r.flagg
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Everything posted by r.flagg
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Arma 2 Addon request thread
r.flagg replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Does anyone know if a opfor gunship exists? Something along the lines of the Blufor RHIB, that could be patrolling the waters of Lingor for example? -
Independent countside trigger
r.flagg replied to Sabre=TE='s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is wonderful, and great to know. Thanks for sharing. I was wondering if it can be tweaked to only check for enemy vehicles, and still use the <= part. I have set up a triggered objective where my squad is to clear a peninsula on Lingor of all enemy armor (or mechanized). But I don't want to have to chase down all the crewman who might have bailed out of their vehicles. The objective is to eliminate all (or most!) of the armor. I can't use vehicle names (tank1, tank2, etc), because I'm using Wolffy's very handy random patrol script ( http://forums.bistudio.com/showthread.php?t=92480 ), and the vehicles aren't even there until the trigger spawns them, and even then it's randomized each time as to how many and exactly which type. So I'm wondering if maybe that countside thislist can maybe be combined with perhaps the iskindof land vehicle class... but I don't know how it should look like. If anyone can show me how to do that, I would be very grateful. -
Thanks for the reply. Yes, I think I do have the latest, as far as I can tell. Going through AddOnSync, to the CAA1 - Full Classic Plants server, I have all green, 122 files, says 'ok'. I'm launching it with all the CAA1 files then CBA in my modset, and with this "-mod=C:\Program Files\Steam\steamapps\common\arma 2;ca;Expansion;Expansion\beta;Expansion\beta\Expansion" Edit: without the space in the word 'expansion' there, that's a forum thing I think in the advanced launch options in my AddOnSync (since that's my understanding of how we launch A2 + OA correctly with this tool)
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I had a great time playing CAA1, but it's been awhile. I returned to it recently, and although it fires up, I do get a lot of messages about not being able to open 'ca/objects/buildings/xxx.." and so forth. Is this normal? I can't see anything wrong, other than those messages, but I'm wondering those messages mean that there are issues, and maybe I just haven't realized yet. I'm using A2 + OA + BAF + PMC with Yoma's Addon Sync and always with latest BIS beta.
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Jungle Wars: Island of Lingor
r.flagg replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you sir. Once again, I learn not to assume. I had seen that one, but just figured I was looking for something newer than the version2 I had issues with. -
Jungle Wars: Island of Lingor
r.flagg replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Where do I get the hemp? :confused: I found a version 2 on the net from 2008 I think, but I can't see it in my editor. -
Jungle Wars: Island of Lingor
r.flagg replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First of all, I want to thank you for making such a f'in beautiful island map, and sharing it with us. I just love this place. Can't get enough of it. But at the moment, I'm getting this error message at mission startup - in the form of a beep and hint - that pops up when my friends hosts us on a listen server: "non AI or player vehicle" I'm not sure what it means. I have some empty vehicles placed around the map, but I always do that and I've never seen this message before. (it's not a 'standard' mission. it's a sandbox kind of thing, where I am simply spawning enemy groups as we roam around the map) Any ideas on what I've done wrong? I totally admit that I have no idea if it is related to or caused by Lingor in any way. And I don't want to waste anyone's time. I just don't know what's wrong and I'm looking for help. -
"non AI or player vehicle" in Lingor mission
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have mission on Lingor, and I get this error message at mission startup - in the form of a beep and hint - that pops up when my friends hosts us on a listen server. non AI or player vehicle I'm not sure what it means. I have some empty vehicles placed around the map, but I always do that and I've never seen this message before. Any ideas on what I've done wrong? -
Would love to have this. Please let it be so.
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Air Support Scripts
r.flagg replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not doing something right.... ? The problem I'm having is that other playable units (group leader in my case) are getting the air support menu after respawn/revive. I've tried to follow that instruction above, but ... how do you sync the trigger to the player. I can't do that? I can group the player to the trigger (but that didn't seem to fix the problem), but when I try to sync player to trigger it doesn't 'take'. I've also tried using the if (player == s2) then {nul = [s2,"jadam","lgb","cbuap","cbumine","cbuat","cas","helo","trans"] execVM "airSup\airSupInit.sqf"}; in my init, but that still didn't do it. In my case it's not the group leader that is to get this menu, but the FAC, who is s2. And I'm just not doing something right. Any tips would be awesome. -
Kill all AI if certain distance away from game logic
r.flagg replied to Lt Gunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about this... Is there any way to have distancecheck.sqf ignore a certain group(s), or any group(s) in a certain marker? Please? Reason I ask is because I have about 4 UPSMON templates tucked way down in the corner of the map, which are used as templates for the rest of the map. There are triggers all over the map, which spawn copies of these templates as I approach certain areas. It would be very nice to use distancecheck.sqf to 'clean up' when I leave certain areas, but as it is now, it also removes my templates down there in the corner of my map, because of course they are tucked way out of the way, and will always be far enough from me to be deleted according to this script. Any help would be greatly appreciated. -
What about possibility of two mobile spawn tents, both for the same side? So if I'm leading a squad, and my buddy has his own squad, and we each go a different way on the map. Is that possible?
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Kill all AI if certain distance away from game logic
r.flagg replied to Lt Gunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This sounds like an awesome script to have. I spend a lot of time with triggers and whatnot trying to fill a map like Fallujah with random enemies, so I can just roam around and fight bad guys. We have fun doing that. No objectives or anything, just roaming around and fighting, using norrins revive/respawn. But it's quite a task to set it up, and even more so when you have a map as big as Fallujah and you have to start to worry about getting too many guys on the map loaded, slowing down cpu. If you could be persuaded to share that script, I'm sure I wouldn't be the only one who would be very grateful. Maybe if it were shared, others could tweak it to add random motorized groups as well, maybe allow for other factions besides Russie, etc. Just a thought, as that sounds like a very handy script to have. Please consider. -
'warning nil variable overridden...'
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First time I've ever seen this before, and since I've used a lot of 'tricks' in this mission that I've never used before (stuff I find here on the forums), I'm not sure where to begin. So I'm starting by just asking a generalized sort of question. Has anyone seen this message before, and if so, is there any sort of specific type of thing I should be looking for. The message on mission loading said; "Warning nil variable overridden . fix mission or loaded addon scripts" I had fired up the mission a bunch of times myself through the MP editor, and never got that message. But when my friend hosted me through a listen server, that's when we saw it. I'm using the latest beta also. -
Kill all AI if certain distance away from game logic
r.flagg replied to Lt Gunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is really cool! Can it be made to work not just on infantry, but all enemy units and vehicles? I've been trying to do it one group at a time, with a two trigger method for each spawned group, but this would be so much simpler. -
respawn with loadout incl. OA backpacks & -content
r.flagg replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone have a mission with this script used properly they can link to, please? Hate to be a bother, but this thread has me confused. I tried ... copying/pasting the first block of code that Bon has posted, and made it saveloadout.sqf. Then I put execVM "saveloadout.sqf"; in my init.sqf I also added WaitUntil{isDedicated || not isNull player}; to the top of my saveloadout.sqf. But we're still having issues with it when playing on a listen server. I have a large backpack (12 slots) with a sniper rifle and 2 magazines in it, but the weapon isn't showing up for me, my bag is empty. And a few times my friend says he's respawning with a different weapon altogether. Not one he had to start with, and not hte one in his bag. We use norrin's respawn/revive. -
I think this is way cool. I like to run around with an unscoped M16, and then every once in awhile pull out a sniper rifle from my back pack. I use the large back pack with custom loadout to achieve this. But I'm have problems with it working right when my friend hosts me on his listen server. Does anyone else see problems with this? It's not always there when I initially spawn, and when we played today it wasn't there even after respawn (we use norrins revive/respawn).
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When in listen server, we've had a weird glitch or two pop up lately with revive, and I'm not sure yet if it's something I've done, or something else... like maybe one of the latest betas from BI (we always grab the betas as soon as they come out) or maybe a conflict with one of the other scripts I'm using... I seem to get killed, and then killed again as I'm laying there, and revive GUI doesn't come on right away, the GUI acts funny, and then finally comes around. I'm still trying to ponder it, in case it's just me, double checking everything, gonna roll back a beta or two, etc... but I'm posting here just in case someone else is seeing something similar. Please disregard. I think I see the problem. I have 'west' instead of 'respawn_west'. I was using 3 grouped spawn points to randomly spawn on the north side, south side, or ya know, the west side.. and , well, ... Sorry for making a mess all over your otherwise lovely thread. :o
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Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well sir, just fyi, but I'm now getting multiple instances of it in my addaction menu when I use version 2 or 2b. This time it's when I die and respawn or revive (last time when you helped me I was seeing this as teammates were being respawned and revived). I'm seeing the "extraction action added" hint once as I'm laying there waiting to respawn/revive, and then again after I finally do respawn/revive. This is listen server and/or MP editor preview. https://sites.google.com/site/rflaggtoc/wip-missions/Revive20Taxi.Takistan.7z?attredirects=0&d=1 -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've seen this a couple times too. I am using the hotfix files (dated 11/16), and the latest BIS beta. I was in/around airports on Fallujah 1.0 (in other words, open/flat ground). First time it was when we were in the choppper, so all I had to do was cancel the drop-off point, and make a new one, and it fixed itself. 2nd time though it was when we were on the ground waiting to be picked up... so there was nothing I could do to fix it. It just hovered. (I ended up shooting at the pilot for insubordination). -
Set Damage on all East Units
r.flagg replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the tip. Gonna give that a shot. -
Set Damage on all East Units
r.flagg replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for the reply. Kind of you. I'm still not doing something right though. I'm spawning the units using UPSMON spawn feature, with a trigger activated by me being present. Which works Ok. Then I'm trying to use example #3 to remove them when I leave, and I even set a hint to make sure the thing fired, which it did, but it's not killing anyone. I don't doubt your input, it must be me somehow. I just haven't figured out where yet. For example, I thought maybe it was because I'm using TK INS, and maybe they aren't considered "side east", so I changed it to Russians just to test, and they didn't get killed either. I will say this though - I don't think the 1st two fit the scenario I'm using. #2 for example, is firing just as my opfor are being spawned into the area. But I want opfor to be present while I"m there, it's just when I'm leaving I want them gone (just to ease cpu usage I guess - or so I've read). So I'm not sure that's the right logic. Anyway. I'm still mulling this over. Thanks again. -
Trigger Help: Spawn On Trigger
r.flagg replied to Doomreaperx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, that would be great. Also, is there any way to control these units with UPSMON after spawning them. -
Set Damage on all East Units
r.flagg replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about just the East units that are within a certain trigger and/or marker? Like, once my squad has left the area. I've learned how to spawn UPSMON squads by trigger as I approach them, but now I'd like to learn how to delete any of them that are left as I move away from the area. I figured I could just kill them, since UPSMON has a "delete" feature which will remove the bodies. While searching I found this thread, but haven't been able to figure it out just yet; http://forums.bistudio.com/showthread.php?p=1679122&highlight=setdamage+trigger#post1679122 -
UPSMON - Urban Patrol Script Mon
r.flagg replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think it's the "random" part. What seems to happen is that they will spawn outside of vehicle, and then get randomly placed in the marker area but the vehicles get left behind. If you don't use the "random" parameter, they will run about for a bit, but most of the time they will then return to their vehicles and drive around. What I have done is separate my infantry groups from my vehicle groups, and apply the random bit to the infantry only. If you want to help spread them out a bit in different places of your marker area, just drop an object down (like a small can), and have one group spawn in one place, and another group spawn in another place. For example... crbsquad3 = true; nul = [1,position can3,4,["monsquad_mrkr3", "random", "move", "nofollow","respawn"]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; nul = [2,position can3b,2,["monsquad_mrkr3", "move", "nofollow"]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; Template 1 is infantry only, and they will be randomized after spawning at "can3". Template 2 is vehicular groups that will patrol the area after respawning at "can3b". ( the crbsquad3 = true bit isn't what you asked about, but it's just another way to 'randomize' things, and toss more into the mix. I have a crbsquad3_spawn.sqf that looks like this waitUntil { crbsquad3 }; 0 = [position crbsquad3_logic, "Infantry", 700, ["BIS_TK_INS"]] execVM "crB_scripts\crB_taskPatrol.sqf"; 0 = [position crbsquad3_logic2, "Infantry", 700, ["BIS_TK_INS"]] execVM "crB_scripts\crB_taskPatrol.sqf"; That example just happens to be 2 infantry groups, but one of them could be Motorized, or Armored, or Mechanized. crbsquad3_logic and logic2 are game logics. crbsquads are from http://forums.bistudio.com/showthread.php?t=92480 )