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cyop

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Everything posted by cyop

  1. Yeah, I am sure that is what he meant, goliath. Hey, I do not know how I forgot to report this, and I am not going to call it an MM bug, but, sometimes the MM will take me off-shore to disembark. For instance, north of Strelka, on Utes, if I reinsert on the road, the MM takes me out to sea. EDIT: I guess you can continue the abort option after pickup/reinsert, so in case a weird thing like that happens to the player, because it is a show stopper. There is nothing the player can do to continue, except to disembark out in the ocean.
  2. Yes, the same folder.
  3. "Thanks DMarwick for the supprt and tranlsation in sidechat text" Huh? You used this DMarwick guys chat? :rolleyes: I know mine had to be better! Let me go see what this guy wrote. :p BTW, I turn mine 'off'. Anyone have any radio beeps, though? EDIT: Let me clarify, if I had radio beeps that coincided with the chat, I would probably leave chat 'on'. EDIT: Oh, yeah, goliath, thank you (for the umpteenth time), and you're welcome! It may be your code, but its my 'baby'! :D EDIT: Thedog88, you screwed up big time! Now, you are going to have to do the whole rest of the game chat! :) I guess there is no way to change the call sign/s, instead of GhostMan?
  4. Count, I am not trying to steal your thread but... speaking of rearming (and searching and searching), I cannot figure out how to rearm AA pods. ? I do not want to use an ammo truck or vehicle supply point.
  5. DMarkwick, I was basically throwing a 'tit-for-tat' at you (but not in a mean way). :p In previous posts, you have essentially said, in regards to game-play purposes, that a wounded soldier sent back in the MM is considered 'out of action', because the unit would be requiring (extensive) medical attention. My point that I failed to get across, is the same actually, in regards to a unit being healed in the field, he should be 'out of action'. But, he is not. He can get first aid, giving him time to get transported, or giving a Corpsman time to reach him, and heal him (100%). See what I mean now? My point... it is unreasonable, for already existing game play function, to now have a Medevac Chopper deleting my healable units. I do not have any kind of auto-reinforce, and honestly, I do not want a function like that (for my 'self' missions). So, losing units by MM is a no-no, for me. Yes, 'I' think it is bad. (As I stated, though, I will just have to make sure I do not send any wounded units by MM.) (BTW, I am trying to make a simple MH-60S transport, but for some silly reason, I cannot get it to land. Heh.) I already created a (simple) SOM reinforce option to put in my missions. It will reinforce even if I lose a unit through MM. It is just a simple SOM reinforce function call, by radio trigger. @goliath... It is OK about not sending what you have currently. I was just doing a lot of testing, and did not want to be messing with stuff you have already fixed. ---------- Post added at 12:05 AM ---------- Previous post was at 12:01 AM ---------- Anyway... so, like I said previously, no biggie. :)
  6. Yeah, you have said that (the first part) previously, and, that is not what I asked. :p "Well, who in the heck are they going to reinforce?" Otherwise, what good is it for MM to delete a wounded unit from my squad, just so it can just stand around doing nothing? If I sent back 4 units, well, now I would be 4 units short, and they are just standing around 'at base' doing nothing. If I did that twice, my whole squad would be gone, and there would be eight units 'at base' standing around doing nothing. :D No biggie, though, because for me, I will just not use the MM to send wounded units to base. Buuut, I will go test, but I think I know what will happen. - I am going to take a wounded man back to base with MM, where I intend on having him heal at a med-tent. If MM forces my man out of my unit, that will not be good. I know that is what is going to happen. What is bad about the immediate above is that, if I have one medic, and he died, and I need to get back to base to heal some other troops, I will have to hoof it or lose them, because I will not be able to use the 'transport', as it will only load seven units. Of course, I can leave a few to fend for themselves, and go back and forth (with SOM transport), but that is a pain. - IMHO, goliath, I think the 'forced' deletion should be removed, unless you make the deleted, healed units available for reinforcement to the original squad. Well, a couple of days ago I was going to make a radio call for reinforcement. I did not do that, yet. By tomorrow, though, it will be done. Then I can just stick that in my missions. And DMarkwick, honestly, I am not being a smart butt, but, (:)), in regards to gameplay, it is also fair to say that if I have a unit shot a couple of times, he should not be able to be healed 100% in a matter of seconds. So the argument that it is OK for MM to delete troops because they are (severely) wounded is null and void. If I cannot heal them and they die, then SOM, (if it does not bug), should be able to reinforce me. EDIT: Oh, yeah, the other option is to always heal in the field at the Medevac Chopper. However, if you have motorized (or worse) enemy bearing down on you, the task at hand is to get out of harms way, quickly. If the player does that (with MM), then he loses his wounded, if they are too injured. BTW, in the above, I am talking about a squad of 9, minus the Corpsman, making 8, so transport will not not be able to get us all. And this has actually happened to me often. Either way, none of it is a biggie. I will make a 'work around' with a reinforcement call. And, actually, I have already tested all of the above, but I will test some more, just to make sure I am not missing something.
  7. I can find threads about Ace, but not anything on vanilla. ? In one mission, I have decided to customize my squad, and did not know if weapons and magazines made a difference.
  8. Well, who in the heck are they going to reinforce? (And darn, guess who tore up my testing/bug sheet (that I was about to post)? Yup.)
  9. Heh. That took some time! How did you even find this thread? Yeah, I did not think so. I believe I saw a thread with that answer one time, but for the life of me I could not find it (here, or on Google). There must be a secret method to searching here that I obviously don't know about. (Or, am I just smart as a rock? :) Well, I set the units up like it did make a difference. But, that's OK, because I made it into an Ace mission, also, with some other mods. (I have to be use to having limited ammo, anyway.) Big Dawg KS, thank you very much for the reply! :bounce3:
  10. goliath, I am posting here because I know when you get a PM you reply, and you told me before that you did not get some PMs I sent. So, could you send me the latest pbo so I can test further? ---------- Post added at 11:55 PM ---------- Previous post was at 10:19 PM ---------- OK, tell me what you are doing, because I cannot get a unit to rejoin no matter what combination of things I do.
  11. Bug/s: 3. In aborted.sqf... changed this... _wpret setWaypointStatements ["true", "MM_CHOPPER land 'LAND'; MM_AVVIONE = 1; _y = [] execVM '\Medevac\Mia\checkkin.sqf'; MM_CHECKER = [] execVM 'checker.sqf'"]; to this... _wpret setWaypointStatements ["true", "MM_CHOPPER land 'LAND'; MM_AVVIONE = 1; _y = [] execVM '\Medevac\Mia\checkkin.sqf'; MM_CHECKER = [] execVM '[color="Red"]\Medevac\Mia\[/color]checker.sqf'"]; Correct?
  12. Show your -mod= line. EDIT: Some mods may not allow switching in the sense that, if you have a certain 'class' of soldier, and you have a custom load-out, that may be what's causing the prob. I really don't know. I will look at the mission, though, but I may not have mods you have, so be careful what you give, or just give vanilla to be sure. Anyway, make sure CBA is last in the mod line. And design a mission with no custom load-outs to see if switching works properly, OR, load your mission in vanilla to test switching.
  13. CyOp personal opinion. (Nothing more than IMHO.) 4. Again, it would be good not to add anything else, yet. Let's just debug what is done. - Buuut, you can consider, if the helo (whatever) gets repaired during the rescue, (for instance, the player shows up with a repair truck), the RTB option could be reset, and the player could just send them 'home', OR, the option to RTB or have them join could be available. - Just something to think about. ---------- Post added at 04:20 PM ---------- Previous post was at 03:32 PM ---------- Bug/s: 2a. Waypoint behaviour... enemy squad and enemy AA near LZ, ALL enemy set to never fire, as I could tell, NO enemy fires on Medevac, Medevac fires on AA, but not infantry, Medevac hovers, units disembark (kind of, see below), Corpsman joins, Medevac leaves as if in danger, third man out is suspended in air, I lose site of the Medevac (and unfortunately, lose the test, because), I happen to run UNDER suspended (in air) unit, and I die. LOL I know it's not funny, 'cus testing, but, it was FUNNY! Heh. 2b. I did have a unit I could switch to. It was linked to module and logic, just like starting player. I switched, saw the Abort Medevac option in center of monitor screen, but had no option in the radio menu to abort. No, to me, 2b is not a problem, because not the starting, linked soldier. 2b is just an FYI. 2c. After switching, the chopper came back, or was already on its way back, not sure, and just flew around my poor dead body! Heh. (Except for the beginning waypoint behavior, the rest is probably because of original game 'code', AND because I had more than one unit linked. But, I thought it would work with more than one unit linked?) I still need to test more with enemy infantry set to fire!
  14. Are these missions created in the editor, or a script you wrote? If they are editor created missions, send one to me. I have to see this! :)
  15. Well, I would be willing to bet I can reinforce using the SOM, from the field, I just have not tried it yet. I am taking a break and going to play a little. I am blue in the face from testing!
  16. (Oops, I lied.) So, I have to go back to the static base to reinforce my missing 2 units, correct? I will not get a SOM reinforcement option? If I cannot get a SOM reinforcement, I will setup a radio command to see if it will reinforce.
  17. ? I have 8 units in my squad, 2 are severly injured, I send those 2 back to a static MM base (correct), then those 2 are deleted? If so, then at the base they are reinforced? Anyway, I will not ask any more about that. Later today I will test with a static base.
  18. There ya go! :) BTW, goliath, for the times that a player MM helo (or whatever) is forced to land farther away than the player would like, there is no reason why the MM cannot have TWO Corpsman join the squad (so the probability of a Corpsman getting to the player increases). For me, in a lot of the messes I get myself into, it would not be over-kill. :D EDIT: Oh, DMarkwick, I was mostly thinking about when the (silly) pilot takes off. You know, the trees they love to fly into. Ha. Also, in regards to that, this is why I have always set up the UH-1Y for MM. It can get in and out of tight spots better, and, hey, it has more fire power. EDIT: I have a lot of 'WAYS', BTW, huh? :p EDIT: Notes: C. I know the helo can be forced to gain alt BEFORE following a waypoint. Less chance of hitting trees. EDIT: MM Under Fire: 1. Helo... waypoint behavior. MM will try and leave all disembarked units, BUT, will try to reduce alt to return for them. Normally, it will wind up nose down like it is trying to fly into the earth, and/or, get its self entangled in trees. If Corpsman dies, same behavior. While the helo is killing its self, the units may be able to get back in, but, of course, the helo blows up and all die. (REPEATABLE) 2. Gunners will not engage. The way I fixed this before is to have a dedicated group of gunners. (For the UH-1Y, I had to have 3 turret gunners .) Then, the gunners can be set to RED, and will engage, irregardless of helo/pilot behavior, which I had set to SAFE. (So far, I have not had a rescue mission. I will setup a mission to severely wound chopper to test.) EDIT: Notes: D. To whomever... (I am sure most know) using the UH-1Y with MM draw back, no one can heal at chopper. With MH-60S, area can be cleared, chopper allowed to hover and guarded, and nearby wounded troops will go to heal. EDIT: MM Under Fire: 3. Helo... hit by AA, goes down, Corpsman survives. Not always, but sometimes, when helo is going down, Corpsman will join me, but then almost immediately leave again. When I get to the crash site, he will rejoin again as the last unit. (NOT ALWAYS REPEATABLE, but when he joins, leaves and rejoins, always REPEATABLE) 4. Helo gunners will attack the static unit (AA). (I will do more testing on helo encounters with infantry.) 5. Helo... hit by AA, Corpsman dies on impact when bailing, sideChat says, Corpsman, dead, Medevac RTB. Of course, the chopper cannot RTB, it is down. Get to crash site, all join. (REPEATABLE) (Problem exists probably because of 'sleep'. It appears he bails too late, then the fall or chopper kill him, hence the message, because the code has not caused a call for the rescue op yet.) ASIDE: I have not looked in the extracted files. I am just testing. EDIT: 6. Helo... sometimes when helo is hit, it can still make a landing. Crew disembarks, Corpsman joins. sideChat says Medevac in position, Sir. Get to helo, I check to see if it is actually disabled, it is. No rescue option appears. (Sometimes (some) crew is injured, NOT a MM problem.) I have option to RTB helo, use option, Corpsman leaves my squad, and then just stands there and does nothing. - RESOLUTION: Change the allowed damage to a lower setting, so rescue option will appear. (REPEATABLE) Notes: E. I may not always get the side chat exactly correct when typing here in the forum. If you are not sure of something in regards to that, let me know. (REPEATABLE :D Ha ha.) CyOp personal opinion. (Nothing more than IMHO.) 3. Just a suggestion... (goliath, I would really only have you consider this AFTER this module is debugged. It does look almost finished, if nothing else is added.) - Instead of having the crew (and all) join the player after being rescued, they could be disbanded. 'I', personally, would like that. Others can give their opinion. The simplest way would just be to disband them, then have them run off into the distance (out of site), then just make them disappear (delete), and then a little later, 'reset' the 'Medevac is available' option. - Another option is to spawn another helo with just the crew, and take them to never never land. - ANOTHER OPTION could be, if a person designed the mission with a static (MM) base, the crew could return to that, then checked to see who was missing, if any, THEN, the 'Medevac is available' option could be reset. This suggestion would be MY idea scenario instead of having them join me after rescue. Again, other people, please, comment. And again, for now, if you like the idea, don't mess with it now. Let's just debug. ... Note here... as it stands, I will just send the crew off as cannon fodder to get rid of them! Heh. (Poor AI.) In the above third scenario with a static base, that could actually be a 'secondary SecOp' (heh, ThirdOp) to the rescue mission... rescue the crew, get them safely back to base (then get rid of their butts). - At this point, I guess I need to test with a static base, so I know what is happening with that part of the MM. goliath, would you be so kind as to clarify that? Do you mean, like if the chopper crashes, if a soldier or crew is really hurt bad, the code will just delete them? If so, for the sake of 'reality and immersion', shouldn't we have to, or decide, to try and save them? I guess you are considering the idea that there is no medic available? Even so, IMHO, they should still just be left physically in the game, not deleted. For sure, for the sake of the MM and player, they can be 'taken out' of the code, so to speak.
  19. Ha ha. Good one! :) But, if Bo actually tried to write code, he could probably do it better than me! Yeah, I had something to eat, thanks, (sleep, no)... and continued trying to figure out what was happening on my end. After thinking a little, I knew it had to be PEBKAC. (I am still embarrassed. Sheeesh!) NOTES: A. No one seems to get hurt when disembarking. (I hope that is something I helped you with. Heh.) (B. Just a funny story... one time the chopper was turning a circle, and the units were trying to get in. Was funny to watch. (No MM prob, was just funny.)) CyOp personal opinion. (Nothing more than IMHO.) 1. Call chopper, chopper RTB, sideChat says... Medevac Chopper Available - Maybe should be a hint, instead? 2. I, speaking for my self, would appreciate the 'Call in Medevac' not to appear at the beginning of the mission. IMHO, the CALL and the ABORT should be a option ONLY brought up by the player (through the menu), not 'forced' on the player, especially at the very start of the mission. Think about it this way, if every Mod 'forced' a notification/action like that, well, it would not be pretty. Bug/s: (#1 happens AFTER the call for red smoke. If aborted before the MM calls to throw the red, everything seems normal.) 1. As a Designated Marksman, with 1 white and 1 red smoke, the MM gives me an additional red smoke to throw, if I abort, it aborts, but, the extra red is still there, I throw the red, and sideChat says, THROWING RED SMOKE, OVER (REPEATABLE) THEN, instead of taking me back to, what the default next smoke is to throw, which would be white, I throw a smoke and it is the red that was in my inventory, and again gives the sideChat... THROWING RED SMOKE, OVER (REPEATABLE) (I mentioned this earlier, but not in detail, I think you made note of it.) Still testing. EDIT: BTW, you could force the helo to land by creating a named (of course) helipad. Forseeable problems... even with a helipad, it would have to be created/written to a fairly decent, open space. This would be a tuff one, I think, and require a lot of testing/work/rewrites. I would not even mess with that, and just work on finding current bugs. For now, just let 'the game' do its thing, and land where it can. At least the helo can get to a player faster than anything else, and with a Corpsman that can come to the player, not a prob.
  20. cyop

    Pbo

    I am not just digging up old threads, this is an honest FYI, for anyone having trouble with pbo files. I DL'ed Arma Tools, and could not get it to work. For some silly reason, it actually 'attached' its self to other things, and I could not even get system restore to work in Windows (7). I managed to restore in Safe Mode. Whew! I was actually upset and worried. I sure did not want to reinstall my OS. So, two weeks later, after finally giving up on a way to get Arma Tools to work, here I am. I DL'ed Voyager from the link above. Works perfect. (And yes, with AT I tried every thing in this thread, and too much other stuff.) EDIT: Sorry I came back so late to say... I do not blame Arma Tools and the place I DL'ed from for what happened to me. I write it off as one of those weird Windows (7) events. BUt, the Voyager did work for me where as the other did not.
  21. Well, I have not eaten all day, and it is after 10 at night (where I am), so tommorow I will test some more. Unfortunately, so far, 'I' see some bugs. UH60S will not land... approaches, but then stops in air and will not do anything. When aborted, red smoke grenade is 'forced' on player. You can switch back to, say, bullets, but if the red smoke is thrown, it gives the chat about throwing the smoke. I aborted before throwing smoke, and it told me Medic was dead and RTB. Can't remember other, did not write down. CYA :) BTW, if it's just somehow me doing something wrong, I do not know what it is. EDIT: DH, well, at first, I just assumed the Medevac Chopper module was going to spawn a Medevac Chopper. :p I had my marker out in the sea. :) Obviously, I was going to have to wait forever for the ambulance to fish its self out of the ocean. EDIT: BTW, with the UH1Y, it landed, but then left a soldier behind. For shame! :p And, it did not put a unit in the CO-Pilot position. Yes, I know it was designed with the MH-60S in mind. EDIT: OK, I put USMC_Soldier_Medic in, and it worked. So I put FR_Ohara back in and it worked. After redoing everything fresh, deleteing every thing, re-downloading, new mission. I guess it must have been an accidental BUMP of the keyboard. I am going to blame it on my cat Bo. He was messing with me when I was looking at the (first download) array. :D Ha ha. Bad cat code! Now, that's one for the books! EDIT: That is why I did not give up. I knew there had to be something funny going on over here! Sheesh, how embarrasing. EDIT: I just realized this mess took me about two hours. Where is Bo? I am going to smack him! Heh. (Nah) OK. Now for some real testing. Thanks again goliath. And, SORRY!
  22. Well, I don't know what in the world I am doing wrong, but, it does not work for me. Now, when I put a Game Logic in then sync it, it spawns an ambulance. The ambulance came to me when I threw the smoke and every thing seemed right, but I stopped there, since I could not get the chopper to spawn. ? EDIT: Oh, yeah, now my editor Game Logic icon is messed up? - Also, this was on a fresh map of Utes, with just the Medevac Mod, 1 unit, and the module. I tried putting in a marker (marker1), too, but no go. EDIT: OK, you have the ambulance as the default spawn. EDIT: Egads! Anyone else? It's still broke for me. Call - comes - throw smoke - see smoke - says approaching - says in position - STOPS in air - cannot abort, or anything?
  23. I know it was just a typo. :) - Change this: {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5]; {this addMagazine "7Rnd_45ACP_1911"} forEach {1,2,3]; to this: {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5]; {this addMagazine "7Rnd_45ACP_1911"} forEach [color="Red"][[/color]1,2,3]; For the above Corpsman, it would be: removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6,7]; {this addMagazine "15Rnd_9x19_M9"} forEach [1,2,3,4]; this addMagazine "HandGrenade_West"; this addWeapon "M16A4"; this addWeapon "M9"; this addWeapon "NVGoggles"; if you changed the pistol to an M9.
  24. Here is an example of dif weps for a USMC (vanilla) Corpsman. The 'code' can be placed in the units 'Initialization' box (through the editor). removeAllWeapons this; this addMagazine "30Rnd_556x45_Stanag"; this addWeapon "M16A4"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "HandGrenade_West"; this addMagazine "7Rnd_45ACP_1911"; this addWeapon "Colt1911"; this addMagazine "7Rnd_45ACP_1911"; this addMagazine "7Rnd_45ACP_1911"; this addMagazine "7Rnd_45ACP_1911"; this addWeapon "NVGoggles"; this addWeapon "ItemGPS"; Notice that a magazine is placed before a weapon. This will allow the unit weapon to spawn loaded. Review the forum stickies for tons of info on this and other things. Search, too, for instance, on... removeAllWeapons this. Have a good one! :) EDIT: Heh. Yeah, what he ^ said. ;)
  25. Yes, I asked about the same thing the other day. But, it does not have to be removed, although the radio would not be bad, it just does not have to be forced 'in your face', so to speak. Especially, at the very beginning of the mission. I am always having to 'cancel' the option to call in or abort. Maybe, if it was put in the menu custom communication? Also, the radio does have very limited space. Anyway, I was not really worried about it until I saw the next version. EDIT: BTW, was this a joke? :)
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