splatsh
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Posts posted by splatsh
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"Activate HUNTIR Monitor" from the action menü.And that is default with mouse scroll?
If it is then I dont get that option to activate my monitor...
Thats why I ask.
And now I am only have CBA and ACE addon.
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Sure: http://ace.dev-heaven.net/wagn/HuntIR (howto)
If you keep having issues, please re-try with only cba/ace enabled to see if it's a compatibility issue.
Thanks, but how do I get to the ACE_HuntIR_monitor?
I have fired one ACE_HuntIR_M203 up in the air, I wait, and see the small parashute, and now, how do I get to the monitor. What button is it on, how do I get to see that HuntIR monitor?
(I have the HuntIR monitor with and on me)
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So, how to remove nvgoggles for EAST AI ? (Singleplayer mode.)
I want to play as west, and have east as my enemy, then I want to remove all units that have nvgoggles on them.
How to?
Thanks.
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HuntIR monitor, is that one gone, I cant get it to work. Please tell me how I can use it.
If it still in use by ace 2?
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If I place one SOM module in editor, and name it "som1".
And place one ACM module in editor and name it "BIS_ACM"
And then synchronize them to my player.
Do I need to "synchronizeObjectsAdd" to them when I get killed and respawn?
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Thank you I got it to work now with your help.
Thanks.
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Sorry, I cant get it to work, can someone be nice and make one sample for me.
I want to build a mash tent with a trigger set up to activate on radio
"Build respawn tent"
On Activation: null0 = [] execVM "build_spawn.sqf"
build_spawn.sqf
if(!isNull base) then { deletevehicle base; base = "MASH" createVehicle (position player); base setvehiclevarName "MobileSpawn"; base setVehicleInit "this setVehicleVarName 'MobileSpawn'"; };Now when I play, I can setup that tent anywhere.
And I want to respawn there to, but I cant get the respawn to work.
I am only respawn at my dead body.
How to set up so I can respawn at my mash tent (MobileSpawn)
Please, please make one sample so I can see all.
Thanks.
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How to easy setup a mobile respawn.
This is what I have so far, but I want to make my mash tent to be my respawn point. How to do it?
I have this in my "description.ext"
respawn="BASE"; respawndelay = 10;
I have one trigger that is activated by radio to build my mash tent with.
if(!isNull base) then { deletevehicle base; }; waitUntil {alive player}; base = "MASH" createVehicle (position player); base setvehiclevarName "respawn_west"; sleep 2; base setVehicleInit "this setVehicleVarName 'respawn_west'";But I am not respawn at that tent, when I tryed my mission and got killed I was respawned at my dead body after 10 sec.
So what is wrong and how do I make my mash tent to be a respawn point?
Thanks
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Oh, thanks you, I have missed that one.
Thank you for a fast answer =)
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How to make all Arma 2 (USMC) soldiers be replaced with Binks 09 US Army soldiers, is there no replace files?
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So, there is no one that know how to add more west soldiers and more east soldiers in anything made by editor (wizard and sector controll)?
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This file is made by arma 2 editor (new wizard)
template="ca\missions\MPTemplates\MPT03_SectorControl"; noCopy=1; owner="ca_missions"; island="Japahto"; year=1995; month=5; day=10; hour=7; minute=30; class Params { }; class Units { class WestUnits { group=0; name="West0"; file="West0.unit"; }; class EastUnits { group=1; name="East1"; file="East1.unit"; }; }; class Positions { WIZVAR_west_start[]={2823.5149,8.1392336,2515.8352}; WIZVAR_east_start[]={2774.0286,14.667825,1898.8632}; Sector_1W[]={12404.115,1.089859,394.91956}; Sector_2W[]={12451.573,1.089859,395.60736}; Sector_3W[]={12498.344,1.089859,394.91956}; Sector_4W[]={12543.051,1.089859,394.23212}; Sector_5W[]={12602.201,2.289372,397.67108}; Sector_1E[]={12404.114,1.387868,345.95547}; Sector_2E[]={12454.827,1.387868,345.95547}; Sector_3E[]={12508.163,1.387868,347.70419}; Sector_4E[]={12551.881,1.387868,347.70419}; Sector_5E[]={12600.714,2.289372,344.95303}; WIZVAR_S1[]={2816.4717,12.984427,2397.166}; WIZVAR_S2[]={2796.6411,15.508967,2055.1958}; WIZVAR_S3[]={2568.0935,13.571338,2244.5269}; WIZVAR_S4[]={2965.6201,12.765657,2188.0767}; WIZVAR_S5[]={2801.7026,6.2594151,2255.4785}; WIZVAR_north[]={2644.4946,15.825096,2774.0171}; WIZVAR_south[]={2853.741,12.800016,1569.2983}; WIZVAR_east[]={3403.5459,17.360065,2148.1992}; WIZVAR_west[]={2177.9771,6.9692149,2192.9822}; WIZVAR_Entrechment_1[]={2817.333,13.014225,2396.0891}; WIZVAR_Entrechment_2[]={2795.0149,15.180608,2056.1594}; WIZVAR_Entrechment_3[]={2566.4651,13.379548,2243.3745}; WIZVAR_Entrechment_4[]={2964.4131,12.906227,2187.8857}; }; addons[]={}; weather=0.5; weatherForecast=0.5; fog=0; fogForecast=0; viewDistance=4.3708595e-038; class Added { };Now, I have odens swedish addon and I have the classname for some soldiers that I want to use instead of the orginal one, how to put in them in code??
Class name:
Fire team 1
oden_sweWTL
oden_sweWLAW
oden_sweWAR
oden_sweWB
Fire team 2
oden_sweWTL
oden_sweWLAW
oden_sweWAR
oden_sweWB
Fire team 3
oden_sweWTL
oden_sweWLAW
oden_sweWAR
oden_sweWB
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Now, I want to put in the 3 fireteams instead of orginal soldiers, then I want to put in 12 soldiers for east to, so we are 12 vs 12. how to?
Thanks
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Should I delete HiFi and HiFi_extras folder, then go with all others (HiFi_ace, HiFi_air, HiFi_sfx, HiFi_weapons_long, HiFi_vehicle_weapons)?
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Thanks, that looks cool and heavy.
How do I use it?
Copy & paste to my init.sqf file?
And how do I run it with diffrent settings?
(My german is not that good, and I did not find any read me.)
I found something....
Is this right?
I have paste this code into my init.sqf file:
[6, 8, 20, "Mixed"] execVM "weather.sqf";
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Yeah, that looks easy, thanks =)
This is what I got in my init.sqf now:
skipTime (random 24);
60 setRain random 1;
60 setFog random 1;
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Where do I find any good script with random weather, like random fog, and random rain, and random time. (Everytime I start mission it should not be the same weather & time.)
Where do I find dynamic weather change, example that weather cheange every hour or so... start to rain, more fog, less rain, less fog and so on.
Would nice if there is something like that.
Thanks.
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How to let a engineer repair stuff, like cars?
I have placed a engineer and a damaged car, but I cant repair it.
Is there any script for this or what?
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If you've already used the GUI, now use the Six Updater Consule. It's much faster, you don't have to go to the server site every time.Please write a link to find this Updater Consule.
(I am now using Six Updater - GUI that is open up a webpage, there I syncronize and update my addons.)
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How to disable ace stamina system?
Does the stamina module work OK?
I cant get it to work ok.
If I add a No stamina module it does not work.
If I add the same module and group or sync it with me it does not work.
If I add line "ACE_NoStaminaEffects = true;" inside init it does work, BUT the rucksack system does not work then, I cant pack or unpack stuff to rucksack then.
But if I remove line "ACE_NoStaminaEffects = true;" then I can pack and unpack stuff to my rucksack...
So, how to disable stamina system, and still have ace rucksack system with pack and unpack stuff still working?
Any idea?
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I need to ask:
If I have downloaded your first release, and then update today with "Six Updater - GUI"
Do I need to download or do anything else to have up to date files on ACE2? (Like download anything of beta 2 stuff)
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I have tested and I did make one new code to respawn with rucksack and weapons.
But this code is just for players, (me, one person)
How to make all in my squad to use this code?
// player_reloaded.sqf while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; _ruckType = player call ACE_Sys_Ruck_fnc_FindRuck; _ruckMags = player getVariable "ACE_RuckMagContents"; _ruckWeps = player getVariable "ACE_RuckWepContents"; waitUntil {alive player}; _p = _this; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; player setVariable ["ACE_weapononback", _ruckType, true]; player setVariable ["ACE_RuckMagContents", _ruckMags, true]; player setVariable ["ACE_RuckWepContents", _ruckWeps, true]; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; -
I am no good in script and code, but what I have now is working OK for me.
This is what I have:
Initfield on every man:
null = [] execVM "player_getName.sqf"; gear=compile preprocessfile "squadGear.sqf"; [this] call gear; null = [] execVM "player_reloaded.sqf"; null = [] execVM "ruck_reloaded.sqf";
player_getName.sqf
// player_getName.sqf while {true} do { waitUntil {!alive player}; _Name = Name Player; waitUntil {alive player}; _p = player; {_p setName _x} forEach _Name; };squadGear.sqf
private["_u"]; _DumpAmmo={ waituntil{!isNull _this}; _u= _this; removeallweapons _u }; _Add_Team_Spec_Leader={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ACE_HuntIR_monitor"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addMagazine "ACE_HuntIR_M203"; _u addMagazine "ACE_HuntIR_M203"; _u addmagazine "SmokeShell"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "SMAW_HEAA"; _u addMagazine "SMAW_HEAA"; _u addweapon "M16A4_ACG_GL"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "M16A4_ACG_GL"; [_u, "ACE_Battery_Rangefinder", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_30Rnd_556x45_T_Stanag", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_HuntIR_M203", 8] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "pipebomb", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SMAW_HEAA", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_Medic={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_ACU_Medic"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_m34"; _u addmagazine "SmokeShell"; _u addmagazine "SmokeShell"; _u addweapon "ACE_M4A1_ACOG"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "ACE_30Rnd_556x45_T_Stanag", 20] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_MG={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_ACU"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "SmokeShell"; _u addMagazine "SMAW_HEAA"; _u addweapon "ACE_M240G_M145"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "ACE_M240G_M145"; [_u, "100Rnd_762x51_M240", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SMAW_HEAA", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AT={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u setVariable ["ACE_weapononback", "ACE_Rucksack_MOLLE_Wood"]; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SmokeShell"; _u addweapon "ACE_M4A1_ACOG"; _u addweapon "SMAW"; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "SMAW_HEAA", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AA={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u setVariable ["ACE_weapononback", "ACE_Rucksack_MOLLE_Wood"]; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "Stinger"; _u addweapon "ACE_M4A1_ACOG"; _u addweapon "Stinger"; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "Stinger", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_Sniper={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "30Rnd_9x19_MP5"; _u addmagazine "30Rnd_9x19_MP5"; _u addmagazine "ACE_m34"; _u addmagazine "Smokeshell"; _u addmagazine "Smokeshell"; _u addweapon "ACE_M110"; _u setVariable ["ACE_weapononback", "ACE_MP5A4"]; _u selectWeapon "ACE_M110"; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_20Rnd_762x51_T_M110", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_9x19_MP5", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; if(!isNil "a1")then{ _u=a1; _u call _DumpAmmo; _u call _Add_Team_Spec_Leader; }; if(!isNil "a2")then{ _u=a2; _u call _DumpAmmo; _u call _Add_Team_Spec_Medic; }; if(!isNil "a3")then{ _u=a3; _u call _DumpAmmo; _u call _Add_Team_Spec_Sniper; }; if(!isNil "a4")then{ _u=a4; _u call _DumpAmmo; _u call _Add_Team_Spec_MG; }; if(!isNil "a5")then{ _u=a5; _u call _DumpAmmo; _u call _Add_Team_Spec_AT; }; if(!isNil "a6")then{ _u=a6; _u call _DumpAmmo; _u call _Add_Team_Spec_AA; };player_reloaded.sqf
// player_reloaded.sqf while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; };ruck_reloaded.sqf
// ruck_reloaded.sqf _hasruck = false; _ruckType = ""; _ruckMags = []; _ruckWeps = []; while {true} do { if (alive player) then { _hasruck = player call ACE_Sys_Ruck_fnc_hasRuck; if (_hasruck) then { _ruckType = player call ACE_Sys_Ruck_fnc_FindRuck; _ruckMags = player getVariable "ACE_RuckMagContents"; _ruckWeps = player getVariable "ACE_RuckWepContents"; //hint format ["%1", _ruckType]; }; } else { waitUntil {alive player}; sleep 1; if (_hasruck) then { player addWeapon _ruckType; player setVariable ["ACE_RuckMagContents", _ruckMags, true]; player setVariable ["ACE_RuckWepContents", _ruckWeps, true]; }; }; sleep 1; };I have only tryed this one time, and it worked, I spawned with my weapons and with rucksack and with my items inside the rucksack.
Maybe someone could build a more simple and more useful code than my code here...
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I am using this code to save my weapons and magazine and my rucksack.
I am saving this to my respawn.
while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; };But how do I save what I have inside my rucksack?
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I Have ACM on my map.... and it works nice and so...
But after 30-45 minutes or so... (Have not checked the time)
It's all stops, and nothing more is spawned.
How to setup it to keep it spawn?
I want to play it for hours...
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Thanks for the fast answers =)