Jump to content

Kovah85

Member
  • Content Count

    55
  • Joined

  • Last visited

  • Medals

Posts posted by Kovah85


  1. Ahh... I never thought of that. Thanks a lot. This is a step in the right direction. Now that I know what I'm looking for I think I can figure it out.

    EDIT:

    Hm... maybe not. I just went through the entire .p3d file looking for all instances of .paa and couldn't find anything to do with this "mud effect". When I saw 'ca\data\env_land_co.paa' I got excited thinking I had found it, but when I opened it up, it appears to be some sort of reflection map or something and definitely not what I am looking for.

    I think I just might abandon this unless someone here has the answer that I am looking for.


  2. Before I start I'd like to say that I've successfully retextured units before, this is not another HOW TO thread...

    I'm trying to retexture a Force Recon Grenadier, I've edited about 6 textures for it now, and STILL some of the original texture is showing on the model in game. It's obvious that there is a texture file or two that I'm missing, but I've gone through the fr_scout2.p3d with a hex editor I don't even know how many times and I can't figure out what is left to be changed.

    I have never run into this with any of the other units I've retex'd. They've all been pretty straightforward, but these FR units are being real bastards.

    Someone out there must have done this before, and maybe I can get some help here...

    EDIT:

    One of these things just doesn't belong...

    problem.jpg


  3. Hi guys,

    I've made a few custom units and I'd like to make them their own custom faction... I've looked through a few of the .pbo's that come with the game and I wasn't able to find one that deals with faction creation.

    Maybe someone could point at which .pbo file I should look at, or even tell me how to create my own faction on the West side.


  4. On my dedicated server in my .ArmA2Profile under activeKeys[] I have BIS_IAmBeingNaughty1 and BIS_IAmBeingNaughty2 listed...

    What are these? Is this FADE related? It better not be. I purchased this right around launch and haven't given my CD key out or anything stupid like that. The only thing I've done is installed the game on my other computer to use for dedicated server hosting. If this has tripped FADE I will be extremely pissed off.

    And if this is not FADE related... then what the hell is it?

    EDIT:

    I checked on my other computer, the one that I use to actually play ArmA2 and it's .ArmA2Profile does NOT have the BIS_IAmBeingNaughty things listed in the activeKeys... I don't know if this makes a difference.


  5. The mission in the class missions loaded and he was kicked off because his mods didn't match. I can't even get that far. When I try to connect it doesn't even show up on the server console.

    EDIT:

    He is now able to connect and play the game. I am still unable to connect even while he is in the server. I do not even register as trying to connect in the server console.

    HAR HAR. I just figured it out. I had to connect using this computer's NETWORK IP. I am an idiot. I didn't think of that until just now.

    Thanks for trying to help me out.


  6. that is actually the guide i used. I pretty much copied the cfgs from that. There are no errors in them. This is simply another issue.

    I can see the server in the server list when I go upstairs and use my other computer. But when I connect to it, it just says waiting for host and doesn't do anything else. When I look at the port listed in the server browser of my Arma 2 launcher, the port is always in the 50000 range. Random each time I start the server.

    My friend was able to connect to the server. I'm not sure what's going on here.


  7. Okay, so i've gone and set up a dedicated server, using the proper .cfg files and such. I can see it in the list of games, but it appears to be using the wrong ports.

    I have specified the default port of 2302 to be used through the -port command line, yet it seems to use a random port each time. My last attempt had the server on port 50313.

    And I'm assuming this is why when I try to connect to it through my other computer I get stuck at the 'Waiting for Host' screen every time.

    So what is happening here? Why wont it use the proper ports that I'm telling it to use?


  8. Okay, so i've gone and set up a dedicated server, using the proper .cfg files and such. I can see it in the list of games, but it appears to be using the wrong ports.

    I have specified the default port of 2302 to be used through the -port command line, yet it seems to use a random port each time. My last attempt had the server on port 50313.

    And I'm assuming this is why when I try to connect to it through my other computer I get stuck at the 'Waiting for Host' screen every time.

    So what is happening here? Why wont it use the proper ports that I'm telling it to use?


  9. Place the unit in the editor so it looks like it should be on the carrier. Then in the init line of the unit paste the following in:

    this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) +80];

    Now the 80 at the end there may not be totally right, I don't really remember. But that is how high the unit will 'spawn'. Tweak it until the unit is on the deck of the carrier.


  10. Interesting, I'm going to try this out right now... I'll let you know how it works.

    EDIT:

    Wow! As far as I can tell, it's working. I'll post the code I used incase anyone else has a similar need. And TheHarvesteR, I definitely couldn't have figured it out without your help. Thank you.

    _tx = getPos Target select 0;
    _ty = getPos Target select 1;
    
    _px = getPos pOne select 0;
    _py = getPos pOne select 1;
    
    _deltaX = _px - _tx;
    _deltaY = _py - _ty;
    
    _angle = _deltaX atan2 _deltaY;
    
    _cos1 = cos(_angle);
    _sin1 = sin(_angle);
    
    _wpx = _px + (1000 * -_cos1);
    _wpy = _py + (1000 * -_sin1);
    
    _scared = 1;
    deleteWaypoint _wp;
    _fleePos = createMarker ["FleeTo", [_wpx, _wpy]];
    Target doMove getMarkerPos _fleePos;
    

    Note: Target is obviously the name of the Target unit, and pOne is the name I assigned to the players unit. I hope someone else can find this useful.


  11. So I have a unit that is patrolling a random area, when the player shows up, I'd like the unit to run away from the player. I've tried a bunch of different things including allowFleeing and nothing seems to work right.

    What I think will work well is to create a waypoint far away in the opposite direction of the player when you're detected and set the unit to careless and it's speed to full.

    But here's my problem. I have no idea how to calculate the opposite direction of a player. Any help would be appreciated, I've tried a few things, and failed miserably.


  12. I thank you for the help, but to be honest I'm not really sure what you mean.

    EDIT: Well, since I'm so terrible at math, I found a work around. I check to see if the random location chosen is further away from the player than the minimum distance, if not then it picks another random location until it finds one at the proper range. Does it work? Yes. Is it terribly inefficient? Yes. But it's only once at the beginning of the mission so I don't think it will matter much.


  13. I've been using the following code to randomly spawn things within a certain range:

    _marker = [(getMarkerPos _spawn select 0)-_rad1*sin(random 359),(getMarkerPos _spawn select 1)-_rad1*cos(random 359)];

    This works great, except for the fact that I'd also like a minimum distance, not just a maximum. My problem is that I have dyscalculia (dyslexia with numbers), and I am NO GOOD at mathematical equations. I was wondering if someone could show me how to modify this to also include a minimum distance.


  14. Ah, I never thought of the setCaptive thing. Good idea. My only problem is that the chopper could land right next to him and he wouldn't care until someone got out. The idea is that he knows you are coming for him. Any way to make him flee from the chopper when he sees it?

    And his position is randomly generated every time so it's not as easy as making a waypoint far away from the LZ.


  15. In my mission you need to kill a unit hiding in a remote location. You ride in a helo there, it lands, you get out and proceed to find your target. However, the target is more concerned with shooting at the helo with his rifle. Any way to make him stop doing this? He doesn't even pay attention to the player, even when you are directly in his face. He just keeps pinging away at the chopper to no effect.

    How can I stop this from happening? I'd like to make him run away from the chopper when he sees it, but I'm not sure how to go about doing that.

×