mjr.hassle
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Everything posted by mjr.hassle
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Black Shadow around models and Windows 8 DLCs?
mjr.hassle replied to Kolmain's topic in ARMA 2 & OA - TROUBLESHOOTING
I had the dark shadows appear when I had Ambient Occlusion turned on in my Nvidia control panel. Might be worth checking out if you have Nvidia. Can't help with Win 8 I'm afraid. -
how to disable the AI traffic in seattle
mjr.hassle replied to odyseus's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
I don't think they do. I made a quick test mission in Takistan which worked, and then copy/pasted it to Seattle. I ran around various parts of the city for a while but didn't see either turn up. Unless it takes some tweaking to get it going, but I wouldn't know about that I'm afraid. -
how to disable the AI traffic in seattle
mjr.hassle replied to odyseus's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
In your graphics settings there's an option to change the view distance of the AI traffic. It only goes as low as 100 though. Not sure how to remove it completely I'm afraid. Called traffic visibility I think. If you mean from the mission editor point of view, this page might be handy. http://community.bistudio.com/wiki/setTrafficGap Particularly this one at the bottom of that page. http://community.bistudio.com/wiki/enableTraffic -
I had the same. Like docbrown I turned off all rearmed content. Time trials didn't work properly for me either with rearmed running. Just FYI. You could make a new shortcut for ToH running no mods. Maybe not the best solution but its how I do it. One for running rearmed, one for vanilla ToH.
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Hi! Here's a small single player mission inspired by -but nothing like- PayDay: The Heist. :) The mission is two fold; an against the clock sling load and a tricky drop off. I've managed to complete it a few times on expert with no auto hover during testing, and so should hopefully be challenging at any level of difficulty. To attach the load, your altitude needs to be 20 or less as you fly over it. Keep an eye on the cargo. If it detaches due to a collision, I'm afraid you'll have to reload or restart. More info in the briefing. Hope you enjoy! Download link: http://www.multiupload.nl/25L9IDAR3X
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Arma Samples Copyright questions...
mjr.hassle replied to Sven2157's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
Thanks for keeping us informed. Really looking forward to your work, as I think this will open up a whole world of new possibilities with Rearmed. Very excited to be honest. :) -
Arma Samples Copyright questions...
mjr.hassle replied to Sven2157's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
Excited about this as well. Really is excellent news. Thanks for looking into/working on this. -
Use map click to spawn object?
mjr.hassle posted a topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
I've been looking for a way to spawn a windsock with the on map click command, but after several hours and many coffees I've found nothing apart from the name of the object (hsim_misc_h_windsock) :( I was wondering if anyone knows of any similar script they could point out? I didn't find anything in the A2 section. The closest scripts I found all spawned objects at pre determined markers etc. I'm at a loss to be honest. Any help or pointers would be greatly appreciated, and will save what little hair I have left. ;) -
Use map click to spawn object?
mjr.hassle replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Thank you both! I will get testing and searching this evening. :) -
Fixed gun sights not working
mjr.hassle replied to Mattressi's topic in ARMA 2 & OA - TROUBLESHOOTING
Glad I could help. :) Imagine how good you'll be now you have the sights! ;) -
Fixed gun sights not working
mjr.hassle replied to Mattressi's topic in ARMA 2 & OA - TROUBLESHOOTING
I think num pad 0 (ins) is used for those sort of mounted weapons. Will quickly check and post back here. EDIT: k, shoved a Jackal down in the editor. Num pad 0 (ins) worked for both the commanders and the main gun. -
Excellent! Thanks for speedy response. Need a break from zeds and have the flying bug. :) EDIT: Yay! Just to confirm it worked.
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Hi, just wondering. Would anyone know if I have to wait for Steam to update with noise controllers, or should I just download and install regardless of owning the Steam version? Usually I'd wait for Steam, but the download page doesn't mention needing to this time.
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Spawned object duplicated on reconnect.
mjr.hassle replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Awesome! Thank you very much. :) Your help is greatly appreciated. -
Spawned object duplicated on reconnect.
mjr.hassle posted a topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Hi. I`m working on a MP Free Flight mission. Nothing fancy, three flagpoles that allow you to spawn a light, medium or heavy helicopter of your choice. I`ve included a vehicle cleanup script and respawn, as accidents do happen. :) So far its running ok as far as I can see, but for one problem: If I run the mission on a dedicated server (Set to persistant) then leave and rejoin, the flagpoles are spawned again, so instead of three I have six. If I leave and rejoin again, another 3 appear and so on. Would anyone be able to let me know what I`m doing wrong please? Here`s the scripts I`m using. Aircrate.sqf _obj = "FlagCarrier_Larkin_H" createVehicle (getMarkerPos "AirObj"); _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Light") +"</t>"), "Airspawn.sqf", ["Heli_Light01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Wave_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: BlueLine") +"</t>"), "Airspawn.sqf", ["Heli_Light01_blueline_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Digital Times") +"</t>"), "Airspawn.sqf", ["Heli_Light01_digital_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Elliptical") +"</t>"), "Airspawn.sqf", ["Heli_Light01_elliptical_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Furious") +"</t>"), "Airspawn.sqf", ["Heli_Light01_furious_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Grey Watcher") +"</t>"), "Airspawn.sqf", ["Heli_Light01_graywatcher_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Jeans") +"</t>"), "Airspawn.sqf", ["Heli_Light01_jeans_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shadow") +"</t>"), "Airspawn.sqf", ["Heli_Light01_shadow_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sunset") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sunset_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_wasp_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sheriff_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Time Trial") +"</t>"), "Airspawn.sqf", ["Heli_Light01_TimeTrial_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn.sqf", ["Heli_Light01_ION_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION Tactical") +"</t>"), "Airspawn.sqf", ["CIV_Heli_Light01_ION_H"]]; Airspawn.sqf private ["_Air","_caller","_type","_pos","_list","_mDir"]; _caller = (_this select 1); _type = (_this select 3) select 0; _pos = getMarkerPos "Airspawn_1"; _list = nearestObjects [_pos, ["Air"], 10]; {deleteVehicle _x} forEach _list; sleep 0.5; if (!(_type == "")) then { {_Air = _type createVehicle (getMarkerPos "AirSpawn_1"); hintSilent "Aircraft Selected. Previous Aircraft was removed."; } else { hintSilent "Aircraft removed."; }; switch (_type) do { case "Heli_Light01_H" : {_Air = "Heli_Light01_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_Vrana_H" : {_Air = "Heli_Light01_Vrana_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_Wave_H" : {_Air = "Heli_Light01_Wave_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_blueline_H" : {_Air = "Heli_Light01_blueline_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_digital_H" : {_Air = "Heli_Light01_digital_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_elliptical_H" : {_Air = "Heli_Light01_elliptical_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_furious_H" : {_Air = "Heli_Light01_furious_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_graywatcher_H" : {_Air = "Heli_Light01_graywatcher_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_jeans_H" : {_Air = "Heli_Light01_jeans_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_shadow_H" : {_Air = "Heli_Light01_shadow_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_sunset_H" : {_Air = "Heli_Light01_sunset_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_wasp_H" : {_Air = "Heli_Light01_wasp_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_sheriff_H" : {_Air = "Heli_Light01_sheriff_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_TimeTrial_H" : {_Air = "Heli_Light01_TimeTrial_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "Heli_Light01_ION_H" : {_Air = "Heli_Light01_ION_H" createVehicle (getMarkerPos "AirSpawn_1");}; case "CIV_Heli_Light01_ION_H" : {_Air = "CIV_Heli_Light01_ION_H" createVehicle (getMarkerPos "AirSpawn_1");}; }; }; sleep 0.1; _mDir = markerDir "Airspawn_1"; _Air setDir _mDIR; And this is in my init.sqf. waituntil {(alive player)}; call compile preprocessFileLineNumbers "AirSpawn.sqf"; execVM "Aircrate.sqf"; Any help would be greatly appreciated. :) -
Spawned object duplicated on reconnect.
mjr.hassle replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Thanks for the info. :) To be honest, the scripts and bits I`'m using I pulled from the A2 editing thread. I`m clueless with scripting and coding tbh. Saying that, I`m learning bit by bit the does and dont`s thanks to posts like yours above. :) Again, thanks for taking the time to let me know, really do appreciated it. :) EDIT: Alrighty! The above works perfectly, thanks. Removing the airspawn reference from the init.sqf got rid of an error that was showing with _showscripterrors running. I`ve added 2 more flags to spawn medium and heavy helicopters. I`ve altered the aircrate.sqf which now looks like this: if (isServer) then { spawnFlag = "FlagCarrier_Larkin_H" createVehicle (getMarkerPos "AirObj"); spawnFlag2 = "FlagCarrier_Larkin_H" createvehicle (getmarkerpos "airobj2"); spawnFlag3 = "FlagCarrier_Larkin_H" createvehicle (getmarkerpos "airobj3"); publicVariable "spawnFlag"; "spawnFlag2"; "spawnFlag3"; }; if (!isDedicated) then { waitUntil {!(isNil "spawnFlag")}; _obj = spawnFlag; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Light") +"</t>"), "Airspawn.sqf", ["Heli_Light01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Wave_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: BlueLine") +"</t>"), "Airspawn.sqf", ["Heli_Light01_blueline_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Digital Times") +"</t>"), "Airspawn.sqf", ["Heli_Light01_digital_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Elliptical") +"</t>"), "Airspawn.sqf", ["Heli_Light01_elliptical_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Furious") +"</t>"), "Airspawn.sqf", ["Heli_Light01_furious_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Grey Watcher") +"</t>"), "Airspawn.sqf", ["Heli_Light01_graywatcher_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Jeans") +"</t>"), "Airspawn.sqf", ["Heli_Light01_jeans_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shadow") +"</t>"), "Airspawn.sqf", ["Heli_Light01_shadow_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sunset") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sunset_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_wasp_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sheriff_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Time Trial") +"</t>"), "Airspawn.sqf", ["Heli_Light01_TimeTrial_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn.sqf", ["Heli_Light01_ION_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION Tactical") +"</t>"), "Airspawn.sqf", ["CIV_Heli_Light01_ION_H"]]; _obj = spawnFlag2; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Civil") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Wave_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn2.sqf", ["IND_Heli_Medium01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Flamingo") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Flamingo_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Frost Fire") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Frostfire_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Parrot") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Parrot_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Coastguard") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Coastguard_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Red") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Red_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Redlines") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Redlines_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shark") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Shark_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sun") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Sun_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Twilight") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Twilight_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Wasp_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Sheriff_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Medium FLIR") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_FLIR_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Luxury") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Luxury_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Luxury_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Air Ambulance") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Medic_H"]]; _obj = spawnFlag3; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Civil") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation Ind") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Wave_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn3.sqf", ["IND_Heli_Heavy01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Luxury") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp Exec") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION (VIP)") +"</t>"), "Airspawn3.sqf", ["Ind_Heli_Heavy01_Luxury_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Marine One") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_President_H"]]; }; The part I changed still seems to work. The flags appear, but now I`m not sure how to go about giving the new flags the spawn ability. I was hoping you might be able to advise me please. -
Spawned object duplicated on reconnect.
mjr.hassle replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Thank you so much! :) Spent so much time over the weekend looking for solutions that I almost started dreaming code. I will implement the changes when I get in tonight. Thanks again. -
Thanks Xeno! This is fantastic news indeed. :) @jedra: I was messing around editing my own mission earlier and my male character also sounded very lady like. Think it was pilot(scarf) class. So your not alone. :)
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Thanks for these and all your great missions! Excellent map. I didn't even know it was out there until I saw this thread. Always enjoy missions on a map I've never been on before. Gives an extra element of the unknown.
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Take On Sample Missions!
mjr.hassle replied to royaltyinexile's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Excellent! Thanks for this. :) Its helped me out a bundle already! I can get on with my mission now. :cool: -
Show 30 minutes for me. Odd.
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I'm sure we are early. http://grimtask.com/
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Grims countdown shows another 48 minutes to me. Are we early?
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Team selection keys (SHIFT+Fkey) not functioning right.
mjr.hassle replied to BF2_Trooper's topic in ARMA 2 & OA - TROUBLESHOOTING
It works differently now. Shift + F1 will select team red, shift +F2 is team green, shift + F3 for team blue. Think shift + F4 is team yellow and shift + F5 is team white. -
I always liked Mercalillo. The hills with the ruined tower to the North and the fields to the South and East with the coast to the West. Always enjoyed attacking the town through the fields using the hay bales for cover. Just had a very WW2 feel to it.