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Deathcon5

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Everything posted by Deathcon5

  1. I'm building a halo jump mission in OA and for some reason the AI pilot in the C130 won't fly over the target area! He keeps circling like a moron until he eventually gets to the waypoint but you can't predict what direction he'll come from. I've done paradrop missions in original ARMA2 and have not had any problems. The only difference is the altitude. Is there a cap? any ideas?
  2. 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.
  3. 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.
  4. 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...
  5. 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.
  6. I think I figured it out... groupname setCurrentWaypoint [groupname, <waypointnumber+1>];
  7. 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
  8. I would like to have a large bomb as a prop for a mission and can't find how to do it. Basically it's as if terrorists had stolen a nuke and you have to keep them from detonating it. I want to spawn it where it's sitting on a table, or in the back of a truck, or whatever. I can spawn bombs that are live but not sure how to deactivate it. the ACE B-61 would be great but I can live with a LGB. Any ideas?
  9. 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)";
  10. 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.
  11. 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
  12. 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
  13. 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.
  14. 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?
  15. 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
  16. 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
  17. For some reason I can no longer host multiplayer games. I can join them, and I can play singleplayer. When I try to start a multiplayer server I now get the pop up: "include file ca\missions_e\loadingscreen.ext not found" as the game shuts down. I ran the Steam verify local game cache. i tried uninstalling the game and reinstalling. I found and unzipped the "ca\missions_e" folder and found the "missing" file sitting right there in the pbo! So why am I getting the error all of the sudden? here is the info from the rpt file: ===================================================================== == c:\program files\steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe == "c:\program files\steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" ===================================================================== Exe timestamp: 2010/09/22 16:02:16 Current time: 2010/09/28 01:32:45 Version 1.54.72967 Checking DLC for update. DLC check complete. Item str_disp_server_control listed twice Item str_disp_left listed twice String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V10 not found String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V20 not found String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V30 not found String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V40 not found Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 ErrorMessage: Include file CA\Missions_e\campaign\loadingscreen.ext not found.
  18. 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:
  19. Interesting idea. I may play with that. It doesn't need to turn. It just flies off and gets deleted at the edge of the map. For now I just have them spawning right at the plane as if you have just jumped out of it and you see the plane flying off.
  20. What do I need to do to get this to work in OA? I have it running fine in ArmaII original. I don't get the menu option to select air support in OA.
  21. I have a 3 part mission and in the 1st mission there is an airstrike that takes out some AA and blows away some fencing too. When I start my next mission I want to simulate that damage. I can remove the objects, and the grass. But how do I create the ground scar from the bomb blast? Thanks
  22. I am trying to set up a mission where, as the Commander, I can order my choppers into position, then use an addAction to set off a script that tells the chopper to land and tells the soldiers (a different group) to get out of the chopper. Seems simple enough. The addAction works fine and activates the script but then I get an error. getting this error message: Error in expression <gnvehicle _x; _x action ["getout", ch22 _x]; sleep 0.5; } foreach units group bl> Error position: <_x]; sleep 0.5; } foreach units group bl> Error Missing ] this is the section of script below. BluInf22 is the infantry group, ch22 is the name of the chopper. FYI the pilot's name is ch22p, but from what I understand you use the vehicle name. if ((getPos ch22 select 2) > 2) then { ch22 land "getout"; sleep 5; } else { unassignvehicle _x; _x action ["getout", ch22 _x]; sleep 0.5; } foreach units group bluInf22; Any ideas?
  23. I have the boom working fine. Great job on the nuke btw. But, I am not sure what you mean by "make a new config and point it at the model". If anyone could explain specifically how that is done. I just need the bomb model attached to a pickup truck so its in the bed or something.
  24. Awesome script, I have it running well. But I would like to be able to randomize whether or not a squad spawns in. For example I put 30 groups, all with UPSMON in the editor, but I only want 10 percent of them to spawn so I will end up with about 3 enemy groups. I have tried setting probability of presence on the leader and it doesn't work. I made a script to delete some of the groups at random and that causes errors in UPSMON. I searched for an answer to this and can't find one. Please help thanks.
  25. Thanks for the input. The following trigger condition works great: (ALLEY_deadcount select 0) > 10; I'm not sure if that would be polled every .5 sec or at each frame. If it's only .5 sec that would be fine. Anyway, I am trying to do it with a script, but need a pro to check it over. It works but seems to have issues: while {(alive player)} do { if ((ALLEY_deadcount select 0) > 10) then { endMission "loser"; } else { sleep 10; }; }; if (true) exitWith {}; It is working in SP testing, but I'm not sure what is best for multiplayer. Also, the sleep for 10 seconds doesn't appear to be working because the reaction of the tenth guy to die seems to be instant (i will test this more). I just want the script to check the casualty count once every 10 seconds. And be MP compatible.
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