

mtuckner
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Everything posted by mtuckner
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Anyone with Nvidia Surround lend a hand? My Nvidia surround works great for all titles except for Arma 2 OA. When I launch Arrowhead it does the check boxes loading, then it cuts away as if it is going to load the splash screen but hangs, then drops to desktop and the left and right monitors don't display and it acts like a single monitor. The icon is down in the taskbar and says not responding. All other games work great with my setup. My setup is Phenom X6 1100T GTX 580 x 2 in SLI M4a89TD Pro USB 3.0 SLI Hacked 12 GB Ram SSD Revodrive Anyone else heard of this. It's ONLY with Arma 2. Please help!
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For anyone that cares. I got it to work when I reduced my desktop resolution to a single monitor native of 1920 x 1080 and then it launches. I have to just reup the resolution to 6020 x 1080 when I exit out the game again.
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ACE 1.8 (Advanced Combat Enviroment) for OA/CO
mtuckner replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can't get AI medics to ever heal a friendly human player. Any tips? -
Activate a Trigger when Retrieving a Weapon
mtuckner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would like to dynamically create a task / objective that completes with a trigger that creates a new task when the player takes a rifle from a vehicle. I know how to create the tasks, the problem is how do I get a trigger to check or activate when the player grabs the item(s) from the vehicle? Anyone know what to put in the condition or how this could work, if it even can? ---------- Post added at 04:29 PM ---------- Previous post was at 04:11 PM ---------- I got it, changed up my search criteria. -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Can we get the ability to reposition the spawn point next version. Current version it seems once west spawn is down, that is it. -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
When on the side of west, call for fire includes an 85mm mortar from the MCC screen. Shouldn't this be a 81mm? -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I've already had some great fun with this. I am pleased you guys made this. A thread would be great. For feedback, an AI compatible version would be good. Sometimes it would be nice to run it with a smaller group with an AI fireteam. I ran it with the AI trick, but it does seem like there are some compatibility issues going on, as you suspected. Question, is there a way to link armed civilians together, as in they activate at the same time, I would like to have a few turn on so to speak together, right now it seems totally random? -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I'll try that galzohar. THanks. -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I got RTE to work now. I totally removed it and reinstalled it this time, the first time the @RTE didn't install in the same directory, user error. Pity I can't get on Tora Bora today :( LOL, thanks for the help though. -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I'm trying to convert tora bora over. I unpacked the PBO and put the files where the mission editor can see them. I changed the top folder name to CO_MCC_SANDBOX_V15.torabora and then I opened the mission.sqm and under "addons" I changed the name of the previous map aiaktalik to torabora and then under "addonsauto" I did the same. Then I try to open it up in the Mission Editor and it gives me an error saying that it depends upon content that has been deleted.aiaktalik. Also, sorry for being so noob, but I still can't get RTE to work in it. I downloaded the latest version with the installer. Now what?! Thanks so much for the help on this guys. Maybe there are others that the RTE question can answer. -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Okay, thanks for the hostage tip. We will do that. I can't get myself involved in those big clans so much these days, too many bad experiences in the long haul with ego centric issues. A great game to me is 4 or 5 friends with each a fireteam given tasks and what not. Also, I named the file after my @folder name and not the pbo. Silly me! Also, I cannot get RTE to work in game. I tried the newest version with that downloader and it just launches arma 2 with RTE running and not with my mods and such. I went back to the previous version with just the @RTE and I put the pbo into it's addons folder. Do I need any of the other various files it contains to get it to work. It tries to go during the MCC but has an error when I use it and then it just sits and I have to esc back out. Thanks for the help guys. I think this is a fantastic deal you have going here! -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I renamed it but it doesn't let me play it, it's missing content from the map that it was originally named to. It needs it's own pbo it seems. ---------- Post added at 01:56 PM ---------- Previous post was at 01:35 PM ---------- Okay, loving it with the fix in there for the hands up thing. I have a question. I play a lot of two to three player coop, usually a fireteam of AI for each player. Is there a way for the players to each pick a different squad and have a small AI team assigned to them, while I be the game master? -
MCC Sandbox - Mission making the easy way
mtuckner replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Is it possible to release an MCC version for the maps Tora Bora and Helmand Valley? Two great maps that have a modern and relevant feel. ---------- Post added at 01:14 PM ---------- Previous post was at 12:43 PM ---------- Another question. How do I get RTE to integrate with this. RTE makes me launch from their shortcut after I ran the installer and it appears to be vanilla Arma 2 and I can't access my mods like ACE. It didn't create an @RTE but instead it's own little app. -
Short-sighted soldiers: Bug or feature? (Long post.)
mtuckner replied to st!gar's topic in ARMA 2 & OA - GENERAL
Civilians are the most extreme retarded. Give them guns and you have to be within feet. -
Making a model's mouth animate (speech)
mtuckner replied to Stagler's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just get the lip file converter from armaholic and you drag your sound file into the .exe and it creates it for you back into the location of your sound file. You can edit the file also, I find that the mouth doesn't open very much by using the lip file converter so I edit it a bit. -
Choose Missions Coop?
mtuckner replied to MeesterCobra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, I see how it works. Looking closer at the script above I can see how it chooses the next mission by what end you get. THanks. ---------- Post added at 05:36 PM ---------- Previous post was at 05:30 PM ---------- P.S. Campaign looks good. Is it available yet? -
Choose Missions Coop?
mtuckner replied to MeesterCobra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I see you have a couple of missions that allow two options, or they are activated by what you did in the previous missions. Version A and B. Can you explain how that works a bit more? -
Simple Intro End / Cam Scripting Problem
mtuckner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a nice intro scene made up. Here is the end of my intro: ;Camera floats back and up _camera camPrepareTarget [98368.80,27356.68,-26875.00] _camera camPreparePos [5066.10,3609.53,4.20] _camera camPrepareFOV 0.700 _camera camCommitPrepared 12 @camCommitted _camera 10 FadeMusic 0 titleCut ["", "BLACK OUT", 5]; titleFadeOut 4 ~2 player cameraEffect ["terminate","back"] camDestroy _camera ~1 exit When I run the intro it gets all the way to the music fade and then the black out. When that finishes it just sits, blacked out. I can't do anything but skip ahead. I have an end trigger setup so when the character moves into his last spot and the trigger goes it does player in thislist; and the trigger is set as PRESENT and the proper side. On Act. is a forceEnd but nothing happens. I'm not sure that my camscript is even ending properly to allow it to get to the end. Can anyone see what is wrong? Should I somehow put a force end at the end of my camscript instead? Even without a end trigger, I thought that once the script plays and it hits exit that I should have control of the player, or be in the first person view but it doesn't even do that. Any help appreciated. -
Simple Intro End / Cam Scripting Problem
mtuckner replied to mtuckner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Pete. I try to get it on my own and search but lots of info! -
Task Creation and Completion Bug HELP
mtuckner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, my mission starts out with a single task. During the mission you are assigned new tasks as you complete the ones before hand. I am doing this in the on Act. area within triggers. Problem is that in the middle of the tasks when one should be marked completed and another created, it overwrites the first task with the second and checks it done (even though it shouldn't until that task is done) and it creates a second copy of it without any of the sub information in the task list that isn't complete. If you proceed you can complete the second task as planned and it checks it off. It ends up looking like this: Task 1 Complete Task 2 Complete Task 4 Complete Task 4 Complete Task 5 Complete Here are the two tasks, the first task Verify is overwritten by a completed version of Ridge, and then ridge is also assigned (making two of them) that can be completed as normal. What gives? //TASK VERIFY tskKill setTaskState "SUCCEEDED"; tskVerify = player createSimpleTask ["Go over and check your kills."]; tskVerify setSimpleTaskDescription ["I need to go over to make sure those animals are fully dead, and plan a way to get these back to town.", "Go over and check your kills.", "Go and verify the animals are dead."]; tskVerify setSimpleTaskDestination (getMarkerPos "Kills"); player setCurrentTask tskVerify; hint "New Task: Go over and check your kills."; // TASK RIDGE tskVerify setTaskState "SUCCEEDED"; tskRidge = player createSimpleTask ["Follow the ridge towards camp."]; tskVerify setSimpleTaskDescription ["I need to get back to camp to get my field dressing gear. The easiest way back is along this ridgeline.", "Follow the ridge towards camp.", "Follow the ridge."]; tskRidge setSimpleTaskDestination (getMarkerPos "ridge"); player setCurrentTask tskRidge; hint "New Task: Follow the ridge towards camp."; ---------- Post added at 10:53 PM ---------- Previous post was at 10:51 PM ---------- Ha! I see my error once I post it. I've been staring at this for an hour and my eye just passed over it... -
Yessss! ---------- Post added at 04:54 PM ---------- Previous post was at 04:29 PM ---------- I got it to work in my mission. I'm parsing through the code, I am trying to get rid of the map click portion of it and just activate when I trip a trigger with the location on a map marker. I'll keep looking and trying, but if you have a quick advice that would be awesome. ---------- Post added at 04:55 PM ---------- Previous post was at 04:54 PM ---------- I think just replacing all CMTargets that I find with my marker name? Would that do the trick? ---------- Post added at 05:17 PM ---------- Previous post was at 04:55 PM ---------- Upon further thought that is NOT a good idea. ---------- Post added at 05:44 PM ---------- Previous post was at 05:17 PM ---------- By messing around, I did get it to activate via trigger on my designated markerpos, but I only got the flash to go... ---------- Post added at 06:47 PM ---------- Previous post was at 05:44 PM ---------- Okay, sorry for all the edits: I got as far as the nuke fly's in on a trigger and appears to go off. For some reason it isn't landing on my marker though, it is landing nearby the player (seems to spawn in above me and fly a hundred meters or so away on it's way down). Here is the code from the launch.sqs, the only file i changed. Can you tell what is wrong and why it isn't going to my marker named Nuke1? nukev = false; publicvariable "nukev" Launch = "HeliHEmpty" createVehicle (position player); CMTarget = "HeliHEmpty" createVehicle (position player); sub = createMarker ["sub", position Launch]; sub setMarkerType "Select"; destination = createMarker ["destination", position Launch]; CMTarget getPos Nuke1; "destination" setmarkerpos getPos CMTarget; [] exec "nuke\nukeincoming.sqs"; exit ---------- Post added at 07:42 PM ---------- Previous post was at 06:47 PM ---------- Okay, I figured it all out. I have it set to work and drop on my position of choice. I just edited the nukelaunch to this: nukev = false; publicvariable "nukev" Launch = "HeliHEmpty" createVehicle (position player); CMTarget = "HeliHEmpty" createVehicle (position player); sub = createMarker ["sub", position Launch]; sub setMarkerType "Select"; destination = createMarker ["destination", position Launch]; CMTarget setPosASL [(getpos Nuke1 select 0),(getpos Nuke1 select 1), 0] ; "destination" setmarkerpos getPos CMTarget; [] exec "nuke\nukeincoming.sqs"; exit
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Specific Trigger Condition Problem and Bonus Question
mtuckner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Quick question, I did some searching and I cannot find a solution. I want to have a trigger complete an objective when the player kills three named entities. I have them named as g1, g2, and g3. I use the following as the condition for the trigger: !alive g1 && g2 && g3 Nothing happens when I kill them. The units are AMBIENT LIFE. I changed their side in the mission.sqf to EAST to see if that would fix it but it didn't either. Is my condition correct? By everything I find it seems to be right. One final question (again, I did searches, 30 minutes of reading threads should be adequate) about something simple. What condition would work for a trigger to see if the player is within 20 yards? -
Specific Trigger Condition Problem and Bonus Question
mtuckner replied to mtuckner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
IndeedPete, you are always extremely helpful. Cheers Mate. -
Perfect. Thanks! I'm still learning syntax of all this stuff.
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Thanks lucilk. I downloaded the US Support but I can't find anything related to a nuke anywhere. I am assuming it might be the tomahawk with the large explosion. Can you, or perhaps someone else that is more advanced than myself (about 4 days in of playing with the editor - getting good fast but still novice) help me get the nuke setup somewhere on the map that is activated by a simple trigger?