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cyop

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Everything posted by cyop

  1. Yes, OA class names. And, yes, since you woke me up to the fact that some things are not updated to OA, I did get the Hummer to 'drop', no chute. dropSupplyPoint = getPos player; player setPos [dropSupplyPoint select 0, dropSupplyPoint select 1, 150]; [player, "HMMWV_M998_crows_MK19_DES_EP1"] call BIS_fnc_supplyDrop; player setPos dropSupplyPoint; I just did not realize about the chutes not working. - I had an OA class name for the ammo box, too, but I never did see one 'drop'. EDIT: I will just stand there and see if it hits me in the head. :D - BTW, the chutes work with the Simple Support Module. ?
  2. Well, yeah, that is what I had. ("no shoot") (That was a pun, BTW.) I did not realize it was not my fault it did not work. I have to remember that sometimes things just are not right in this game, (because I could not get the chute to work). I tried to drop ammo. If it dropped, I did not see it. I will try it in a clear area. Anyway, I would not use the drop if the thing just falls out of the 'blue'.
  3. Travn, Did you get ammo to drop? If so how, please. I can get a Hummer to drop out of the sky with no shoot! Heh. :o kylania, You're always willing to help, and thanks for that, but I could not get your scenario to work in OA. ? (I did not even try it in Arma 2.) EDIT: kylania... if it does work in OA, do you know how? Also, how can the drop be a little more random in the drop zone. The get position, of course, will drop the Hummer right on my head. :)
  4. cyop

    Using backpacks/rucksacks

    Sheeesh! ... I have tried I don't know howmany different variations of: removeBackpack this; this addBackpack "US_Patrol_Pack_EP1"; clearMagazineCargo this; this addMagazineCargo ["20Rnd_762x51_B_SCAR",4]; this addMagazineCargo ["30Rnd_9x19_UZI_SD",1]; this addMagazineCargo ["HandGrenade_West",1]; What am I doing wrong? (I have been playing with this for hours.) NUTSHELL... I am just trying to change the 'default' contents of backpacks.
  5. cyop

    hello new help

    rr, hi again. Did you look through the stickies in this forum? (Not being a smarty, but, searching does not just mean typing in a text box.) For a simple mission as you want, you first need to, place a 'player' unit (I guess you know that), you can choose empty 'things' only after you have a 'player' unit, be it soldier or vehicle, or air unit, you will need to research way points and their settings, and triggers. Start with the above. Also, you can download a mission from somewhere that seems like what you want, and get an idea what to do from that. (You will probably need a tool to unpack pbo files.) I know it is not easy, and to start it will take a lot of research (if you don't know anything, like me). As you progress, make a text file to keep notes and commands, etc, to refer to again, if needed. And make a folder for links to web pages that have helped you, so you don't have to search for them again. I managed to complete a fairly complex mission before I ever came in the forum and asked a question. For me, it was damn tuff. Hopefully, it will be easier for you. EDIT: Just start building, and testing, and you will start to get it. Again, me, I don't know much, and I am still learning. - And find Murray's editing guide (for Arma). Most will apply to Arma 2 and OA. There may even be an updated version. - One more thing... if you are in the demo, and trying to make missions, how are you going to save them?
  6. cyop

    hello new help

    I did a search using your (roadrunner20) own words and found, one of the most important guides anyone here could want. Seriously, do a search. People are telling you that because it is sooo obvious that you have not done a search. Google will work, too. Also, I am sure a Mod will also tell you about reading the rules, descriptive titles, etc. Anyway, welcome to the forum. ;) (And here is a hint... Murray.)
  7. (Besides the above ^ .) For me, or because of me, whatever, I could never get the ACM to work properly. In Arma 2, I used every available (faction and) class name to (supposedly) spawn what I wanted, and to NOT spawn what I did not want. It never frigg'n worked! In OA, the same is happening. Does this thing actually work (correctly)? SIDE QUESTION: Where is the error file for OA? TIA EDIT: (Besides the above (above Jedo's) ^ .)
  8. In the class names in Takistani Locals? //BTR-40 BTR40_TK_GUE_EP1 (...) 4 //T-34 T34_TK_GUE_EP1 (...) n/a //T-55 T55_TK_GUE_EP1 (...) n/a I guess these lines with the '4' and the 'n/a' should just be omitted when putting classes in the init for ACM?
  9. Hmmm, I could not get the ACM to work in Takistan (which was the only map I tried). I finally gave up and wrote a little BIS_ACM file, and then put the contents in my mission init file. Finally, 'stuff' started to spawn. If you have not tried that, do so, and see if it works. (Weird.)
  10. Any simple way to do this? Or, the default transport? I just have a Squad of 6 to patrol, with ACM, and want some form of simple helo transport. I cannot get any helo transport to work with the Simple Support Module. I was trying just to use Arma 2 code (IE, TSS_vehicle_custom) in the init box of the SSM. EDIT: Yes, using 'old' method of TSS_vehicle_custom and the radio, without SSM, I can make it work, but not having to use the radio, and instead just the communication menu, would be better.
  11. I realized after installing it, and disabling Arma 2, that I cannot use the arma2.exe 'cus it's renamed. OK. That's fine. Of course, I can just enable. But, the above makes me ask a few questions. 1. Can I copy and rename my 'off' exe, to say, arma2enabled.exe, and just change my shortcut, this way I can leave OA separate from Arma 2 and still start Arma 2? (I know I can, but...) 2. The disabler or the renames will not trigger fade, correct? 3. Is there a problem with the above in regards to joining MP servers? The answers 'seem' obvious, but I am just triple checking. TIA. :)
  12. cyop

    Is this game busy online?

    Hi, Rabhimself. I have been a serious FPS player since Quake. However, with Arma 2, I have spent almost all of my time in SP, because I am trying to learn scripting and editing (and not doing so well, either). But, to me, this was more than just a worthwhile purchase. My vote is for , buy it! :) If you do, for now anyway, get the retail Arma II Combined Operations. - Also, you can wait until the OA Demo comes out. I do not know when that will be, and don't make a thread asking. :D
  13. cyop

    BIS, what have you done to lighting?

    For games, (most, many?) people want playability first, reality last, even though many 'shout' for reality. For most/many/?, staring at a black screen while playing a game (at night, in the game) is not fun. ( I am not necessarily talking about OA.) Truth be told, light aspects of night fighting are not discernible, well, until you are actually in that particular night. Yes, even in the 'old days', forecasts were sometimes available, but again... . 'Some' use to 'develop' visual purple. (There was not night vision equipment for most.) I doubt the Dev's want to get into that, heh. And even at night, especially at night, I should say, a face stick better be used. Speaking for myself, for the game, no moon, no see without NV, or barely see... full moon, see pretty good without NV. I guess it is too late for the Dev's to worry about making a poll on the matter. Anyway, as mentioned, there will always be mods. Also, I, personally, have never seen (true) color at night without some form of a man made light source. You have to be talking about the game, right? EDIT: "pretty good", is subjective. ... And, to clarify, "(There was not night vision equipment for most.)", there was some 'night sights', but not NV as is common with modern troops.
  14. In the OP, there was is not a description of what (exactly) is suppose to be there after installing both. It just says, basically, "content". Anyway, after playing around with all the OP instructions, I just quit, backed up, unistalled and wiped, reinstalled, (the way karl76 describes below, which I had already done the first time), and all was good. I think it would be a good idea to describe the combined results in the original post, for clarification.
  15. OK. I think it is working properly, but I would still like an answer to be sure. - TIA :)
  16. My head hurts! Anyway, I cannot get this combo thing to work. But, just to be clear, what is suppose to happen if the combined games do work correctly? For instance, does my ArmA 2 profile settings automatically work in OA? Do my ArmA 2 editor made maps show up in OA? Etc. And, visa versa? Someone just enlighten me on this, please.
  17. Hi, goliath86. :) I just came across this. (I haven't used MM for months (?).) I will try to test the new version this next week. - Thanks for the update.
  18. As for no rescue mission, in the case you describe, the chopper is destroyed, and the crew is dead. There is no one to rescue. :( When the chopper is damaged enough, just like with a tank, for instance, the crew will abandon the vehicle. The chopper will land if it can, and the crew will disembark. That is when you will get the option to rescue. Glad you got it working. :cool: EDIT: Oh, yeah, in your mission, try reducing the number of AA, or, use an emplacement that will not do too much damage. You may be able to get the rescue mission. Also, if you just decide to build a mission of any kind, with MM in it, eventually, you will get the rescue mission. It will happen a lot, or a little, just depends on too many variables in 'the mission' to say.
  19. My shortcut looks like this (with just Medevac). ... "G:\ArmA 2\Arma2.exe" -mod=@Medevac (Yours, of course, will prob look dif.) You are putting the... -mod=@Medevac ...at the end of the 'Target:' box, correct? Don't put it at the end of the 'Start in:' box. Your ROOT should look like this: Arma 2 (folder/ROOT) - @Medevac (folder) - - Addons (folder) - - - medevac.pbo (file) - userconfig (folder) - - unit_array.hpp (file) (Of course, there is other stuff in the ROOT dir. :) ) In the editor, you are looking for the Medevac Module in modules, right? (Well, I had to ask.) - Just re-read the readme (and, I guess, my instructions), and take your time. Report back if you are still having probs.
  20. Hi. :) When you extract, you will see this: (Dashes are to designate the folder tree.) - @Medevac -- Addons -- userconfig Take the @Medevac folder, and where ever your root install of Arma 2 is, put it in there. Now, just drag or cut/paste the userconfig folder and do the exact same thing. They should both be in the Arma 2 root directory now. How do you start Arma 2? With a shortcut, yes? Well open the shortcut properties by right clicking on it, and at the end of the start string just add the... -mod=@Medevac When you start the game, the Medevac Module with load. Sooo, the next question you will probably have will be concerning the file... unit_array.hpp ...you can edit this file. You should see more info in the read me, or search this thread. But to get you started, you can just save a copy of the original, and then past the code below into the file (over-writing all the contents). That will get you started. - NOTE: Read the last four lines to decide whether you want MM sound. It's self explanatory, and easily edited, too. //************************************************************************************ //unit's arrays to modify, if you want, units to be spawned insted vanilla's one //by goliath86 //************************************************************************************ //West units array = 0-Chopper; 1-Medic; 2-Pilot; 3-Vehicle Gunner1; 4-Vehicle Gunner2; 5-Gunner Assistant1; 6-Gunner Assistant2 MM_WEST_ARRAY = ["MH60S", "USMC_Soldier_Medic", "USMC_Soldier_Pilot", "USMC_Soldier_Crew", "USMC_Soldier_Crew", "USMC_Soldier_GL", "USMC_Soldier_AR"]; //--------------------------------------------------------------------------------------- //East units array = 0-Chopper; 1-Medic; 2-Pilot; 3-Vehicle Gunner1; 4-Vehicle Gunner2; 5-Gunner Assistant1; 6-Gunner Assistant2 MM_EAST_ARRAY = ["Mi17_medevac_RU", "RU_Soldier_Medic", "RU_Soldier_Pilot", "RU_Soldier_Pilot", "RU_Soldier_Pilot", "RU_Soldier_GL", "RU_Soldier_MG"]; //--------------------------------------------------------------------------------------- //Resistance units array = 0-Chopper; 1-Medic; 2-Pilot; 3-Vehicle Gunner1; 4-Vehicle Gunner2; 5-Gunner Assistant1; 6-Gunner Assistant2 MM_RES_ARRAY = ["Mi17_medevac_CDF", "GUE_Soldier_Medic", "GUE_Soldier_Pilot", "GUE_Soldier_Pilot", "GUE_Soldier_Pilot", "GUE_Soldier_GL", "GUE_Soldier_MG"]; //--------------------------------------------------------------------------------------- //Civilian units array = 0-Chopper; 1-Medic; 2-Pilot; 3-Vehicle Gunner1; 4-Vehicle Gunner2; 5-Gunner Assistant1; 6-Gunner Assistant2 MM_CIV_ARRAY = ["Mi17_medevac_CDF", "RU_Doctor", "RU_Pilot", "RU_Pilot", "RU_Pilot", "RU_Policeman", "RU_Assistant"]; //--------------------------------------------------------------------------------------- //Globa lvariable to activate/deactivate sounds //MM_SOUNDS = true; to activate sounds in the Medevac //MM_SOUNDS = false; to deactivate sounds and let the sideChat to make the work MM_SOUNDS = true; EDIT: Any file you edit, save a copy first, or just keep the zip file, so you can start over, if you have to.
  21. Sure you can chastise me. It's OK! :p And, actually, I did that. Even before I came in here and asked (and with what was posted). Sooo, relax. :) Zipper5, thanks, but I cannot disable all chatter, even for awhile. I do not use text or radio text messages. I dislike them more than the radio chatter. Fuzzy Bandit, also, since my clarification apparently was not very clear, the chopper is empty. But, I will give it a go. - And, I will try andromedagalaxe's way, too. Thanks for that. Last night... ...I had the pilot by himself, and the 2 door gunners grouped, but I did have the 'lead' gunner synced to the pilot, for obvious reasons. So, I just took that sync off. I tried it a little before I passed out (from messing with this for so long). The little I tested, I heard nothing from the pilot. It's possible he just did not spot anything. Thanks again, all. And LOL @ SteveJA360! :D
  22. Thanks for the replies. If I really cannot disable radio chatter for a single unit, then there is nothing that will work for me. Anyway, to clarify, I created an MH-60S, with a pilot and two door gunners, for transport. When I board, it is really annoying to hear the pilot repeatedly ordering the gunners to target something. (I still need the radio to work for me when I am in transit.) Any other ideas?
  23. Just making sure, since I do not know about sqs, because in the OP it says, "Join.sqs".
  24. Speaking of smoke, and MP. goliath needs people to test in MP. I have never tested in MP, so I don't know how much of the code works in that regard. About the smoke, if MM gets sorted out in MP, I imagine goliath will change the code to allow 'teams' to determine what color smoke they will use. (It would just require any smokeShell being used to 'activate' the extraction. After all, some peope take this game more seriously than others.)
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