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Everything posted by tomturner
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Random House Garrison Script
tomturner replied to Desrat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It doesn't seem to work for buildings placed in the editor. Any suggestions on what to modify in order for them to be recognized by the script as well? -
Great work ! Has turned out to be one of our squads favorite add-ons. We are watching the progress of this weapon and any others that you take on, looking forward to them. Thanks
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Laser Pointer and Semi Auto not staying on
tomturner posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since the last alpha update, I noticed, in all of my missions, that the laser pointers and semi auto features keep cycling off after a few seconds. Is anyone else experiencing this or does anyone have a suggestion on where to look for a remedy? Thanks solved: -
Laser Pointer and Semi Auto not staying on
tomturner replied to tomturner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think I may have found the problem. The Get/Set Loadout from aeroson that I was using stores variables in the uinamespace which is ok, but it sets/saves the player's current loadout every few seconds (from the init.sqf) and causes the player's current weapon to "reset". Changing that routine solved the problem. I mention it here because I noticed that other coders are using similar routines to get, set, and save without realizing the effect it would have. -
Laser Pointer and Semi Auto not staying on
tomturner replied to tomturner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone advise as to what "controls" in the editing scripts would be "common" to the laser-pointer and semi-auto. For some reason both only stay on for about 3 seconds or so before switching back to their default state. I am running the latest Alpha Stable 0.54 and loadout scripts such as Get/Set by aeroson and others by me. But for the life of me I can not isolate where this is coming from. As stated above, I can start a new map in the editor with just myself and default loadout (map as yet unsaved) preview it and it still has the problem. This is so frustrating. Thanks I have tried deleting my cobra_bomsf.vars.Arma3AlphaProfile and it has no effect on this problem. As far as hardware goes, I have connected, Saitek X65F, Razor Mouse, Razor N52TE, and TrackIR5 (but not used). All seem to be functioning well. Those joining my hosted server experience the same problem as I, but not when they host and play the same maps on their own machine. WTF? ---------- Post added at 04:11 AM ---------- Previous post was at 03:59 AM ---------- Have you resolved this problem or are you still looking for a resolution? -
Laser Pointer and Semi Auto not staying on
tomturner replied to tomturner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I am using the Alpha Stable version. I have run many tests to try to isolate the condition with no success. Any help or suggestions would be most appreciated. Thanks -
Laser Pointer and Semi Auto not staying on
tomturner replied to tomturner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@cobra Thanks, cobra, but its not the group situation I am concerned about. If I open the editor, start a new map by placing myself only down, and preview. Fire the weapon on "semi-auto" and change to "full-auto", it will switch back, on its own in just a few seconds. The laser pointer does the same. It is annoying and lethal in a fire fight. -
Try using TeamViewer, it works for us and is so................easy. All are working on the very same instance of the mission hosted on one computer. Just trade-off the mouse control between each other as you build. Then it is always saved on the hosted computer. Simple. http://www.teamviewer.com/en/index.aspx
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Sniper rifle/optic available in Alpha?
tomturner replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bring the scope up then hold the left ctrl key down while pressing the rmb. It will toggle between the two optics. -
Add Rating/Score Module
tomturner replied to spectrersg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I too would like to know how to use it, especially how to auto display it at the completion of the mission. Does anyone have knowledge of this? -
GET/SET Loadout (saves and loads pretty much everything)
tomturner replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I get an error message ---- Script client\loadout\manager.sqf not found ------ when using your loadout_manager.sqf as described above. I set the Supplybox [blue] as my loadout mgr and when first accessed it returns the error. This was being previewed in the Editor, would that make a difference ? -
Spawning explosion bombs other than the good 'ol GBU12 LGB
tomturner replied to everyone's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For the (op) here is a simple script that we use from time to time. ////////////////////////////////////////////////////////////// // // BOMSF (BlackOpsMercenaries Special Forces) // www.bomsf.com // cobra@bomsf.com // // Arillery Support // // create a radio trigger // // 3 Charlie Artillery // [] spawn { // private ["_trg"]; // _trg = createTrigger ["EmptyDetector",getPos player]; // _trg setTriggerArea[5,5,0,true]; // _trg setTriggerActivation["CHARLIE","PRESENT",true]; // _trg setTriggerStatements["this", "nuldf = [] execVM 'teg\arty_auto.sqf';", ""]; // 3 setRadioMsg "Call For Artillery" ; // }; ////////////////////////////////////////////////////////////// deleteMarker "ArtilleryZone"; titleText ["Open your map and click on artillery target location.", "PLAIN"]; onMapSingleClick { titleText ["", "PLAIN"]; _mrkr = createMarker ["ArtilleryZone", _pos]; "ArtilleryZone" setMarkerShape "ICON"; "ArtilleryZone" setMarkerColor "ColorBlack"; "ArtilleryZone" setMarkerSize [1, 1]; "ArtilleryZone" setMarkerType "mil_warning"; "ArtilleryZone" setMarkerText "Artillery Zone"; targetLocation = _pos; onMapSingleClick {}; }; private ["_i","_area","_rounds","_del","_height","_ammo"]; _i = 0; _area = 30; _rounds = 4; _del = 1.5; _height = 0; // increase this if you want the items to fall from the sky. _ammo = "HelicopterExploSmall"; // Ammo can be changed for larger effects. sleep 5; hint "Artillery firing on target location."; sleep 1; while {_i < _rounds} do { _i = _i + 1; _newpos = targetLocation; _posX = _newpos select 0; _posY = _newpos select 1; _artysup = createVehicle [_ammo,[(_posX + random _area)-_area/2, (_posY + random _area)-_area/2,_height],[], 0, "can_collide"];_artysup setdamage 1; sleep 4; }; Hope this helps. -
Garrison on the fly script
tomturner replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For a variety of ways to implement Zorilya's Garrison Scripts, check out the BOMSF Operations series of missions which have all been updated and available at http://www.bomsf.com/downloads/bomsf_garrisoned.zip or http://www.echanisgroup.com/downloads/bomsf_garrisoned.zip Both are the 7 mission set and the zip file contains both the pbo and the mission folder for each mission. You can also download each individual mission by visiting our download page for either site. http://www.bomsf.com or http://www.echanisgroup.com Thanks again Zorilya, for such great work ! -
Garrison on the fly script
tomturner replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
zorilya, I created 6 simple arma2oa missions using your garrison scripts (v1.52) for our BOMSF Community. Everyone loves them ! You've done a very good job and we appreciate it very much. For those who would like to play them or view how we are using them, you may download them from our server at http://www.bomsf.com/downloads/bomsf_garrisoned.zip The zip file contains six missions (pbo'd) and the six mission folders. Hope you enjoy and Thanks Again, zorilya. -
Infantry Strobes interfere with Vehicle HUD
tomturner replied to tomturner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could I get someone to confirm that it is in fact a bug? I certainly hope not. I have a series of coop maps waiting for this feature for their completion. I would appreciate any help that you might have. Thanks -
Infantry Strobes interfere with Vehicle HUD
tomturner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a script that turns on strobe lights for friendlies. It works just fine except that Vehicle Huds do not show armor in the area. When strobes are turned off the armor reappears in the vehicle's hud (for targeting, ie.). Please help. Thanks //////////////////////////////////////////////////////////////////// // // // BOMSF Strobes // //////////////////////////////////////////////////////////////////// if (not isNull player) then { show_strobes = true; // create the strobe lights on friendly units _fCreatestrobes = { private ["_position","_color","_size","_glowSize","_vel","_weight","_volume","_drag","_source1", "_source2"]; sleep (random 0.5); _position = _this select 0; _color = [[1,1,1,1],[1,1,1,1],[1,1,1,1]]; _size = [1 * 3]; _glowSize = [(1 * 3)/5]; _vel = [0,0,0]; _weight = 0; _volume = 0.005; _drag = 0.02; drop ["\Ca\Data\kouleSvetlo","","Billboard",1,4,_position,_vel,0,_weight,_volume,_drag,_size,_color,[0,1],0,0,"","",""]; drop ["\Ca\Data\halfLight","","SpaceObject",1,4,_position,_vel,0,_weight,_volume,_drag,_glowSize,_color,[0,1],0,0,"","",""]; }; //local variables private ["_fCreatestrobes", "_soldiers", "_positionUnit", "_positionNew"]; sleep 1; while {show_strobes} do { sleep 0.01; _soldiers = allUnits; { if (side _x == playerSide) then { _positionUnit = getPos _x; _positionNew = [_positionUnit select 0,_positionUnit select 1,(_positionUnit select 2) + 0.5]; [_positionNew] spawn _fCreatestrobes; }; } forEach _soldiers; sleep 1; }; }; -
Infantry Strobes interfere with Vehicle HUD
tomturner replied to tomturner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still looking for a solution. If it will help to diagnose, here is a simple mission to demonstrate. Use the action menu on the chopper to activate/deactivate the strobes. http://www.bomsf.com/downloads/arma2/bomsf_strobe_test.zip -
I purchased: 1 copy Arma2 - DVD Retail 1 copy Arma2 - Amazon 2 copies ArmA2OA - Amazon Installed ArmA2 + OA on one machine 4 months ago but have not needed to install on second machine until today. My son is coming home from Afghanistan and I am getting the second computer ready for him to play with me. My problem is that I don't remember which serial numbers I used on the installed one and which are available now for installing on his computer. Is there a way to resolve this without reinstalling on the completed one? It is already completely patched with all my addons, etc. Please help, thanks.
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Unit intoa building
tomturner replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am experiencing the same. I can walk up to any of them, from behind, in front, it doesn't matter. I have even tried shooting at their feet. They just don't respond when using the following parameters: [(thislist select 0),thislist,20,0,[],false,true] Also, I see in your script header that you include a parameter called "movingMode" that is not in any of your examples and if used results in the other params following not used. Ver 012 nul = [position,unitList,movingMode,radius,priority,height,disableMove,stance,hide] Is there a possible fix? Love all of the possiblities these scripts open for a mission maker so I am eagerly waiting for a resolution. Thanks -
Modules Official Documentation Links
tomturner replied to comarsky's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Either I missed it or your "page" doesn't mention that it doesn't work on a dedicated server. I wish it would but alas, like most of the postings, few ever consider that this still remains an important component to online gameplay. -
BOMSF - BlackOpsMercenaries Special Forces
tomturner posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
We are an old Battlefield 2 modding community that has switched to Arma2 Operation Arrowhead (combined). Our plans are to continue in our tradition of modding and mapping. We run our dedicated server under the filter "bomsf" so please come and join us. Our website: www.bomsfclub.com Our latest mission: http://bomsfclub.blackopsmercenaries.net/index.php?option=com_content&view=article&id=334:bomsf-arma2-latest-mission&catid=71:map-previews Thanks -
Will it work on a dedicated server ?
tomturner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In soooo many posts and releases of mods and scripts, I constantly see that people will state that they have not tried it on a "dedicated server". What is so different about running a script on a dedicated server vs any other way? Perhaps if I could get that answer, it would help solve some of the issues such as the SSM module not working on it. -
Will it work on a dedicated server ?
tomturner replied to tomturner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It may work that way for you but I was expecting it to work this way...http://community.bistudio.com/wiki/Simple_Support_Module I have seen many an old "bug" report that was resolved using scripts instead of waiting tirelessly for BIS to get around to "fixing" it. Your sarcasm and humor not appreciated. Thanks -
Will it work on a dedicated server ?
tomturner replied to tomturner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried using the SSM Module on a dedi ? If so, then how would you make it work ? Please enlighten me as I am at a loss here. -
I have several maps that utilize the Simple Support Module but they don't work when run on a dedicated server. The communications menu for it appears but when selected and activated, nothing happens. Is this the way it is supposed to be or is it a bug that needs to be fixed ? Anyone know ?