7. You can just change all the soldiers to non-playable, then set them to Playable in the order you want them to show up. Works fine for me.
  8. Roe-31stMEU-

    Briefing help / task help

    Well, I have added the missing ; at the end of that part in my briefing.sqf, I changed everything around so it looks like this: "Obj1 setTaskState "SUCCEEDED"; publicVariable "obj1"; obj1=true;" and everything, but for some reason the damn objective STILL will not go complete.... I have the hint in the exact same trigger detecting when the radar is dead and the hint will trigger, so I know the trigger is working...... it's just something with the objective stuff which must be messed up or something. It is just really weird because for my other 2 objectives, the triggers are set-up the EXACT SAME WAY, I mean really, copy and past with a change to obj2 and a different condition of !alive "something else", type stuff from this first objective, they all work fine, it's just this one.
  9. Roe-31stMEU-

    End Mission Trigger - Help

    Thanks for the idea, i'll check it out.
  10. Ok, so I've got everything set-up with all my triggers and what-not and can get it to end very easily now if I wanted to, but I've got one little part I wanna add in and that goes beyond my knowledge lol. Heres the situation: All 3 objectives get complete, but now I want all the remaining blufor alive to have to make it to an LZ, once they are all there, THEN, the end-mission trigger.... well triggers lol. I've already got all my triggers doing this "Obj1 setTaskState "SUCCEEDED"; obj1=true; publicVariable "obj1";" and ect for obj2 and obj3. I know all I need to set something like Obj1 and Obj2 and obj3 in my condition box, but what else needs to go in there to check if all living blufor are inside that ending trigger? Thanks!
  11. <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=-bAN7Ts0xBo&hl=en_US&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=-bAN7Ts0xBo&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Maybe??? Prolly not lol
  12. Roe-31stMEU-

    Revive Script

    I am having a problem as well. I think it has to do with the classnames specified to use it. But first I will explain my problem. Shortly after the mission begins, a message pops up saying everyone is unconscious, yet we are still alive... the mission does not end, it just sits that way until the admin ends the mission. Now, I believe I do have everything set-up correctly... but I am using the ACE2 mod, and using the ACE2 Desert Marines there, so I am thinking maybe the classnames listed under "// UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED" is not set-up for the ace characters so it's not noticing any of my guys? I dunno... If anyone can help me I'd greatly appreciate it, I can even e-mail you the mission if you'd like to take a look and try seeing what I'm doing wrong... Thanks
  13. Roe-31stMEU-

    Using the ACE Wounds System...

    Hm.... I thought I had read somewhere that Norrins Revive and the ACE Wounding System did work together.... Guess I better decide which one to eliminate in my mission I'm making. Thanks for the heads up.
  14. Roe-31stMEU-

    31st Marine Expeditionary Unit (SOC)

    I just wanted to add a quick update. We now have our own server again. IP: 70.32.43.130:2307 or just filter 31st and you should find it. We've got a few different maps and mostly Co-op missions. We do have ACE2 installed on the server and is used in the majority of our missions. Feel free to stop by any day of the week if your interested in tactical co-op gameplay. On Mondays and Wednesdays at 20:00 EST we do host Unit Nights. These are the most popular nights for us 31st Members and we do encourage anyone interested to join us. On Unit Nights we do ask and require the use of our Ventrilo server for voice comms, so if you are interested in playing on a Unit Night then please do have Ventrilo ready. Thank you for your time!
  15. Roe-31stMEU-

    Deadfast's FPS Counter

    I had the exact same issue when trying to use the digital compass. Hopefully someone knows the answer cuz I'd love to use it again lol
  16. Hey everyone, just figured I'd ask here before going ahead n writing one..... does anyone have or know where I can find an up-to-date ACE Ammobox filler script? Preferably just the West side weapons/ammo/plus extras (masks, glasses, goggles, earplugs, ect), but if you just got one with everything that'll do. Like I said, don't want to reinvent the wheel if it's already out there. Thanks!
  17. Yep, I added the HK weapons and after that, not noticing anything important not being there. Thanks again, cheers!
  18. Thanks guys, got it now. Just had to // out the one part that galzohar mentioned and bingo, all West weapons everything is good now. Thanks again, very much appreciated!
  19. I am still lost here.... I am launching it with "hNil = [this, "USMC"] execVM "ammo.sqf";" and I get some of the weapons for West side, but not all of them... even ones listed in the script is not showing up, things like SMAW, Javelin, and Stinger aren't showing up, but they are right there in the script. Am I having a problem with this second param as well? I re-read your explanations a few times but I am still lost as far as that goes.... I don't have anything listed in my description.ext about ammo or this script.... :confused::confused::confused:
  20. Alrighty, thank you very much, this cleared it up and I now have a loaded ammobox! THANK YOU THANK YOU THANK YOU THANK YOU! Now for another quick question. When you say that Spawn.sqf must be called from the init.sqf on all machines, is it good enough to just do " null=[] execvm "spawn.sqf" " in the init.sqf or is there something else that must be done to make sure it goes on ALL other machines? Also going slightly more off topic, what about JIP?
  21. Hey, I just tried using this, doing what you said and I just get an empty box.... only shows the stuff I'm already carrying. Any ideas? I just copied n pasted what you put down, saved it as ammo.sqf, dropped it into my mission folder, put " nul = [this] execVM "ammo.sqf"; " into the init line of 2 different ammo boxes, and they both come out the same..... I'm just having bad luck with ammo boxes these last few days... lol
  22. galzohar THANK YOU VERY MUCH! Saved me a lot of time, plus this one comes with even more goodies then I was even thinking about. I do have a slight issue though getting this to work properly.... I guess question 1 is, is the script already to be used without editing anything right now? I tried to execute the script with "null0 = this execVM "ammo.sqf" " and I get some weapons, a lot of ammo, but not everything from the west weapons... like no M16's for example were showing up. I dunno, I'm confused now lol.... help is appreciated.....
  23. Thanks. Yea that's my plan but like I said, just wanted to see if someone already had a finished script before I go ahead n write my own. So far no luck though so I just may be doing that. Thanks again.
  24. Roe-31stMEU-

    Is the game better now?

    IMO if you want a BF2 type game, don't look at ArmA2 for that cuz it will be hard to find. Just play BF2 or Bad Company 2 now. I have that and it runs better then ArmA2 on my PC and its all about that TvT you are looking for. I prefer the realism and Co-Op so I will stick with my ArmA2 though.
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