mjr.hassle
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Posts posted by mjr.hassle
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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
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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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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. :)
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Excited about this as well. Really is excellent news. Thanks for looking into/working on this.
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Thank you both! I will get testing and searching this evening. :)
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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. ;)
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Glad I could help. :)
Imagine how good you'll be now you have the sights! ;)
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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.
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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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Hi all.
Here`s my first try at a mission of sorts. I say of sorts, as there aren`t actually any objectives.
As the name says, this is a mp free flight mission for up to 10 players. (optimistic I know) ;)
When you join the game, you will see three flagpoles. From left to right they will allow you to spawn a light, medium or heavy helo of your choice. (Although I left out combat helos.) Grab a chopper and enjoy the sites of Seattle with friends.
Whilst I have tested this as much as I can on a dedi server with no problems, I don`t have any friends with TOH. As a result, I haven`t been able to fully test this in a way I would of liked. ie. More than one player.
If you do get a chance to test this with others, I`d be eager to hear of any problems with the mission please. Whilst I`m hoping there won`t be any...well, its my first mish. :) Something has to be broken.
Download link: MP Freeflight V5. Via Dropbox.
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Awesome! Thank you very much. :) Your help is greatly appreciated.
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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.
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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.
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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. :)
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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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Excellent! Thanks for this. :) Its helped me out a bundle already! I can get on with my mission now. :cool:
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Complete for me.Show 30 minutes for me. Odd.
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Grims countdown shows another 48 minutes to me. Are we early?
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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.
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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.
how to disable the AI traffic in seattle
in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Posted
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.