Durka-Durka
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Everything posted by Durka-Durka
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British Troops DLC released & Official 1.01 Update
Durka-Durka replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
The background photos on that page are priceless :D Does this mean (as I feared) that those without the DLC can't play in MP on those servers who do? Or does it just mean the DLC isn't "standalone?" -
Editing, Expanding and Modifying Domination
Durka-Durka replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, it's me again :) I'm brainstorming here and wondering if there's a way to have some sort of "countdown" or timer so that a group has a finite time to take each Main Target. I'm thinking that if the timer reaches 0:00, a message comes up and tells everyone they failed and the red circle turns blue or something. That way, when the domination mission is over, one can see how many Main Targets they took successfully and how many they didn't. Just a quick brainstorming, probably too much work... -
Editing, Expanding and Modifying Domination
Durka-Durka replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anyone found a way to get multiple ammo boxes on startup to work with the west_revive mission? -
Editing, Expanding and Modifying Domination
Durka-Durka replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Nutta. It seems the issue isn't with the update in versions from 227 to 228, but between the regular dom and the west_r_Oa.pbo. That's the only place I can find different code. -
Editing, Expanding and Modifying Domination
Durka-Durka replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how extensive the playerammobox.fsm and the x_client\playerammobox.sqf was changed? I have multiple ammo boxes and only one shows up so far. In 2.27 they all showed up. I'm editing i_client, x_client\playerammobox.sqf, and fsm\playerammobox.sqf I have additional files in x_client\ called playerammobox1.sqf all the way to 4. All are cross-referenced in i_client properly. Only the first one shows up (playerammobox.sqf) in-game though. (I was editing 2.27 regular, and now trying to move everything over to 2.28_revive) -
Editing, Expanding and Modifying Domination
Durka-Durka replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great thread, thanks for posting it. One quick question... I edited a version of Domination, but didn't know it was missing the revive option. Is there an easy way to make it into a revive mission, or should I just do the work and port all my custom stuff into the Domination_west_revive? Thanks. -
Ahh that sucks. I figured it was a domination script, since it uses a code to define a vec_type as an "Engineer" I could just plug that into the i_common file. I got it to work perfect to drop a salvage truck, but the engineer just doesn't recognises a dropped truck from the one that's at the base. Here's the code in x_client\x_farp.sqf, and I've highlighted what I think I need to find, or at least part of it...
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I just added a salvage truck to the "call drop" dialog so that engineers don't have to drive the entire map to get to their farp while the fighting goes on. Problem is, engineers still can't build a farp around the dropped truck. Where might I find the code that defines the salvage truck (actually called MtvrSupply_DES_EP1 in OA) as a truck that engineers can build a farp around? Any help would be appreciated. Thanks!
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In need of a Simple IED Script
Durka-Durka replied to Shinotama's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Having some problems with the difusal options. I'm not running ACE, how should the script look if one wants to make it compatable with just OA? -
Is there an easy way to update version 2.24 to 2.27? I've edited: 1. A few files in the x_client folder (x_weaponcargo_oa, x_playerammobox) 2. description.et 3. i_client.sqf 4. i_commn.sqf 5. i_server.sqf 6. init.sqf If I just automatically overwrite those files from the 2.24 version, will I be ok? Or will I have to go line-by-line to replace?
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That actually worked perfectly, thanks! One last thing: I'm trying to replace the flag with one of our own, and it works perfectly fine on a home server, but can't seem to find it on a dedi. I placed the file in the \pics\ folder. Is there another path or folder I should place it in and change the i_common accordingly? Thanks Below is my code....
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Thanks for the info. I'm still at a loss, sadly. Are you saying I should make another copy of the x_playerammobox.sqf and call it something else to get the box to work, then put another position in i_client? Thanks.
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Thanks. Are there any side effects to old ammo box handling? If I start up that way, will there be a problem with something else? Thanks. EDIT: Old ammobox handling doesn't seem to work. When I start, no boxes in choppers or MHQ EDIT2: I'm also trying to make a second ammobox inside the base, I have done the i_client part right, as you'll see below, but I think it's dependent on another file that I can't seem to figure out. Does it have something to do with d_carrier? I know I'm close, can somebody help me for the last part? Thanks! i_client script
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Is there any way to start the MHQ or choppers with ammo boxes already loaded? Thanks
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^ = Lifesaver 1. Does this mean they can't be taken out? If they can, where would I find the composition objects? The x_server/x_createmaintarget.sqf? 2. I've got notepad, but i have to open each file to search. Will WORD Do it? 3. Where should I put -showscripterrors? In the properties on start up?
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I'm looking for ways to edit the messages that pop up from "Crossroad." Does anyone know where I can exit the text of those messages, mainly the one about the radio tower being spotted and the enemy camps being spotted? Thanks!
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I have a couple questions that I hope someone much more knowledgable than me can answer :) 1. How can I eliminate the spawning of OPFOR D30s, or replace them with something else? 2. How can I replace the enemy camps with another structure or object? Same with radio tower? 3. I've got all my main targets put on a map (zargabad), but can't seem to figure out how to make a parameter like east/west route, and if I delete the current main targets, the time changes to midnight and the AOs never spawn. Can anyone shed some light on this situation, hopefully where I can find the files and step by step, or point me in the right direction? Thanks! EDIT: 1. Still not resolved 2. Found it in the missions folder/x_server folder in the x_createsecondary.sqf file. I was able to change the object as well as the marker name on the map, but can't find out how to change the text "enemy radio tower spotted" portion. 3. still not resolved.
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British Troops DLC released & Official 1.01 Update
Durka-Durka replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
I'll pay $10 for a river :) -
I'm looking in that file and cant find anything with "class identity" in it at all. Should i copy/paste that code into the yourname.arma2profile file? EDIT, Nevermind, found it in a different directory.
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British Troops DLC released & Official 1.01 Update
Durka-Durka replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Sounds good. The community I belong to is about 45/45% British/American, with a few other nationalities mixed in here and there. Some will be able to get the DLC, some will not. I will support BIS, as long as the price stays below $10 and they stay dedicated to their customes. -
British Troops DLC released & Official 1.01 Update
Durka-Durka replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
I would be completely fine with this as long as those without the DLC can play in MP servers with those who do. I understand BIS is working on that, but it would be nice to have some sort of concrete answer, yay or nay, to see if it's going to happen or not. If so, I'll definately support BIS with a purchase. -
[OA]Tier One Operators V3.x (now with heavies!)
Durka-Durka replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice! I wonder if it's possible to make them into civilian units or something so that they're less detectable by the enemy? Say, if they're walking along a ridgeline about 500m from the enemy, and not shooting at them, they won't be seen as a threat? -
Hi all, I'm having a problem trying to respawn in my MP map. Can someone please check my code and tell me if I have everything right? My init.sqf looks like this: My description file looks like this: Now, I had a marker set up as respawn_west, and it worked, except everyone respawns under the carrier. I've tried to place a game logic object there with this code in the init box... and I've named it respawn_west in both the "name" box and the "description" box....but everytime I respawn, it places me in the exact position that I died. Is there a better way to respawn on an object, or should I use a marker? And if I use the marker, how do I get it elevated enough to spawn on the deck of the LHD? I've tried looking for answers and can't find much. Any help would be greatly appreciated.
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Yes sir I did, and since I'm not familiar with placing game logics, I had to find out the hard way. Now move along to troll another thread so I look for more constructive posts.
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UPDATE: I got it to work... 1. Place the .sqs file into the mission folder of choice. 2. Inside the mission editor, place a game logic, it should go like this.... Units > Game Logic > Objects 3. Inside the init line, place [this,0] exec "NIM_Snow.sqs"; 4. You're good to go. I've found that placing about 4 of these gets a nice amount of snow. Even on the highest setting, not a lot of snow comes down with just one.