sweep
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Posts posted by sweep
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I think we met the general, not sure about it after such a time...But we moved from East to West, eventualy from W to E, to the convoy itself etc, nothing happened.
And the mission is not edited/opened in the editor. I'd like to give feedback to the mission builder instead of fixing it myself, to get to a bigger public
thanks very much for the feedback, I will look into this but I'm 99% sure you must not have met with the general which is the first task and must be completed in order for the convoy to proceed.
He is just E of the LZ on top of a tower, but you really only need to just enter the bottom of the tower and the trigger will go off -- he'll start talking.
From there you head W down the hill towards the road. About 25 M away from the road a trigger then goes off which will ask you to escort the convoy (which is entirely optional since it is dangerous, you can always just proceed up to the hill and the convoy task will complete itself once they make it through).
If you had been asked by the General to escort the convoy (hint in the upper right will go off) and it still didn't move -- please let me know because then there must be something I'm missing and I'll fix it.
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if that's what the OP feels, that what he feels. He's the person we need to impress.
As a long-time player I certainly understand it.
Fully customizable game, or arcade style COD garbage that everybody can connect to?
It's a slippery slope and something even the smart people at BI haven't figured out yet.
It's painful spending weeks building a new PVP mission, host if for hours at a time, and only have one or two connects that haven't downloaded ACE so they couldn't join.
Thus I sit there and look at my PVP map.....by myself. :(
@OP - If you have downloaded ACE I'm surprised to hear you aren't finding servers. Sure, might take three or four attempts to find them, but you should be in a server within 3 minutes. From there you get experience, find servers you like, and the issue you thought was an issue doesn't even exist.
But a chat lobby would do wonders. I used to play Medieval Total War, which had a chat lobby and I loved the game because, even though every other comment in the lobby was from border-line retarded 16 year olds, it was an avenue to actually talk to humans to get a game without joining a clan that will eventually become addictive and too time consuming.
Then they made Empire Total war, removed the chat lobby, so I promptly threw it in the garbage.
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We'fe tried this mission twice now, tonight i played along.And in fact we couldnt do much, obj get to radar works.
But the convoy doesnt want to move.... what might be the problem?
Us not beiing at the trigger? of a mission thing?
BTW, we used version 2.1
the trigger for the convoy to start moving is located as a long slanted rectangle running along the east side of their road, it would be tough to miss if you are crossing the road east to west near them or down the next mile or so. Did you possibly go after the AA squad, then approach the convoy from the West? Never thought of that, thanks I will fix that.
Plus, if you have not met with the General upon landing, I believe that's a required task in order to get the convoy available/moving.
If you have it in the editor or have changed to play on a different side or something, the triggers are grouped with the American soldiers in the chopper, so many things would not be in sync.
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The archive contains:
* Fast rope addon that contains the rope and the fast rope script (Just use something like @norrn_dbo_fastrope folder to create a mod-folder as you would in ArmA).
I'm on my 5th hour of trying to get this to work, which is pretty embarrassing since there are pages and pages of thread on this matter.....
no stupid questions, just stupid people :)
I've un pbo'ed this thing, I've followed the instructions to the letter, I've tried my own way.
So I'm back to square one and just going to start from the beginning.
The bolded statement may be the spot I have misunderstood.
I really have no idea where to actually put this norrn_dbo_fastrope PBO file.
And I just can't find any place it actually says where to put it, as I have no idea about what went on in Arma 1.
Do I put the PBO in a new folder in the mission folder while I work on it in the editor?
Or do I just drop it into the main Addons folder for Arma2?
Here's what I did, if you help me I will give you nothing but my respect:
Step 1 : Put norrn_dbo_fastrope (PBO) & norrn_dbo_fastrope.pbo.norrn.bisign into Arma 2\AddOns\
Step 2 : added required addons to my mission.sqm to remove error message:
version=11; class Mission { addOns[]= { "cacharacters2", "utes", "ace_sys_aitalk", "ace_sys_wounds", "CA_Modules_Alice", "ca_modules_animals", "ca_missions_secops", "acex_veh_mah6", "acex_veh_uh60", "CA_AH64D", "acex_veh_ah1", "CAAir", "CAWater", "acex_men_insurgents", "CAWheeled", "CAWheeled_Pickup", "CAWheeled_Offroad", "CAWheeled2_V3S", "CATracked", "camisc3", "cabuildings", "CAMisc", "ace_c_weapon", "acex_c_weapon", "ace_sys_weapons", "ace_sys_knicklicht", "cawater2_fishing_boat", "acex_men_usarmy", "ace_sys_fastroping", "norrn_dbo_fastrope", "CAAir2_UH1Y" };I then created a UH1Y and named it Knight1.
I then created a squad and Grouped it to the chopper.
}; class Item43 { side="WEST"; class Vehicles { items=7; class Item0 { position[]={1355.9716,15.885103,1005.451}; special="NONE"; id=16; side="WEST"; vehicle="UH1Y"; leader=1; rank="CAPTAIN"; skill=0.60000002; text="knight1"; init="this setposASL [getposASL this select 0, getposASL this select 1, 15.9];"; }; class Item1 { position[]={1368.6244,15.885103,968.3667}; special="NONE"; id=194; side="WEST"; vehicle="FR_TL"; rank="LIEUTENANT"; skill=0.84324312; init="this moveInCargo knight1;"; }; class Item2 { position[]={1371.6244,15.885099,963.3667}; id=195; side="WEST"; vehicle="FR_AR"; rank="SERGEANT"; skill=0.46666664; init="this moveInCargo knight1;"; }; class Item3 { position[]={1373.6244,15.885099,963.3667}; id=196; side="WEST"; vehicle="FR_GL"; rank="SERGEANT"; skill=0.6188671; init="this moveInCargo knight1;"; }; class Item4 { position[]={1375.6244,15.885099,963.3667}; id=197; side="WEST"; vehicle="FR_Marksman"; rank="SERGEANT"; skill=0.84324312; init="this moveInCargo knight1;"; }; class Item5 { position[]={1377.6244,15.885099,963.3667}; id=198; side="WEST"; vehicle="FR_R"; rank="SERGEANT"; skill=0.59585446; init="this moveInCargo knight1;"; }; class Item6 { position[]={1379.6244,15.885099,963.3667}; id=199; side="WEST"; vehicle="FR_Corpsman"; rank="SERGEANT"; skill=0.46666664; init="this moveInCargo knight1;"; }; }; class Waypoints { items=5; class Item0 { position[]={1356.0551,15.885103,1007.9596}; type="UNLOAD"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={1356.1165,15.885103,1010.5349}; type="LOAD"; synchronizations[]={1}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={1359.6075,0.5368433,1261.9769}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={4038.4629,0.56504959,2179.0015}; combatMode="GREEN"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={4213.7021,13.531593,2719.9678}; speed="LIMITED"; combat="CARELESS"; expActiv="nul = [knight1, 1, 25, ""move1.sqs""] execVM ""\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"";"; class Effects { }; showWP="NEVER"; }; }; }; class Item44 {I then added waypoints for the chopper, and as seen above entered this into the final waypoint activation:
nul = [knight1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
The entire chopper is AI, it takes off from the carrier and goes to Utes to drop off the troops. On the final waypoint the chopper is set to Limited/Careless and
I included the move1 script which is in my mission folder as move1.sqs so it would zoom off following the rope script:
;chopper_move.sqs _heli = _this select 0; _group = group _heli; ~2 _heli flyInHeight 40; _waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointSpeed "Normal"; _waypoint1 = _group addWaypoint [getMarkerPos "WP2", 15]; _waypoint1 setWaypointType "MOVE"; exit
The problem is that once to the final waypoint, it simply just hovers in the air and does nothing, no rope action, just nothing.
I'm running it to show script errors and it is not showing anything.
AND while I was making this post I added this to an earlier way point for the chopper so it would come in lower....
knight1 flyInHeight 15;
it works now!
Thanks for the cool script, still going to post in case the info helps somebody
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Why is it not more popular?
My view of the world would drastically change if it were more popular.
I would become very confused.
Because patient and highly intelligent people are hard to find.
What a wonderful game.
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Learned a lot by making this mission, so I tried to learn a little about making movies too: added a promo clip for Hill 265 --
<object width="660" height="525"><param name="movie" value="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="525"></embed></object>
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I'm very open to any critiques of the mission or making additional changes.
I'm assuming that maybe having only 5 guys in the group may make it extremely difficult to advance far in the mission, if that's an issue just let me know and I'll add another 5 guys or so.
I've seen it played on Regular instead of Veteran quite a bit, that makes me sad. Regular setting shouldn't be allowed. :p
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You could always force the driver to die once the truck explodes?this addEventHandler ["killed", "truckDriver setDamage 1"]
thanks a lot for this, that did the trick. and it also eliminated a 'hitch' that always occurred within that area over the road, now it's suddenly gone.
I have updated the file with this fix to 2.1 within the first post, as well as the previous listed fixes. I also went ahead and just changed the entire squad away from the campaign's razor team as they were all causing face problems in the .rpt and the new guys do not.
As this is my first mission, I'm not quite sure the protocol of what is acceptable as far as errors within the .rpt.
Known issues that pop up constantly and searching to fix them:
Bunch just like this:
Error: cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\zero.wss', header cannot be loaded.
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Bunch just like this:
Protocol bin\config.bin/RadioProtocolRU/: Missing word light
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Hello, I trying to create a mission using the carrier I got pretty much all in order, but the re spawn keeps bugging out it seems, when I launch the mission I got the property of the height on each player, so they all spawn on the carrier when the mission starts its when they die, they always spawn under the carrier, and I cant find anything on the net that allows me to change the height of the respawn marker, if someone can help that would be good.this thread might help, not sure though
http://forums.bistudio.com/showthread.php?t=62012&highlight=respawn+height
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You can also run the game with -showscripterrors in the command line (ex: D:\Steam\Steam.exe -applaunch 33910 -nosplash -maxmem=2047 -world=empty -showScriptErrors) so that any error that goes in the RPT also gets displayed on your screen, so you only have to go to the RPT for "big" errors, and small errors you can just see in-game and quickly fix and restart.thanks for these tips. I tried getting this -showScriptErrors command to work, but it appears something doesn't allow it to work with Steam since 1.4. I've put it within the command line for Steam.exe and Arma2.exe, all commands above work (like nospalsh, empty, etc), but the showscripterrors never seems to do anything unless there is a command that makes it go live or something that I don't know about.
Here are the current changes I've made although I haven't updated the file that is currently up in order to wait for any more possible glaring issues I should fix.
Fixes:
1. Changed the mission's name at the .pbo level from beta1 to CO_05_Hill_265_v2.Chernarus
2. Removed the underscores from the mission name at the mission display level.
3. Error position: <taskCompleted DefendRadar;> --- fixed this taskCompleted tskDefendRadar
4. Replaced Miles with the Team Leader character in order to remove the face glitch. It didn't seem to actually effect anything, but it no longer appears in the .rpt.
Guess there is an issue with Mile's face. He's just a character from the Campaign, not sure why he would be glitched. See #4.
As far as the transport messages, I don't quite understand them. All those objects are just sitting on the map without any orders, groups, syncs, completely on their own.
Mods: CA
Distribution: 1459
Exe version: 1.04.59026
SetFace error: class CfgFaces.MilesHead.Face107 not found
Error: Error during SetFace - class CfgFaces.MilesHead.Face107 not found
No speaker given, patched to Male01EN
SetFace error: class CfgFaces.MilesHead.Face107 not found
Error: Error during SetFace - class CfgFaces.MilesHead.Face107 not found
CDFRadar is not soldier nor transport.
No transport
14870c00# 1055593: wf_barracks_east.p3d is not soldier nor transport.
No transport
14871400# 1055594: misc_cargo1c.p3d is not soldier nor transport.
No transport
14871c00# 1055595: misc_cargo1d.p3d is not soldier nor transport.
No transport
14bec800# 1055655: wf_vehicle_service_point_east.p3d is not soldier nor transport.
No transport
Creating debriefing
Known issue:
a. When approaching Chernarus initially while still in the chopper, should the driver of a truck survive after it blows up (1in20) -- he requests to be healed at the chopper you are in. This causes the pilot to circle around and hover over the accident indefinitely. This error requires a mission restart, but can only happen in the first 2 minutes and hardly ever occurs. (you don't have to restart, you can eject and walk, but that's crazy)
Your IED in the forest was a success, I was standing near the white car while waiting an AI "struck" in the castle, the rest of the team was sent forward, thinking the car has some technical problems with the orange light, I did not think on it too much; on my left CDF troops were sprinting in the forest, and the radio call indicated me that I could benefit the convoy to rejoin the hill position. I would been more cautious as the convoy arriving suddenly a flash no sound and me laying dead! what a fool I have been waiting here near the car IED; again a great idea.After a restart of the mission while being wounded in the reckon of that small village, me and 3 AI get ourselves surrounded by tanks! so we ran for cover into a small compound, we were stuck there nothing we could do, that's great I didn't expected the tanks roaming the village.
happy to hear the mission has been fun!
It's definitely one that requires patience. That's why I made the main overall mission as 'Observe the CDF frontlines'. Not really a war that a small unit wants to get tangled up in on their own unless they are armed with Javelins, Mines, & Satchels. Definitely should make use of the cover & available items around the hill. The enemy will arrive at different times each battle, so I've been caught in the middle of Staroye many times. If you are in town at the point, leaving alive is probably 50/50. Most rounds I leave a couple of AI at the barracks near the gear boxes on the hill for safe-keeping.
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Yes, but when you want to delete/replace missions it helps to know which file is what. You can always re-name the PBO file after creating it.yep definitely, I have made that change.
thanks for the tip about the naming as well with regards to the spacing, just figured out what you were talking about and fixed it.
Quite enjoyed it, though I've only played it 2-man for around half hour so far.The sheer number of units was hittin' my system pretty hard, though I think JTD may have had something to do with it,
since half the forest was on fire from the car bomb. Funny aswell, cos I said over voice "what's that radio looking thing by the car", it blew just after we moved away.
Edit:
Forgot to add.. arma2.RPT was full of these:
Error in expression < AND taskCompleted tskObserveBattle AND taskCompleted DefendRadar;> Error position: <taskCompleted DefendRadar;> Error taskcompleted: Type Bool, expected Task
wow. you have officially introduced me to the arma2.RPT ;) appears very useful (I'll say!). I made that Radar task typo fix, and will now start going through this list that the .rpt generates. there a couple of more that constantly come up like some Miles face error, and a couple of items which were ordered to transport and apparently are not supposed to be doing that.
I'll work on these, and wait for possible more feedback on things I should change or fix and then upload a new and cleaner file; thanks very much.
happy to hear the car bomb didn't kill you the first time in! (oh boy, the testing of just that little scenario -- as a first-time maker it took me days. there is even a civilian running from his remote device, whom you might not have noticed yet. I usually take my -1 and put him down) :)
I felt kind of bad having the General suggest jumping into a vehicle for a ride -- because that's actually a horrible idea. :) Best bet is to keep your distance and cover them from the side of the hill up the road, or heck, play it safe and just follow them in or completely ignore the orders - that General isn't your superior. The mission is to protect the Radar, and essentially just observe the situation in Chernarus before the USA is officially involved. Time/Action will keep moving forward even if you aren't doing the tasks. I'll keep an eye out for the map being played and hopefully jump into a match.
Just wanted to add I forgot to mention ---
This mission is made in line with the Campaign portion of the game, taking place a few days before the Campaign kicks off, with the entire 5-team Razor Team led by Miles.
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You may want to change the file name to some kind of naming standards, and the mission name itself doesn't actually need underscores, spaces are fine.Also you may want to consider changing it to "side" respawn so that you can have more control over the AI in case you play without a full human group.
Will definitely give this one a try.
Are you talking about the name of the file that is zipped up?
If that's the case, I didn't catch that the folder was named Beta1 until I was done putting everything up, sorry about that.
When it's loaded and added to the MP Missions folder, it will appear in the correct naming standard form (CO 05 Hill 265) on the list you select from.
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As far as "side" respawn -- with the way it's setup with the "group" spawn, the squad is made up of 5 players. If you play as one player with the other 4 all as AI, when you die you will automatically become one of the remaining 4, and so forth until all 5 are dead.
If I changed it to "side" respawn -- then there is really no limit to how many times you can die because there are over 150 West AI, so you'd have 150 or so lives.
If you do play with a full human group of 5 players -- then there will be nothing to respawn as when it's set to "group" spawn.
I suppose the mission is probably best played with 2-3 human players, so two people can afford to die at least once. The battle is very intense.
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And while it is my first mission, I'm hoping it doesn't seem like it since I worked pretty hard on this. I promise fun for anybody that attempts "Hill 265".:)
Just download and export the pbo file to aram 2\MPMissions then it's good to go.
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Hill 265 Coop 1-5 Players Group Spawn





Addons required:
None
Information:
1-5 players
Group Spawn
8 objectives in and around Staroye
Mission is generally 1-2 hours long
Mission was created and tested on Veteran Mode
I myself have completed the mission on only 4 or 5 occasions, it is difficult.
Recommended:
Just remember it's on group spawn and there are a total of 5 lives.
So even if you don't like to play with AI within your squad, it's good to bring them along and put them somewhere safe for later.
This is my first mission ever, but it's pretty fun.
Has been updated over the course of many months.
Mission Details:
-Essentially you will insert with your squad into Chernarus and defend a radar installation from an impending Chedaki Assault.
-Most of the mission is during the early evening. 30-45 minutes along NV may be needed. But there are flare traps and plenty of light sources for those that don't like NV.
-Since it's my first mission there are no voice actors or incredible scripts. But quite a few animations, effects, & content; hopefully some decent playability.
-You can complete the mission even if you fail all of the objectives, it will only end if your entire squad is dead.
COOP 05 Hill 265 v2.1
Armaholic:
<object width="660" height="525"><param name="movie" value="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="525"></embed></object>
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Or, in my case, people who want functioning gameplay the way that was intended, and who refuses go around making excuses for the game, as if the bugs were intentionally put there by the devs in order to make the game more "realistic", or some nonsense like that. I mean no offense to you, sweep; thanks for your reply and all, (I particularly found the details on co-op very informative.), but that kind of thing just rubs me the wrong way. :plain:no worries, poorly written post on my part.
There are DEFINITELY tons of glitches. But for me they don't rub me the wrong way because of the pay off that comes with playing through them.
If the game, when running smoothly, was not far superior to any other games I could be playing....I wouldn't support it and or make posts like that.
Reloading saved games is a problem within the campaign. Should you start within a mission from a saved point, you will have vastly more issues then had you played straight through without saves.
If you want to fully experience the campaign without glitches......complete it without dying once. If you die, start that level over.
That's the way I have been playing it and have essentially zero problems. If I played where death was acceptable or reloaded from various spots, then it would be much, much more difficult to complete.
Playing with one life removes the glitches, and makes each level much more difficult; which increases the playability and enjoyment time.
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impressive
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there are not two different versions of the game.
there are two different versions of players.
those that have the patience for a real-world military sim, and those that do not.
I like Real-World Military Sims, so the campaign is certainly playable and an unreal experience.
I'm on Dogs of War. I have encountered bugs throughout, but 1.04 cleaned up many of them.
The campaign, from my experience, is entirely playable Single-Player or Multi-player. It works fine. But it is intended to be played as Single-Player or ALL Human players. 4 human players or 1 human player.
If you go 2 Human Players coupled with 2 AI players in the group of Cooper, Rodriguez, Sykes, etc, there will be many more issues.
Really, it's all about patience. For instance, if something is on the ground in ARMA2 or there is a ladder --- in many cases you must point the cursor at this item and move around a bit until it appears within your action menu.
Some would say, "that's broken, I can't do it.". Others would say, "if you move around a little bit, it will work". Depends which one you are.
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I recently registered within the rp-mods forum so I could get onto the official server. Had a great time, love the mod.
Certainly enjoy being able to keep my stats; albeit the current state of the game/mission makes the server unplayable for myself in North America. I discovered this through rigorous trial and error.
Then there is still the problem of faith.We could set up many servers, but we are tired about see our scripts with different credits.
What happens when there are different credits?
Your story is that this is about "credit"?
Specifically......what happens? What specifically do you lose if credit is not given?
Pride? I think not.
If you can't say what you are selling, or you are afraid to look another person in the eye and say "I want profit"...
then you should not have any expectations.
If I donate $9000 to rp-mods on Tuesday, how will that money be spent -- specifically?
Will I get the rest back that isn't required? Or will you just say "thanks, now our server is hosted for the next 5 years! You are so nice!"
Would you still ask for donations the next day?
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try this:
waitUntil { !isNull player }; waitUntil { player == player }; tskExample1 = player createSimpleTask ["Example1"]; tskExample1 setSimpleTaskDescription ["write in the description", "write in the title", "write in the title again"]; if (Example1) then { tskExample1 setTaskState "Succeeded"; } else { tskExample1 setTaskState "Created"; tskExample1 setSimpleTaskDestination (getMarkerPos "marker1example"); player setCurrentTask tskExample1; };then within each trigger that completes an objective, enter in :
Example1=true;
then in your init.sqf, enter in:
Example1=false;
and so on for each objective
taken from this post by IndeedPete:
tried and it worked for group spawn, but not sure if it doubles with a second person
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within your description.ext
respawn = GROUP; respawnDelay = 3; disableAI = True; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 5; }; class CfgMusic { tracks[]= { [color="Red"]Track1,Track2[/color] }; class [color="Red"]Track1[/color] { name = "[color="Red"][color="Red"]Track1[/color][/color]"; sound[] = {\music\[color="Red"]track1[/color].ogg, db+0, 1.0}; titles[] = { }; }; };within your mission create a folder and call it music
convert your sound to .ogg and give it a name : track1
place the .ogg into the music folder.
create a trigger and on activation
playMusic "track1";
noob as well, probably a better way.
as far as what the activation should be for the trigger(s) regarding your AA, gotta think about that.
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sounds like you got it working, but here's what I do: (after approx. 3 1/2 hours of searching and learning, that is why I share)
place a trigger on the map and name it flaretrap83, or whatever you like.
place this in the activation of the newly created trigger. All you will need is the one simple trigger. Change the 150 to however high you'd like it to go :
flare = "F_40mm_[b]White[/b]" createVehicle [getPos [b]flaretrap83[/b] select 0, getPos [b]flaretrap83[/b] select 1,150];
Then change this code accordingly with what color you like as well as the name of the trigger in the two bolded spots. Set the trigger to be activated when Opfor or Blufor is present/once/timeout -- however you'd like it to be set off.
Remember you can copy & paste, even triggers, within the editor -- so you can make your one trigger and then paste it all over the map. Then just go around updating each one's name & code, so then you'll have multiple flare traps.
edit: only copy & paste triggers that are new and not grouped or synced yet -- otherwise the editor crashes.
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not an expert, but if you want a unit to do anything, you must give it a waypoint. Set one way point on top of the chopper and set the waypoint to 'Get Out'.
for the other question, use the search feature
Group Spawn Trigger
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I'm attempting to use the script Starlight posted, and would love some help to why this won't work for me. I'm sure it's something fairly basic since I'm a noob.
I've created two empty markers named "newpatrol1" and "newpatrol2"
I then created two triggers in different areas to be activated when Independent detects anybody. In the activations:
1st trigger
2nd trigger
Both new squads are then ordered to run the UPS.sqf, and patrol marker areas called "alpha" & "delta".
spawn1.sqf:
spawn2.sqf
Each time I run it I get the following errors:
&