strike0277
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Posts posted by strike0277
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1.I've put down a manned chopper2. Ai are in place out side of it.
3. Grouped all AI to the chopper
4. Two way points. one load and one move.
4. Three waypoints. one move right next to AI (sync to this one), one load, one move.
5. synced the trigger to the first way point.
6. Set trigger to activate by radio.
Same result. The scenario is this. An independent with bodyguards inside a building. Once Bluefor is detected I want he and his bodyguards to run, get into the chopper and the pilot flies them off. I did what you stated, but as soon as I load in they start moving to the chopper. I've grouped them to the copper and tried grouping them to the independent. Now if just set the copper up with the way points and Sync it works.
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Okay by all accounts this should be working, but it isn't, and I cannot find a reason why.
Trigger activates and Passenger AI get into chopper and fly away.
1.I've put down a manned chopper
2. Ai are in place out side of it.
3. Grouped all AI to the chopper
4. Two way points. one load and one move.
5. synced the trigger to the first way point.
6. Set trigger to activate by radio.
I load in preview and the AI immediately board the chopper without the trigger being activated. I need them to wait till it is. What am I doing wrong here?
Thanks for the help guys. I've searched and brushed up on Trigger and way point use, but nothing I do seems to work.
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Are you still working on this?
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Named z2Gamelogic
Repeatedly
Present
Condition field: time > 1
Activation field: fun = ["z2",[1,1,0],[3,3,20,6],[],[],[],[0,0,0,0,1]] spawn DAC_Zone
The red 1 in the activation field will make the zone not spawn any units. Then use
[z2] call DAC_Activate
in a trigger or something to activate the zone, you can also use
[z1] call DAC_Deactivate
to turn off a zone, if you want to activate or deactivate multiple zones use [z1,z2,z3] DAC_Activate.
Ahh GOT IT ! Works like a charm ! Thanks sooo much !
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It's not something basic like you copy & pasted the zone trigger, but didn't double-check the zone name is it? ;)Nope, But I checked several times lol. Either trigger will function only if it's triggered first. I have the following
1st trigger
Named: z1
blurfor
Once
Present
Condition field: this
Activation field: fun = ["z1",[1,0,0],[3,3,20,6],[],[],[],[0,0,0,0,1]] spawn DAC_Zone
2nd Trigger
Named z2
blurfor
Once
Present
Condition field: this
Activation field: fun = ["z2",[1,0,0],[3,3,20,6],[],[],[],[0,0,0,0,1]] spawn DAC_Zone
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Set the trigger's condition field to "this", and select your desired trigger Activation from the drop-down list, would be the easiest way to do it.Thanks for the reply. Yeah I tried that. It works for the first zone, but the next one won't initialize when entered under the same conditions.
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Sorry to raise an old thread, but I'm trying to figure out how to put a zone on "Stand by" as it says in the read me, And activate it by a condition, like Bluefor present. It's only mentioned that it can be done, but not how. Help?
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nr 2? I'm not sure I understand. Sorry.
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Is your reporting IP correct?reportingIP = "arma2oapc.master.gamespy.com";
Isn't that in the Server.Cfg already?
Arma2.Cfg
// Example ArmA2 configuration file
// by [KH]Jman, 1st July 2009. http://www.kellys-heroes.eu
//These example numbers are for a 2.5Ghz Quad Core Xeon on a 100mBit connection.
// Bandwidth the server is guaranteed to have (in bps).
// This value helps server to estimate bandwidth available.
// Increasing it to too optimistic values can increase lag and CPU load
// as too many messages will be sent but discarded. Default: 131072
MinBandwidth=15000000;
// Bandwidth the server is guaranteed to never have.
// This value helps the server to estimate bandwidth available.
MaxBandwidth=100000000;
// Maximum number of messages that can be sent in one simulation cycle.
Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxMsgSend = 1024;
// Maximum size of guaranteed packet in bytes (without headers).
// Small messages are packed to larger frames.
// Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeGuaranteed = 1024;
// Maximum size of non-guaranteed packet in bytes (without headers).
// Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.
// Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
MaxSizeNonguaranteed = 64;
// Minimal error to send updates across network.
// Using a smaller value can make units observed by binoculars or sniper rifle to move smoother.
// Default: 0.01
MinErrorToSend = 0.0025;
// Users with custom faces or custom sounds larger than this size are kicked when trying to connect.
// Use this wisely as it can be the cause of alot of Join in Progress lag.
1600000 = 160k
MaxCustomFileSize=0;
// EOF
Server.Cfg
password = ""; // password to protect server access
passwordAdmin = ""; // password to protect admin access
hostname="TFKW with Ace and Arce Radio Mod"; // This is the server name that will appear in gamespy
motd[]=
{
"Welcome TFKWOA Unit Server. We're Recruiting. www.knightwingunit.com",
"In Game Voice is Disabled. This Unit Uses The ACRE RADIO MOD For Voice Comms",
}; // Welcome message
motdInterval=50; // period between motd rotation
voteThreshold=1.5;
maxPlayers=32;
reportingIP="arma2.master.gamespy.com";
voteMissionPlayers=1; // start voting when 1 players connect
logfile = "MyServer.log";
class Missions
{
};
kickduplicate=1; // do not allow duplicate id
equalModRequired=0; // require equal mod
disableVoN=0;
vonCodecQuality=7;
VonID=1;
timeStampFormat=full;
NetStats=1;
DeathMessages=1;
persistent=1;
BattlEye=0;
regularcheck="{}";
verifySignatures=0;
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@BrunoDerRabe: i guess using a -config=server.cfg does not apply to you?have you tried the -servername=yourserver?@strike0277: make sure the mods are in the right folder and the @mod\AddOns\ structure is used correctly, also for falluya make sure you have the extra's you need to make it run
To be able to run a mod on a artofwar server: go to cmd line changer:
might look something like:
-config=server.cfg verifySignatures=1 persistent=1 -netlog -port=2302 -ip=109.232.224.40 -profiles=C:\game\battlegroup\GameServers\TC82122714304607686257852\ -name=server -mod=@XTRA -maxplayers=20 -region EU -region EU
http://i442.photobucket.com/albums/qq141/larsiano/artofwarmodline.jpg
@juicer: What mission are you running? What version of the mission is it? What Arma2/OA version do you run? What are the system specs? What Windows hotfix have you tried?
I have another question. I'm trying to use the arma2.cfg file from kelly's heroes so I can tweak the bandwidth settings for my Art of war server. I put the file in to the root of my art of war dedicated server and check the cfg box and enter arma2.cfg. It shows correctly in the param line, but the server will not show in the browser when this file is in the launch line. No Idea what's going on here. Can any one help?
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thank you. I'll have a look.
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Using the Ace Wounding module by it's self works great. What I would like to do is the following.
Make it so that when a player dies (Or too injured to be treated) They have to be transported to a mash tent, be revived/treated there before they can return back to the battle. So I would need.
A: ace Wounding module (got it)
B: Load and unload from vehicle (I think ace would allow this as well, but I'm not sure)-- Just checked, yes it does.
C: A treat/revive that will only work in specific areas or in a specific Vehicle/Tent. Would norrin's work for this?
any help would be welcome
Thanks.
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I'm having an Issue with using the domination ace fallujah map on my dedicated server. On my test server I'm able to run it (It's dedicated as well, just in the same room as I am), but on my rented dedicated server on Art of war it kicks me back to the create game screen and will not let me start it. I have the mod properly installed on both servers. Any have any Ideas?
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We did this last night on our test server. We had a lot of fun with it, but we had an issue getting revive to work. There was only one person out of the group who was able to revive. We had 4 medics in the group too.
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Where do I need to look to turn off air support and and control the spawn time for the red side?
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We started using this in my Unit this past weekend. We were so impressed we've implemented it as our official form of communications ! Thank you guys so much for this !
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I'm working on adding ace to evo. When ever we're not near a crate or vehicle and attempt to get to our gear the menue closes in about a half second. Any one else have this issue? If so what's the fix for it?
Thanks
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I'm attempting to use the ACRE Radio mod, but am unable to figure out where i need to add the radio class names in the script suite for warfare. Can any one please help?
thanks
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Sorry Mando. Still pretty new to all this. Thank you for all your help. I do see the mistakes you're referring to though. I'll work on it tonight. If I have any other Issues I'll post in the proper forum.
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Every time I put that line in there it errors out, kicks me to desktop saying "Some input after end of file." Lol This shouldn't be that hard, but then again I'm not all that smart either..lol
Thanks for any help guys.
onLoadMission= [ TFKW ] WWW.TFKWOA.COM;
loadScreen = "ca\Missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa";
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 32;
playerCountMultipleOf = 1;
};
#include "evoUI.hpp"
class CfgRadio
{
};
class CfgSounds
{
sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old,
Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,
Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here};
#include "mando_missiles\mando_sounds.h"
};
class none
{
name = "none";
sound[] = {"none.ogg", db-5, 1.0};
titles[] = {};
};
class Incoming
{
name = "Incoming";
sound[] = {"Sound\incoming.ogg", db-5, 1.0};
titles[] = {};
};
class rocketaway
{
name = "rocketaway";
sound[] = {"Sound\rocket_away.ogg", 1, 1.0};
titles[] = {};
};
class r_incoming
{
name = "r_incoming";
sound[] = {"Sound\r_incoming.ogg", 1, 1.0};
titles[] = {};
};
class explo_large
{
name = "explo_large";
sound[] = {"Sound\explo_large.ogg", 1, 1.0};
titles[] = {};
};
class Paycall
{
name = "Paycall";
sound[] = {"Sound\Paycall.ogg", db-1, 1.0};
titles[] = {};
};
class Recall
{
name = "Recall";
sound[] = {"Sound\Fanfare.ogg", db-1, 1.0};
titles[] = {};
};
class Goodjob
{
name = "Goodjob";
sound[] = {"Sound\goodjob.ogg", db-1, 1.0};
titles[] = {};
};
class Jay
{
name = "Jay";
sound[] = {"Sound\aawar.ogg", db+5, 1.18};
titles[] = {};
};
class Disco
{
name = "Discos";
sound[] = {"Sound\Disco.ogg", db-11, 1.0};
titles[] = {};
};
class Brian_Im_hit
{
name="Brian_Im_hit";
sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};
titles[]={};
};
class Brian_Im_bleeding
{
name="Brian_Im_bleeding";
sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0};
titles[]={};
};
class Brian_Medic
{
name="Brian_Medic";
sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0};
titles[]={};
};
class Brian_Bastards
{
name="Brian_Bastards";
sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit_Man_down
{
name="Brian_Shit_Man_down";
sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0};
titles[]={};
};
class Brian_Oh_no
{
name="Brian_Oh_no";
sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck
{
name="Brian_Fuck";
sound[]={"sound\UNIV_v24.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck_it
{
name="Brian_Fuck_it";
sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit
{
name="Brian_Shit";
sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0};
titles[]={};
};
class Brian_Need_help
{
name="Brian_Need_help";
sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0};
titles[]={};
};
class Brian_A_little_help_here
{
name="Brian_A_little_help_here";
sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0};
titles[]={};
};
};
Trigger and Syncing
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yeah, that is what I'm doing but, He's still moving. I made a mistake earlier, he's a civi, not an independent. Thought I cannot see that making a difference.