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Deathcon5

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About Deathcon5

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    Lance Corporal
  1. All of the sudden I am getting a constant stream of error messages on all of my missions that use UPSMON. I have ARMA 2 on steam. Maybe there was an ARMA2 patch through Steam that messed it up? Is there an UPSMON update out there? I can't find it if there is. Everything seems to be working, but something is not right.
  2. Deathcon5

    Briefing Room

    Sometimes the objects you place are under the floor of the building on the actual "ground". If that is what it is, then try this in the object's init: this setpos [(getpos this select 0), (getpos this select 1), 1.5]; Just adjust the 1.5 to the correct height.
  3. Old post but I saw it and thought I'd reply.. I would use shells or bombs vs missiles. The sidewinders are probably launching instead of exploding. I've seen this before. Change to: Also, Why are there 12 createvehicles under large? you should only need 1. ---------- Post added at 02:29 AM ---------- Previous post was at 12:46 AM ---------- I like this script by Jeevz but I saw some ways to make it better, at least for my needs. I used more reliable ammo types and added the ability to delete the IED object to simulate it being blown to tiny bits in the explosion. I also disabled the global chat function as it is not desired outside of testing. I also commented out the setDamage 1 command as I don't see a need for it since the explosion will fully damage most vehicles that would be used as an IED. Try this...
  4. Just put an "H Invisible" for the chopper to land on. Give it a GET OUT waypoint on the H. Then a move waypoint in front of the H. Then a Hold waypoint right next to that. Then put a GET IN waypoint on the "H" then move waypoints back to extraction. Synch the HOLD waypoint with a trigger. Set trigger to Radio Alpha or whichever one is free. Set trigger type to "switch". put something like "Call Extraction Chopper" in "Text" box. In the mission, the pilot will land, turn off the engine, get out and wait at the HOLD waypoint until you call for extraction. When its time for extraction, call for it and the pilot will get in the chopper and come pick you up. The pickup is where it gets tricky.
  5. I think I figured it out... groupname setCurrentWaypoint [groupname, <waypointnumber+1>];
  6. group setCurrentWaypoint waypoint I want to have a trigger use this command to skip ahead to a certain waypoint when the trigger fires. But, how do I name/select the waypoint? Thanks
  7. The trigger is an "any group member present" and it is synched to an AI controlled group. Who, by the way, are also behaving differently when in multiplayer. I have a civilian who follows waypoints and one of his waypoints is syched with the Bluefor AI groups waypoints, so they will meet up as if to talk. but, he just blasts right on through when on multiplayer. odd. It is firing because I get the hint at the end.
  8. I have a multiplayer mission where a trigger creates several bombs which explode. This works fine in the Preview mode from editor and fine when I export to multiplayer mission and run a LAN game by myself to test it. The problem is when I host a game and then my friends join the server, the bombs don't detonate. I made this mission quite a while ago and it used to work fine. Did a patch change something? What am I missing here? Thanks! Here is what I have in the Act box on the trigger: (manually word wrapped for ease of viewing) KRON_UPS_reinforcement = true; if (isServer) then { IED1b = "BO_GBU12_LGB" createVehicle [(getPos IED1 select 0), (getPos IED1 select 1), 0.1]; }; if (isServer) then { IED2b = "BO_GBU12_LGB" createVehicle [(getPos IED2 select 0), (getPos IED2 select 1), 0.1]; }; if (isServer) then { IED3b = "BO_GBU12_LGB" createVehicle [(getPos IED3 select 0), (getPos IED3 select 1), 0.1]; }; if (isServer) then { IED4b = "BO_GBU12_LGB" createVehicle [(getPos IED4 select 0), (getPos IED4 select 1), 0.1]; }; deleteVehicle IED1; deleteVehicle IED2; deleteVehicle IED3; {_x setDamage 1} forEach thislist; EngGrp1Dead = true; publicVariable "EngGrp1Dead"; tskWestObj2 = player createSimpleTask ["Secondary: Defend U.N. Outpost"]; tskWestObj2 setSimpleTaskDescription["Defend the <marker name='UNmkr'>U.N. Outpost</marker> from the ambush.", "Defend U.N. Outpost", "Defend U.N. Outpost"]; tskWestObj2 setSimpleTaskDestination (getMarkerPos "UNmkr"); player setCurrentTask tskWestObj2; hint "Bomb defusal team is down! New Mission Objective (Defend U.N. Outpost)";
  9. I'm running Combined Operations, using the 3 first aid modules, respawn is set to side so if you die you can take control of another soldier and continue the fight. All works well most of the time. But occasionally, like today, you get wounded and lose the ability to teamswitch, or use any keyboard commands. ESC won't work and you are just stuck there squirming around on the ground. So the only thing you can do is ALT TAB out and end task on ARMA and restart the whole program. Very annoying. I think it might only happen when the whole team is wounded. Today I was testing the mission in the editor and the team was riding in a Bradley and got hit by an RPG, everyone bailed out, all bleeding. And I was stuck there wounded. So, my question is: Is this a bug, or do I need to set something up differently when I create my MP Missions? Thanks
  10. Good tips. Also, I have found that if you want them to come in fast you can make them turn hard also around when you switch them to limited, that burns speed too. You could also tinker with setFuel 0 on a timer, then setfuel 1 once they have been on the ground long enough to unload. They tend to skid in a bit, but it works on open flat terrain. It's all about the timing. good luck
  11. I was getting the error: "String STR_MENUASM not found" in the RPT file. I figured it out, thanks to the recent post, that I needed the string table. I didn't remember that being mentioned in the instructions. But, I put the string table in from the example mission and it's working. I get a few errors that pop up, but it's working. Draper, looking forward to that AO version. thanks again for the awesome script.
  12. I tried fixing the class names but I still can't get the script to work in OA. I'm at a loss. I have it working fine in the original arma2. Do you need to change the EAST class names also?
  13. Yeah that's the same error message I get when my video freezes, screen goes black but I'm still in the game, can move my man around and shoot etc.. I can ALT TAB out and see the desktop fine. I have never tried letting it sit for 2-3 minutes. I always End Task on ARMA then restart it. Please post if anyone has a fix for this Display Driver Stopped working bug. I'm running Vista 32 bit on an Intel Quad core 2.4gHz (Q6600) 4 Gig ram with 260 GTX graphics
  14. Found the problem! The error was popping up when the game would try to pull up the list where you choose which mission you want to play. Well, at least that is the screen that was supposed to load when the error popped up instead. So, I deleted the last mission I had messed with in there and poof no more error and crash. If anyone else has the problem, the folder (for steam users) is: C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\MPMissions
  15. I had that same card and gave up after trying everything. Nothing I did could get good performance so I upgraded to the 260 GTX. Now I'm running at 1920 X 1080 on mid-high settings with decent frame rates. The game still occasionally goes black and the video crashes, and it still sometimes locks up. But hey, that's ARMA! At least look good before you ctd.:j:
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