garbol87
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Everything posted by garbol87
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Respawning player in specific location?
garbol87 replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ummm ok... but I'm not really good whit event handlers :) ... I only know that I need to type (in the unit init field?) : this addEventHandler ["killed"] And that's it don't know what to type to check if unit is alive... I mean, I just don't know how to create that script. -
What am I doing wrong? (Day/Night options)
garbol87 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I want to set the option in the MP coop mission so that the players will be able to set time of day. Description.EXT titleParam1 = "DAYTIME"; valuesParam1[] = {1,2,3,4}; defValueParam1 = 1; textsParam1[] = {"Dawn", "Midday", "Dusk", "Night"}; Init.sqs ?(param1==1):skiptime 6.2 ?(param1==2):skiptime 12 ?(param1==3):skiptime 18.4 ?(param1==4):skiptime 0 When I choose an option it always crashes the whole game :/ here is the message: "Preprocessor failed on file mpmissions\_cur_mp.Chernarus\init.sqf - error 7." please help :( -
Ok so I made a mission in which there is an enabled respawn and first aid module (all 3 first aid modules synchronized to group). This is what I get if I die while lying on the ground and screaming for help: http://img268.imageshack.us/img268/2893/arma22009070212541051.jpg Im invincible and nothing can kill me. Looks like serious bug to me. ---------- Post added at 12:35 PM ---------- Previous post was at 11:03 AM ---------- bump, no one else had this bug?
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F2 Mission Development Framework (BAS f for ArmA 2)
garbol87 replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah something like this: while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; -
A newbie question for multiplayer editing.
garbol87 replied to catintheengine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes you can :). But that requires a monster rig and server :). -
F2 Mission Development Framework (BAS f for ArmA 2)
garbol87 replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I have a question I'm using this formework whit my mission and the problem I have is that every time a unit dies/respawns the yellow fireteam markers are gone and will not show up or follow the unit. How can I make the marker to update it's position even if a unit is dead and respawns? -
JiP players cant see completed objectives
garbol87 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I have this problem whit my mission. In init.sqf I have this line of code: // wait for JIP playerss to sync if ( (!isServer) && (player != player) ) then { waitUntil {player == player}; waitUntil {time > 10}; }; //once we have a player, execute the briefing script to set up tasks and diary entries if !(isnull player) then { null = [] execvm "briefing.sqf"; }; So the briefing synch whit JiP players but the problem is... That they dont see that for example first three objectives are completed. Its like they are not "downloading" the info about completed objectives. Anyone knows a script how to do it? Thanks in advance -
JiP players cant see completed objectives
garbol87 replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I manage to make it to work like this: puted this in init.sqf: if (isNil "obj1") then {obj1 = false}; then I puted this under the same task (that is task1) in my briefing.sqf: if (obj1) then {task1 setTaskState "Succeeded";}; And it works! Tested on dedicated server :) Oh! I forgot! In the trigger as activation there needs to be: publicVariable "obj1" in order for it to work. -
I have this little problem whit my mission. Let's say that I have 4 obj to complete players are starting form the base. What I want to do is that when 4 obj's are completed the pleyers must returnt to base form wehere they started to complete the mission and end a fifth obj. I have set up the trigger like this: conditon: obj1 and obj2 and obj3 and obj4 (I know that something needs to go here but I ran out of ideas) activation obj5 = true and the end trigger: obj1 and obj2 and obj3 and obj4 and obj5
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yay! so we all should just spent 1500$ on new PC's cuz BiS don't know squat about code optimisations!
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First Aid Module broke still after 1.03
garbol87 replied to =SF=Hyrax's topic in ARMA 2 & OA - TROUBLESHOOTING
Laggy I had this bug in oine co-op mission I was playing whit friends. My friend was getting in to the UAZ whit SPG, he said that he cant sit on gunners seat but we all saw him! Than he get out of the UAZ but we still see him on the drivers seat now. He said he is standing right in fornt of me but I saw him in that UAZ than he got in to the UAZ again only to be stuck and immortal. this was a co-op mission whit FAM and there was no respawn I heald him before and thats when that bug happend. -
First Aid Module broke still after 1.03
garbol87 replied to =SF=Hyrax's topic in ARMA 2 & OA - TROUBLESHOOTING
Dwarden - Same group nothing changes. Synced to squad leader someone dies (dosent matter if its a SL or a member of the group) FirstAid dosent work and any member that died has captive mode on. -
First Aid Module broke still after 1.03
garbol87 replied to =SF=Hyrax's topic in ARMA 2 & OA - TROUBLESHOOTING
Just tested it and I confirm First Aid is still at FUBAR stage :P -
First Aid is still FUBAR after you respawn why on earth make a module that dosent work 100% ?!
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First Aid Module broke still after 1.03
garbol87 replied to =SF=Hyrax's topic in ARMA 2 & OA - TROUBLESHOOTING
Thats becouse syncing works only in the first seconds when the mission is started. BiS only fixed the "immortal" bug but its syncing it self that needs fixing. When a unit is respawned it loses syncing to the module and it cannot be re-established. And that needs fixing. -
First Aid Module broke still after 1.03
garbol87 replied to =SF=Hyrax's topic in ARMA 2 & OA - TROUBLESHOOTING
Damn I was so happy that it worked finally. I think that syncing needs to be fixed cuz its the thing that works only on the time that mission is started than its gone can BiS finally make it so that syncing is remembered by the game whole time? And not only the first second the mission starts? That would solve the problem whit modules. -
Also ppl are saying that the multiplayer lobby has changed but I dont see it I get error when entering a multiplayer lobby and I get the old one. I also get the "no sound found" or something that docrings described. I also got those white squares on markers in every mission one were transparent other were solid. It only showd those squares on objective linked markers. I'am re-downloading ArmA2 now to see if it was a patch problem.
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cartier90 - search a bit. It's working just takes too much time to activate if you explore map for about 20min MI-8's or a random patrol will appear. People allready posted that this module needs some modifications done.
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First off wrong section. Second: If you want a sqouad to be transported place them on a map in editor and type in initialization field of each unit "this moveincargo heli1" where heli1 is a name of the chopper. Dont group a squad whit the heli. Now place a waypint for heli1 that says "Transport Unload" and thats it in short.
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wizbomb - I understan you :) When i first was looking at scripts it didnt make any sense to me at all. What you see is a bunch of fuctions and events that need to be written so that game understands that it needs to for example: spawn units, make objectives, create markers and so on. In other words script says "hey ArmA2 spawn bunch of units whit diffrent weapons in random locations" and game says "ok lol" :)
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Cuz the evolution for ArmA2 is not made by him! It's a cheap port, you can still see corazol, paraiso and so on in sqf files. It was just ctrl+c and ctrl+v.
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Lack of good missions no anti TeamKillers scripts lots of grifers and dumbasses on public servers. IMHO main reason the PvP dies in ArmA2
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Hi! I was just wondering and searching in the forum and I couldnt find what I was looking for. The thing is I want the Sub group to have its name that is linked to the CH. For example I dont want it to be displayed as "B 1-1-B" Ii HighCommand, I would like to name it "Raptor One" and commending officer "Godfather" for example. Is this possible?
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High Command - group names
garbol87 replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To put it simply insted of Squad Vs Squad gameplay you can do Army Vs. Army you know like project reality :) -
High Command - group names
garbol87 replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh tahanks man works like a charm :)