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Rozo

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Posts posted by Rozo


  1. Are you using the Takistan demonstration mission or one you created yourself?

    I am getting on both my own, and the demo mission, however on the demo mission it seems like there are less russians civs spawning and more takistani, then i get on my own mission.

    But on both missions i am getting takistani and russian mixed together.

    On the debug qeustion, i think i found the line in the mip/init-animals.sqf.

    Listed as

    BIS_animals_debug = true;

    changed it to false, but still see the markers.


  2. This looks like an great module but i still have two qeustions,

    I text searched for "_debug = true;" and other searchwords but i still cant find the file which contains the option to turn the debugging off, can u tell me the file name please?

    I am useing your module in takistan but yet i see alot of chernarussian and russian civilians spawning, i'd like to only have takistani civilians and vehciles spawn, how can i do this whitout useing the civilianRarity and vehicleRarity arrays?


  3. No, originally I was not, although after reading your post I tried running it with that file loaded and got that error message. once I removed it, I was fine.

    I have been testing out a campaign I have been writing and I have grouped all of my addons for that campaign into one mod folder, so its a little easier to keep track of. It's rare that I even make any additions/subtractions to the mods, generally I only do it if I am trying out a new addon.

    Now, I will say this, the other night when I DL'd the 71726 Beta and had this issue, it worked fine if I had ACE loaded. I only got the error when not using ACE. (The campaign is not ACE compatible yet, so I only use ACE if I DL'd a mission.)

    I did not try ACE tonight before I reinstalled the launcher so I don't know if it worked with the 1.07 patch or not.

    Right now however, everything seems to be OK. (Fingers crossed)

    I get the exact same error as you did, Altough i do not use any addons into my target line, also no beta patch ever downloaded. Do you have any tips for me on how to fix this?

    PS: This happens both when i am using the launcher as the shortcut.


  4. Afther reading 112 pages looking for an topic which can help me to add custom sound files to the mission i only found this post:

    http://forums.bistudio.com/showthread.php?t=73361

    I have no clue how the code works that he put in the script:

    };
    
    
        class intro1
        {
             name = "intro1";
             sound[] = {\music\intro1.ogg, 1.0,1.0};
             titles[] = 
             {
             };
    

    What i have now is an Ogg vorbis sound file named Damnation in an folder called "sound" in my missions folder.

    Back in Arma 1 i could select this sound file under the trigger effects, this doesn't seems to work in arma 2, Can someone explane me the code above or an other methode to make this work?

    PS: I do not know how to make an intro.


  5. Nope, mobile respawn doesnt work,

    What i do find odd though, once i wait out the respawn time i first spawn at the right place ( at the ambulance )

    Then 2 sec later i spawn at the bottem left corner of the map, So the respawn place does work, but once your alive you just get "teleported" to the bottem left which is the sea.

    I use this script for it:

    if (!isServer) exitWith {};

    for [{_i=0}, {_i<10000}, {_i=_i+1}] do

    {

    "respawn_west" setMarkerPos [(getpos rorespawn select 0),(getpos rorespawn select 1),0];

    sleep 5;

    };

    Were respawn_west is the marker which moves along with the ambulance and rorespawn is name of the ambulance

    Any ideas?


  6. Thanks alot for the fast reaction,

    First off i'd like to apologize for the name, will do it right in the future aswell for the harder searching, i carefully re-read the forums and found some intresting posts ( apperently i was just reading too fast.

    Anyway, My parachute qeustions are all answered now, except for the parachute module, I heard some talk that you can decide when to open your own parachute ( just as in training ) whit a module instead of your chute opening as soon as you leave the aircraft.

    For as the mobile respawn qeustion i think i found a script to do this, I will try out the solutions and if it works ill post the links below.


  7. Hello all, been searching around for the following qeustions but cant seem to find them, Hoping you guys can help me out here.

    Anyway, I have three qeustions regarding parachutes:

    1. How to make a certain unit start in a parachute at like, 100m? ( I know there is a unit called: Parachute, But i want pilots, medics, MG's and sort attached to a parachute )

    2. How do i make AI paradrop out of a C130 plane once they are over their dropzone? ( Seen it in one of Xavion's video's looks awesome! )

    3. Were is this "parachute module" and how can i use it? ( Cant seem to find it in the mission editor )

    And another issue with mobile respawn:

    Basicly what i want is a vehcile ( Ambulance humvee ) as a mobile respawn point to respawn around the vehcile, not in it.

    I did the following:

    -Made a marker called: respawn_west.

    -Named the respawn vehcile rorespawn

    -Made a trigger with the following info:

    Trigger:

    Repeately

    Countdown - 5 sec

    On Act: "respawn_west" setMarkerPos [(getpos rorespawn select 0),(getpos rorespawn select 1),0]

    Trigger axis and angle is set to 0-0-0

    The problem i have now is that the marker is moving alone with the ambulance (respawn vehcile ).

    But once you die and respawn, You respawn in the far bottem left corner of the map which is in the sea, Does anyone knows what i did wrong?

    Thanks alot,

    Rozo.

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