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cream-t

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Everything posted by cream-t

  1. before I changed _modspeed I did get the AI to take over and fly to a WP 90 degrees from air strip. Will try tonight.
  2. thanks. Got it 95% working with your script. On zargabad airstrip. plane touches down, accelerates, takes off. All smoothly. As plane is moving changed _modspeed = 1 to 30.0; or it stops then starts again on landing. But this is causing plane to drop out of sky i guess when AI takes over. Thats for tomorrow. using C130 with this call. [air_vehicle, 200, 200, 0.25, 260, 10] execVM "scripts\tbr\tbr_fnc_takeoff.sqf"
  3. thx will read up. Kind off got further with my code. Switch the pilot on touch down. But run way still to short for new AI pilot so he taxis. pilot = driver air_vehicle; air_vehicle addEventHandler ["LandedTouchDown",{nul = execVM "scripts\switch_pilot.sqf"}]; pilot action ["Land", air_vehicle]; switch_pilot,sqf... sleep 1; pilot setdamage 1.0; dostop air_vehicle; sleep 1; aipilotinsert = creategroup West; bobthepilot = aipilotinsert createUnit ["US_Soldier_Pilot_EP1", [0,0,0], [], 0, "CAN_COLLIDE"]; bobthepilot moveInDriver air_vehicle; bobthepilot setrank "CAPTAIN"; aipilotinsert selectLeader bobthepilot; sleep 0.5; bobthepilot doMove [landpos select 0, landpos select 1, 100];
  4. hi, thebarricade do you have a working link or could you paste script tbr_fnc_takeoff. Working on script where C130 comes into land but aborts and flys off. (maybe impossible) 1) AI lands 2) Clear AI http://forums.bistudio.com/showthread.php?t=107520&highlight=disableai 3) move to/Take off The last past is what I am missing. AI taxis to other runway. pilot = driver air_vehicle; air_vehicle addEventHandler ["LandedTouchDown", "_dam = damage pilot ;pilot setdamage 0.9;sleep 0.1;pilot setdamage _dam;pilot doMove [landpos select 0, landpos select 1, 10];"]; pilot action ["Land", air_vehicle];
  5. cream-t

    J.S.R.S. 1.5

    hi, just switched on this sound mod (my first). Loving emersion. But are the silenced weapons (Mk16/17 SD ) deemed correct or WIP? For me they are too loud (well compared to vanilla).
  6. nameofplane attachto [nameoftruck) thanks worked for me OA BAF Apache (but you put the truck in front of heli two-ish truck lengths. If not the heli flys straight off.) Next step, I want to stop AI flying off towards enemy when I sees it. Dont like how Apaches in game fly around and around over enemy heads. I'm sure they dont behave like that in real like. Plus annoying as gunner.
  7. cream-t

    J.S.R.S. 1.5

    hi I only have OA and BAF. Will JSRS 0.52 work with only them? Some pages back folks were calling for a OA only one and it was suggested a separate DL would be made available. ta
  8. not sure if I missed someone elses reply but... Why are people telling him to disable HT in bios and not adding to start line? e.g. "C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\arma2OA.exe" -nosplash -cpucount=4 -exThreads=0 Is it that start line commands do not work? Been using since day one of OA so not compared HT on. But I am really happy with performance @ 1920x1200 mostly high settings. Intel i5 750 CPU @ 3.2Ghz Gigabyte P55M-UD2 MB 4Gb Crucial 1600mhz RAM XFX 5850 1Gb XXX edition Corsair Hydro Series H50 CPU cooler Kingston V Series 64Gb SSD Samsumg Spinpoint 250Gb HD Corsair TX 650W
  9. cream-t

    Detecting Firing

    http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers Just guessing not used. Maybe firednear.
  10. I am stuck. I guess really got to go into trees. Used both jackels fuel looking for them! ( I missed map indictor first fuel load) This is my first official mission ever. How to I call arty (it not like new BAF arty module) and air drop? Why can't I or my units heal? (My medics dead, but pretty sure before death I could not heal a wounded unit in mission 2.) Does not seem to be like OA First Aid module I use in editor. TA PS the attack of the FOB starts to quickly imho. No time to set up but I'm new. I guess that why I lost so many men. Lost only few during vehicle attack as I used GMG.
  11. me to, learning now. Vac is good. my mic isn't. jojo's profile is great. - edit MIC need cranking up.
  12. Hi, three weeks into Arma and learning most squard controls. What I am missing is "stop all" (or disregard last command). I know how to select team members then use "stop". I keep accidently picking wrong command (normally move) which messes up my squad postions. On pressing space the only option is "regroup". I want a quick "Stop" as well. Also handy for when you want them to stop and wait while you scout ahead. Only way I know is to issue a "move". For example. Heat of battle. You sent commands to members like target, move, stop, etc... basically have them all positioned nicely. I go to instruct a member say "attack" using mouse and by accident issue "move" command. So easy to do. You know you cursor over tagret. Get "attack" press mouse but cursor has gone back to move. Sometimes I also do not select unit (via mouse) so my next command is issues to all. So I am avoiding using attack, stopped using mouse to select units and learning key combos. I know I could script it for my missions. (i have searched on title "regroup" "Stop") ta ---------- Post added at 02:29 PM ---------- Previous post was at 01:54 PM ---------- doh missed ATTN NOOBIES! stickly. Please move this. ---------- Post added at 02:45 PM ---------- Previous post was at 02:29 PM ---------- ignore found what I wanted. key 1 then 6.
  13. New here. Read this yesterday on http://forums.bistudio.com/showthread.php?t=107043 "I find using CSM2 (+BAF) gun sounds, TRSM vehicle sounds and JSRS explosions, bullet snaps and impacts, movement, environment and vehicle weapon sounds makes for a very immersive experience." Devil Dogs SF Its got me tempted watched vids but waiting as Jarhead is going the release a new version sortly that suggests a OA only pack. http://forums.bistudio.com/showthread.php?t=104514&page=70&highlight=CSM2 But TRSM http://forums.bistudio.com/showthread.php?t=93872&page=10&highlight=TRSM maybe pointless has people are begging in this thread for OA. I'm assuming although AA2 vehicle is in OA its a desert version with different name so sound is not applied. So my qestion in prepartion is with Devil Dogs SF setup what problems/option are there if I only have OA and BAF. e.g. CSM supports AA2 and OA. Will it work on OA only? Ta
  14. Well Shat commanding "stop" to your team is pretty basic and simple! New to this but has anyone made a voice recognition system? Is there a API like the tracker one? If so it wouldn't be that hard as voice recog software would be simple to configure.
  15. cream-t

    Back after long time

    OP get Arrowhead (OA). Played AA2 for a while. When I came back to game bought OA (and now BAF). Both are great for quality, content and performance out of the box.
  16. Pretty sure caves are not possible. I want me green zone!
  17. digital, a river nice but that map looks like Europe. As for a sea fatty86, most that happen in Basra seas was a few Royal Marines joy riding boats catching oil tankers. I want scenes that match the real world conflict.
  18. New to Arma. Got OA (prefer desert to switzerland) and was slightly disappointed there was no afghany "green zone". Ruined my ideas for missions. Large flat valley, trees, water ditches, afghan style compounds and a river with a few crossings. (The river is a real miss.) like this... http://www.mod.uk/NR/rdonlyres/ECB6FB4E-BEC6-46BB-AD26-308812A7EC1F/0/CAJQKFJ1.jpg Just found this pic. But strangely it is from a documentary that I planned to do a mission for! Light armour on hill waiting in ambush targeting wide gap in trees. While bluefor in valley pushed opfor along river into trap.
  19. hi I want AI team members to use only M9SD until alarm raised. And keep rifles/MGs on back. But sometimes AI switches to rifles/MGs before alarm. Especially when a target is seen. help. Using select and use together helps. Just select and they switch in seconds. Removing ammo seems the only way BUT you get "out of ammo" message. init.sqf removeAllWeapons Moose; Moose addmagazine "15Rnd_9x19_M9SD"; Moose addweapon "M9SD"; Moose addmagazine "15Rnd_9x19_M9SD"; Moose selectweapon "M9SD"; Moose useweapon "M9SD"; Moose addweapon "Mk_48_DES_EP1"; I guess maybe only option is to remove gun/rifle from init.sqf...(i.e. not on back at spawn, shame)
  20. cream-t

    Detecting Firing

    hi fairly new here. I am using eventhandler since seeing this thread today. q. Has anyone seen a script or a event type (aka fired_loud) that accounts for silenced firing. e.g. do not fire event on player if using silenced weapon. I guess I could use "fired" then check what weapon unit has. (problem being matching all the types of weapon if I give ammo crates or they pick up weapon) ta
  21. Can I ask a silly question. What's the difference between OA pipebomb and BAF IED. They seem actually the same.
  22. For those like me looking for setdamage to work with firstaid module use this setdamage 0.89
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