atledreier
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Everything posted by atledreier
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Proximity trigger on a randomly placed object
atledreier posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a training mission where the players have to find an object to clear the task. I have a burning barrel with placement radius og 50m Init _nul=execVM "BarrelTrigger.sqf" Script Barreltrigger.sqf _Pos=getpos Barrel; _BarrelTrigger = createTrigger ["BarrelTrigger", _Pos]; _BarrelTrigger setTriggerActivation ["WEST", "PRESENT", false]; _BarrelTrigger setTriggerStatements ["this", "BarrelFound = true",""]; For debugging I have a trigger that activates if Barrelfound is true, but that never fires. What am I missing? -
Get array of detected targets
atledreier posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way for a group or unit to pass an array of all their detected units? -
Get array of detected targets
atledreier replied to atledreier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you! I am assuming this only returns targets the unit actually knows about? -
use a trigger as parameter
atledreier replied to z_arma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Old post, same problem. I need to pass a trigger to a script. I have an 'BluFor present' trigger. OnAct: actionid = player addAction ["Plant explosive", "PlantExplosives.sqf",[Triggername,1]] The PlantExplosives.sqf need the triggername, since I need to check who's in it's list. -
How to check UH-1Y ammo
atledreier replied to atledreier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, thanks! -
Hi! Working on a mission where I need to check the ammo of the different weapons on a Huey. The first gunner is fine, I use '_unit ammo "M134"' to check that gun. But the FFAR launcher and the other gun return 0 no matter what I do. I have also tried checking the ammotype and magazine types, all but "M134" return 0. What am i doing wrong? My debug code; hint format ["Remaining: %1 rounds for gunner #1 in %2",_unit ammo "M134",_unit]; sleep 2; hint format ["Remaining: %1 rounds for gunner #2 in %2", _unit ammo "M134_2",_unit]; sleep 2; hint format ["Remaining: %1 rockets for %2",_unit ammo "FFARLauncher_14",_unit]; sleep 2;
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ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
atledreier replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
Link to the beta patches is down? I get a 'page not available' message.... -
Why do my Vehicle stop at each waypoint
atledreier replied to Alpha117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wether the vehicles stay on the road or not depends on their combat mode, I think. -
Completing "dismissed" waypoint
atledreier replied to atledreier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Already tried that. No go. Or rather, the trigger will then send the leader of the group to the next waypoint, but the rest of the group stay behind. If I shoot any member of the group, they gather up and attack me, like they should. I am trying to achieve the same without having the actual group getting aware of the enemy, but via a trigger. -
Completing "dismissed" waypoint
atledreier posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am wondering if there is any other way to complete the 'Dismissed' waypoint than contact with the enemy? I am creating a reaction force, and would like to have them casual and dispersed when the alarm goes off. The alarm can be triggered by other patrols. I have tried 'reveal' but that doesn't do anything. -
Hi! I am making a mission where the players take out a transformer station. I'd LOVE to have the streetlights go dark when the transformer blows. Is there any way to do that?
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Is there any way to determine where a player or AI was hit by a bullet?
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Peripherals used. (multiple selections)
atledreier replied to Dead3ye's topic in ARMA 2 & OA - GENERAL
Razer Diamondback mouse Saitek Eclipse II keyboard Logitech G25 wheel with pedals for driving and flight Saitek 220 joystick for flight Saitek throttle quadrant for flight and collective TrackIR Triplescreen 3x24" 16:9 screens Naturalpoint headset with microphone -
Lens effect problem with triple monitors
atledreier replied to WithSilentWings's topic in ARMA 2 & OA - TROUBLESHOOTING
Geometrically, that is correct if you have your monitors in a straight line. If you angle your side monitors toward you, the only thing you can do to make it geometrically correct (and get rid of the stretch) is to petition BIS to incorporate triple viewports like many racing games do these days. That WILl hit your framerate pretty hard, though, as the engine need to render the scene three times. Looks awesome, though. -
BIS, can we get a documented ballistics table?
atledreier replied to icebreakr's topic in ARMA 2 & OA - GENERAL
So we can hit stuff? -
ArmA 2 Driving Sim G25 Wheel Fine Tune
atledreier replied to bradlo's topic in ARMA 2 & OA - GENERAL
I fiddled with mine last night, and got it set to a point where it's almost bearable. It was tweaking the sensitivities that did it, actually. i still have the deadzone, but getting the sensitivity right means that the wheel won't "jump" when coming out of the deadzone, and also it feels more linear with sensitivity just right. Still lags alot, though. But at least i could drive the Hummer seven miles from far inland and to the coast on gravel and tarmac roads without hitting a single thing and staying on the road all the time, so it IS better. The analogue throttle and brake help alot too, you don't barge into corners at 60mph any more, you can ease off a bit. It still needs to be fixed, but at least it's usable now. This is 1.04, btw. -
VGA should support 1920x1080 just fine.
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What's the native resolution of your screen, and what kind of screen is it? The resolution suggest an LCD tv set. Make sure it's set to 'wide' mode, not 4:3 or auto. The aspect ratio you set in the game will just stretch the UI and view, not do anything to the displayed area.
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NVIDIA video card(s) owners read here!
atledreier replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
Too bad nVidia stuffed us TH2G users.. we're pretty much stuck with 182.50... :( -
'They' say around 30% hit to framerates. Depends alot on hardware. I'll let you know how I do in a week or two when I've tested this.
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iRacing ( my primary sim) do support it very well. There you tell the sim your size of monitor, how far away, even the bezel size, and the sim give you a separate and correct viewport in all three monitors. Most games today have support for a single wide view spread across three monitors.
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Fixed, sorry!
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Thought maybe you guys would be interested in my project... Got most of the bits I need, waiting for the last two monitors to come back in stock. Will be running TH2G and 24" screens. I only sketched it up in racing config, i will have it easily changeable to flight , ARMA and combat flight too. By atledreier at 2009-08-10 By atledreier at 2009-08-10
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Definetly worth it! Single, triple, whatever! It adds so much immersion and SA you'll NEVER regret getting it. I would never consider flying any sim without it, and I was surprised how well it works for infantry combat as well.