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HateDread

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Posts posted by HateDread


  1. No, you can use anything you like. The 'normal' builds of F2 for ArmA2 all used the standard ShackTactical platoon, weapons etc. The Folk build for OA just comes with the Folk platoon, weapons etc. instead - but they're quite similar. Naturally, you can always delete all the pre-placed units and use your own formations instead. Does that clear things up?

    Ah, yes, much clearer!

    It would probably avoid this in future if the site explained all of this a little better - especially for those of us who had never heard of 'Folk', or didn't who didn't know that we didn't have to use their stuff :)

    Again, thank you very much!

    - HateDread.


  2. Looks like the undead mod isn't compatible with the UAV Module, can anyone double check this? When I go to use the UAV, it just gives me a black screen with the text in the corner and I have to go to task manager and kill the game manually.

    It's not compatible with a lot of scripts - it over-loads the game and stops the execution of others, such as UAV, COIN, etc.

    Charon, how goes the production of the new version? :D


  3. I'm afraid that, at the moment, the Folk build is the only one available for OA. There are plans to add one (maybe two) alternative builds for OA, but I'm sorry I can't give you a date for that. In the meantime, I hope you'll find the Folk components useful.

    So, would you consider making a 'vanilla' version? Just so we can actually use this, as everyone plays OA these days, that's all :)

    Either way, nice work.


  4. Just to clarify, is the 'Folk' version (the only available version for OA shown on http://www.ferstaberinde.com/f2/en/index.php?title=Main_Page) the right one? I.e. for standard use in OA? Link:

    http://www.ferstaberinde.com/f2/downloads/f2_v2-4-5_oa_folk.7z

    Basically, do I -need- to use the 'Folk' components you talk about later?

    A build optimised for making OA missions which follow use the Folk platoons and supporting features.

    OA Folk Platoons

    OA Folk Assign Gear Script

    OA Folk Group IDs

    OA Folk Group Markers

    OA Folk JIP Reinforcement Options

    OA Briefing Template (shared)

    Gear Snippets (shared)

    Or is this intended; i.e. is this actually beneficial to the mission maker? (I obviously don't understand the nature of such a build :p ). You said there were multiple builds for different uses, but there is only this one provided?

    Thank you for your work!


  5. You probably already know this, but with the guns on the Littebird (AH-J I think), the 2000 rpm and 4000 rpm versions have the same sound. Can you speed it up for the faster variant, to give it that extra punchy feel?

    Cheers.

    Just in case you missed my post, Jarhead.

    This applies to all guns of this type, be they on the Littlebird, Blackhawk, etc. The guns sound the same even when the RPM is doubled, which is really weird considering.

    Is it possible for you to just speed up the original sound for the 4000 rpm fire-mode?

    - HateDread.


  6. You are most welcome! Feel free to ask me any questions in future! I probably can't answer them but I always try :)

    Yes, '_this select 0' refers to the first element of the array, which only has one element; 'player'. Basically it just selects you.

    If you look at the script, it basically generates a new direction on every loop, and then a random distance (as defined by one of the coloured references) from _target. This result is then called '_pos'. So if you want it to surround the player, pick them as your '_target'. Set the distance to a certain amount away, and you can simulate an attack without killing the player!

    If there's any part of this you don't get, such as the 'getpos' commands, etc, I am happy to help you out.

    Good luck.

    - HateDread.


  7. Well, good sir!

    I have colour-coded them to link them together for you, visually, to try and demonstrate the connection between them.

    In xhandler = [player]execVM "Artydrop.sqf";, we are using an array.

    An array is within the '[' and ']' marks. It's a way of listing a variety of products/variables, etc, for a single answer, or space (poor description I know).

    When referring to those results, which we separate with commas, we use a 0-index system, meaning the sections of an array are counted starting at 0. I.e. the first is 0, second is 1, etc, such as in this array:

    [Option 0 is here, Option 1 is here]

    When selecting a section of the array, we use 'select x', where 'x' is the index. For example, if I wanted the first element of an array, I would use 'select 0'.

    In this script, when I write _this select 0, I am taking the FIRST element of the array written in the code

    xhandler = [player]execVM "Artydrop.sqf";

    If it were

    xhandler = [player,Example,Example1]execVM "Artydrop.sqf";

    To refer to Example 1, in the script I would write '_this select 1', as it's the SECOND element of the array.

    Whenever a script is run in this way, it has an array, often like so:

    xhandler = []execVM "EXAMPLE.sqf";

    Where there is nothing to select in the array. There must -always- be an array though.

    Using '_' before a variable indicates that the variable is LOCAL to the script, meaning that no other script or trigger can see/detect, or is affected by, that variable. In this way, we can have many duplicates of a script running at the same time with no interference, if their variables are 'local', as they don't influence each other.

    When we write, in this script;

    _target = _this select 0;

    We are saying that 'within this script, whenever I give the LOCAL variable called 'target' (written as _target throughout), make sure that in its place goes the FIRST element of the array. It's basically substituting. It's quicker than writing _this select 0 throughout the script. Think algebra - defining A as a number/equation, etc, and referring to it as A throughout an equation instead of writing the whole thing.

    Does that clear it up?


  8. Now I am receiving these two errors constantly. I think only one is related to CBA:

    Error in expression < = true;

    _logic setvariable ["restart",nil];

    if (_debug) then {

    xxx = [1,1,-0.>

    Error position: <nil];

    if (_debug) then {

    xxx = [1,1,-0.>

    Error Undefined variable in expression: nil

    Error in expression <e = _values select _i;

    call _code;

    };

    nil;

    >

    Error position: <nil;

    >

    Error Undefined variable in expression: nil

    File x\cba\addons\hashes\fnc_hashEachPair.sqf, line 27


  9. Usage:

    In trigger:

    xhandler = [player]execVM "Artydrop.sqf";

    ArtyDrop.sqf:

    _a = 0;

    _target = _this select 0;

    While {_a < 5 + random 5} do

    {

    _dist = 100 + random 100;

    _dir = random 360;

    _pos = [(Getpos _target select 0) + (sin _dir) * _dist, (Getpos _target select 1) + (cos _dir) * _dist, 100];

    "ARTY_Sh_82_HE" createVehicle _pos;

    Sleep 4 + random 4;

    _a = _a + 1;

    };

    How many times this should repeat.

    The distance from the centre target.

    The type of shell. (From HERE).

    The time between shots/each loop.

    Hope this helps!

    - HateDread.


  10. Jarhead, your work is amazing, my friend!

    Just some generic script errors you might want to see:

    Cannot load sound 'jsrs_m2hmg\shells\metal_01.wss'

    Cannot load sound 'jsrs_m2hmg\shells\metal_02.wss'

    Cannot load sound 'jsrs_m2hmg\shells\metal_01.wss'

    Cannot load sound 'jsrs_m2hmg\shells\metal_01.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_04.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses11.wss'

    Cannot load sound 'jsrs_2a14\2a14-s2.wss'

    Cannot load sound 'jsrs_2a14\2a14-s2.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses7.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses9.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_05.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses4.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_04.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses5.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\houses6.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_02.wss'

    Cannot load sound 'jsrs_enviroment\sfx\sfx\meadow-day_05.wss'

    Etc. All pulled from my .rpt file.

    Good work so far, mate!

    EDIT: FYI, using latest version via Addonsync.


  11. Okay, now I'm a bit confused. Some server's let me use the fixed version as posted a few pages back (the one that fixes the spinning fires), but some don't:

    Warning Message: Files "

    "@warfx_particles_beta_1.41\addons\warfxpe.pbo", "@warfx_particles_beta_1.41\addons\warfxveh.pbo", "@warfx_particles_beta_1.41\addons\warfxweps.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.


  12. Ah crap, sorry! I got my numbers mixed up and thought I had it.

    Just before I make the big change-over: the beta build is compatible still with all other online servers, etc? I won't screw anything up?

    Cheers, mate!

    EDIT: All fixed and working!

    How do you suggest I enjoy it most? I.e. is there a particular way or unit that uses tracers? Normal squads don't seem to be using them much at night?


  13. I get this every time a weapon is fired (only tested as US Army atm, using various infantry weapons (Mk variants, M249, etc):

    Error in expression <ammo = _this select 4;

    _proj = _this select 6;

    if(_this call BD_fnc_Tracer_i>

    Error position: <select 6;

    if(_this call BD_fnc_Tracer_i>

    Error Zero divisor

    File BD_Tracer\tracer.sqf, line 6

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