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tyrspawn

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Posts posted by tyrspawn


  1. Thought I would share some cool footage from a play session yesterday. Enjoy.

    This video depicts British paratroopers in an attack on a Russian airbase containing a squadron of su-25 ground attack aircraft. The mission is called Fassberg Raid. This represents one of the most fun experiences I have had while playing armed assault 2.

    From the beginning to the end this play session on the United Operations server was highly cinematic, intense and adrenalin filled. About 60 players are present, composed into two platoons. The scenario is from a cold war gone hot.

    The equipment is relatively low tech, and wer'e up against a superior enemy force. Our job is to hit the su-25 squadron then get out. This operation will be a raid. An infiltration, followed by an attack, and concluded with an exfiltration before enemy response forces can marshall.

    My role in the mission is company sergeant major, the senior most non-comissioned officer in the company, and responsible for establishing casualty collection points and logistics. I'm also 4th in the chain of the command, if the company commander and platoon leaders are killed in action. As we'll see, things don't go as planned, but in the end, the queen's men pull it out of the fire.


  2. _plane = [[getPos ingress select 0, getPos ingress select 1, (getPos ingress select 2) + 1000], 360, "An2_2_TK_CIV_EP1", CIVILIAN] call bis_fnc_spawnvehicle; 
    transportPlane = _plane select 0;
    _planeGroup = _plane select 2;
    
    transportPlane flyInHeight 1000;
    _planeGroup setBehaviour "CARELESS";
    wp1 = _planeGroup addwaypoint [(getpos dropoff), 5];
    wp1 setwaypointtype "MOVE";
    

    ingress is a game logic where the plane is supposed to fly in from, dropoff is a game logic where i want it to fly to.

    It simply doesn't work.

    The plane spawns in, then it just flies in a circle around its spawn position. After 2 hours of pulling my hair out over this, I am asking for help.


  3. You should be able to easily disable it using something like this:

    b_specNV = (findDisplay 46) displayAddEventhandler ["keydown", "

    if ((_this select 1) in (actionKeys ""NightVision"")) then

    {

    if (b_specNVG) then

    {

    camUseNVG false;

    b_specNVG = false;

    }

    else

    {

    camUseNVG true;

    b_specNVG = true;

    };

    };

    Problem is, I don't know the action key for FLIR - any help would be appreciated.

    The current action key list has not been updated since arma1 on the wiki: http://community.bistudio.com/wiki/ArmA:_CfgDefaultKeysMapping


  4. Changes to backpacks don't appear to work on a dedicated server. I added and removed items from a backpack, it appears fine locally, but if you load it on a dedi, the standard items are there (not the loadout you modified) - EXCEPT you cant access them or put anything new into the backpack.

    Mission example:

    http://www.krauselabs.net/dump/ballz2.Takistan.zip

    ---------- Post added at 06:02 AM ---------- Previous post was at 04:33 AM ----------

    also:

    http://dev-heaven.net/issues/11666


  5. This in the init.sqf works just fine here:

    waitUntil {!(isNull player)};
    waitUntil {player==player};
    
    switch (side player) do
    {
     case WEST:
     {
       player createDiaryRecord ["Diary",["Promemoria","Puoi uccidere il soldato come preferisci."]];
       tskobj_1=player createSimpleTask ["Uccidi il soldato"];
       tskobj_1 setSimpleTaskDescription ["Devi uccidere il soldato vicino a te per vedere se funziona il file briefing.","Uccidi il soldato","Uccidi il soldato"];
       player setCurrentTask tskobj_1;
     };
     case EAST: {};
     case RESISTANCE: {};
     case CIVILIAN: {};
    };
    

    If you have only players on the west side you can remove the case at all and just use:

    waitUntil {!(isNull player)};
    waitUntil {player==player};
    
    player createDiaryRecord ["Diary",["Promemoria","Puoi uccidere il soldato come preferisci."]];
    tskobj_1=player createSimpleTask ["Uccidi il soldato"];
    tskobj_1 setSimpleTaskDescription ["Devi uccidere il soldato vicino a te per vedere se funziona il file briefing.","Uccidi il soldato","Uccidi il soldato"];
    player setCurrentTask tskobj_1;
    

    Like said there is no need to have a briefing.sqf, just place all in the init.sqf

    No offense but this is horrible advice.

    To the OP, call the briefing like this:

    if (!(isNull player)) then  //non-JIP player
    {
    [] execVM "briefing.sqf";
    };
    
    if (!isServer && isNull player) then  //JIP player
    {
    waitUntil {!isNull player};
    
    [] execVM "briefing.sqf";
    
    };
    


  6. Thanks much!

    FYI:

    Description.ext was missing from the zip on the site. I had to copy it over from an old release.

    It also says to import that file into the cfgsounds class in the manual. This causes preprocessor to crash.

    Question:

    Think you could tip me off to how to add in some delays? I want an X second delay between "Shot,over", another X second delay between "splash, over" and another X second delay after it before shells land down. If you don't feel like explaining ill just dig into the script, but was hoping for a hint.


  7. If you want it to work for all players, JIP or not, do:

    if (isDedicated) exitWith {};
    waitUntil {!isNull player};
    // enter here any code you want to run for all players as soon as they join.
    

    You don't want to waitUntil {!isNull player}' on a dedicated server as that condition will never be true as on a dedicated server player is always null.

    Where are you defining team1/2/3/4 and brad1/2/3/4? You need to make sure that the variables are defined before you use them, and check that you can actually move into the vehicle before you moveInCargo.

    Besides your whole movetoifv.sqf is messy. Why are you using exitWith? You do realize it doesn't break the loop, but rather just breaks the current iteration of the loop and then just starts the next one? So basically the loop will never end and if you would've used if (alive player) then {...}; it would've done the exact same thing. If you want the player to run a script on every respawn, use:

    while {true} do
    {
    waitUntil {!alive player}; // wait until player dies
    waitUntil {alive player}; // wait until player is alive again
    // enter here whatever you want to do when the player respawns
    }; // loop will continue forever (that is, until mission is over)
    

    Teams are defined on each unit's init line:

    team2 = group this;

    etc

    The bradleys are just unit names of the bradleys.

    Thanks for your help.

    I'm not sure what you mean by the first part... you say to use something then say not to ever use it. Very confused and frustrated. Please tell me specifically what I have to change to make this work. Pulling my hair out.

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