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cestcomi

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About cestcomi

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  1. Add this to your list: Classnames: http://forums.bistudio.com/showthread.php?t=73241&highlight=RU_Soldier Markers with pictures: http://community.bistudio.com/wiki/cfgMarkers
  2. @ eggbeast Thx. There should be no problem to merge this with your mission. I saw that you're working on the Evo mission like me ;-). I will give a try with your version v20. :) EDIT: I could merge your mission with mine without any problems :-) @ hamis Sorry dude, but I discover the game since Arma 2 and I'm not experienced enough to make a mod. Someone else here maybe ? :o
  3. After many search on this forum, I didn't find a "ready to use" solution to illuminate the airport of Balota. So I started thinking about the scripts available to me to create my "lighting system and assisted takeoff and landing" on that runway; especially with the C130. To do this, I used: - "Land_Ind_IlluminantTower" - "Land_NavigLight" - "Land_Runway_PAPI" - "Land_runway_edgelight" and a script to simulate as best as possible a lighting for the "Illuminating Towers", bunkers, warehouses... It's sometimes a problem to take-off with the C130 or A-10 because the runway is too short and there are annoying trees at the end of the runway. So I decide to make a slight bombardment targeted after the launch of the map to destroy these trees. I also placed a concrete ramp at the end of the track that gives a little help taking off. This ramp lights automatically via a script and does not interfere with the landing. Takeoff and landing with the C130 is now easy and the runway has finally its lighting. You can easily merge this mission with yours keeping only what you want. I am not an expert in script or aviation. So I leave the task of correcting possible errors. Mission download (13kb): gfds_balota_by_night.chernarus.zip Other screenshots: LINK :)
  4. Small correction here : ////////////////////////////////////////////////////////////////// // you can put the following line of code into the player or an object. // the actions will be placed in the action menu. [s]// nul=[this,[gl1,gl2,gl3],[trigg1,trigg2]] execVM "teleport.sqf"[/s] // nul=[this,[gl1,gl2,gl3],[trigg1,trigg2]] execVM "[color="Red"]loadaction.sqf[/color]" // simply place the locations you want to visit into the the correct arrays. // [gl1,gl2,gl3] is where you place game logic, objects or unit names that you want to visit // [trig1,trig2] are the names of triggers you may wish to visit, leave empty if niot usesd. //////////////////////////////////////////////////////////////////
  5. Thx Norrin ! Works great. You can make a 360° very quickly with the plane at the rear of the tractor :D
  6. Change is made and it works. But I didn't see any difference. Maybe it's better for server load ? :confused: With or without this modification, my ArmA2Server.RPT gives me this kind of error: 2009/08/14, 13:32:13 Out of map 2009/08/14, 13:32:13 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7872.69, 6.24, 3182.68]. 2009/08/14, 13:32:24 Out of map 2009/08/14, 13:32:24 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7890.14, 6.30, 3182.53]. 2009/08/14, 13:32:36 Out of map 2009/08/14, 13:32:36 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7855.24, 6.25, 3182.53]. 2009/08/14, 13:32:50 Out of map 2009/08/14, 13:32:50 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7872.69, 6.24, 3182.68]. 2009/08/14, 13:33:02 Out of map 2009/08/14, 13:33:02 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7890.14, 6.30, 3182.53]. 2009/08/14, 13:33:13 Out of map 2009/08/14, 13:33:13 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7855.24, 6.25, 3182.53]. 2009/08/14, 13:33:24 Out of map 2009/08/14, 13:33:24 Error O 3-3-K:3: Invalid path from [7946.21, 9.31, 3192.38] to [7872.69, 6.24, 3182.68]. I have no idea where from this error comes. I put nothing "out of map".... Could you give me more informations about this error ?
  7. Mine is this and now it's working very well. We've played the entire campaign twice on our server today :) BIS_EVO_FillInf = { _grp = _this select 0; _lpos = position leader _grp; //_allunits = ["RU_Soldier"]; _allunits = ["RU_Soldier_MG","RU_Soldier_HAT","RU_Soldier_HAT","RU_Soldier_HAT","RU_Soldier_Sniper","RU_Soldier_Medic","RU_Soldier_GL","RU_Soldier","RU_Soldier_AA","RU_Soldier_AA"]; _max = (count _allunits)-1; _count = 11; _j = 0; while {_j <= _count} do { _unit = _grp createUnit [_allunits select (round random _max), _lpos, [], 0, "FORM"]; _unit setSkill 2+(random 3); [_unit] join _grp; _j = _j+1; Sleep 1; }; //player sideChat format ["EVO_FillInf:%1",_j]; [_grp] call BIS_EVO_OrderSquad; }; I've made many modifications to Evo Marines. Search "Clan=GFDS=" in server browser if you want see it running.
  8. It works for me but I didn't know you could fly whit the MV22 folded !
  9. Hi Tajin, I tried your respawn script and it works. But once again, "cargoscript" stopped to work after the first respawn. For information, I have renamed "cargoscript" to "mv22cargo.sqf" and "mv22cargoscript.sqf". I changed both files so that they correspond to the new name and I put everything in the directory "mv22\". So I tried with this script (Simple Vehicle Respawn Script v1.6) but same result after the first respawn (I had no doubt of the result :rolleyes:). I give you the trick here if someone could find a solution: Co_20_EVO_USMC_v095b.Chernarus.zip I have made some modifications to the following files because the mod has his own system for respawn (I only want to use Simple Vehicle Respawn or something else like Tajin's script): - data\scripts\sinit.sqf - data\scripts\EVO_MakeBase.sqf (many vehicles and other stuff are in this file) - mission.sqm (the others vehicles/stuff and the MV22 are in this file !) This is what you will find in "missions.sqm" for the first MV22: class Item363 { position[]={4621.999,9,2555.9509}; azimut=121.384; id=442; side="EMPTY"; vehicle="MV22"; skill=0.60000002; init="veh = [this, 300, 300, 0, FALSE, FALSE, [this] execVM ""mv22\mv22cargo.sqf""] execVM ""vehicle.sqf"";"; }; I stopped counting the number of test I did :p But I don't understand why Mando Hitch v1.5 works great and not "cargoscript" ? Principle is really the same, no ? P.S.: I offer a good Belgian beer at first which finds a solution. ;)
  10. C130J _vehicle_21 = objNull; if (true) then { _this = createVehicle ["C130J", [4621.999, 2555.9509], [], 0, "CAN_COLLIDE"]; _vehicle_21 = _this; _this setDir 121.27563; _this setVehicleInit "[this] execVM ""C130\C130cargo.sqf"";"; }; MV22 _vehicle_23 = objNull; if (true) then { _this = createVehicle ["MV22", [4648.8774, 2579.8801], [], 0, "CAN_COLLIDE"]; _vehicle_23 = _this; _this setDir 166.91376; _this setVehicleInit "[this] execVM ""mv22\mv22cargo.sqf"";"; }; I create 2 directory and renamed the script: one for C130j and one for MV22. (I made some modifications > C130J can drop Tank but MV22 doesn't.) It works, but only once :j:
  11. Hi all, The script works for me but unfortunately it stopped to work after the first respawn of the c130. :confused: Tested on "Co_30_EvolutionUSMC_v08.Chernarus". Any idea ? Thx :) (For those how knows this mod, read this about the bug about the mission stopping in Gorka)
  12. cestcomi

    Nvidia 190.38 Beta Drivers?

    Same for me since a week on my Asus GTX285. I decided to install the tools from Asus to control GPU fan speed. Since i keep my GPU temp lower than 80c max (my GPU is now at +/- 65c), I don't get "any" CTD's. I mean only one a day but before it was one per hour. :cool:
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