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Beny.cz

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Everything posted by Beny.cz

  1. Hi guys, I am having trouble with a simple arty script. I belive locality is to blame. The script is not mine, i have modifed one that I've found on armaholic IIRC. Here it is: It works without a problem in SP, but on dedi server, the arty never starts. Any ideas how to fix it?
  2. Hi, I am working on a mission and I need advice regarding Ai and its capability of defending a camp. I created a small camp. 3 soldiers are sitting around a campfire (using switchMove "amovpsitmstpsraswrfldnon_weaponcheck1") and two fireteams are in tents (doStop on all of 'em). Now the problem is when I simulate an attack. The defenders just get totally steamrolled. Guys around campfire seem to be "stuck" in the animation and guys in tents just lay down and do not do anything. I would appreciate any help. Thanks, Beny.
  3. Thanks, any idea how to fix the "doStop" problem (I mean the fireteams stuck in a tent)?
  4. Hi guys, I have a small problem with SOM module. I am not sure why, but instead of the briefing I created, I have some BI text about how SOM works. Any idea how to fix it? This is in SOM's init: this setVariable ["settings", [[], true, nil, nil, false]]; ---------- Post added at 03:33 PM ---------- Previous post was at 02:17 PM ---------- I had a mistake in briefing.sqf syntax, so the briefing works fine, but there still is the diary entry about SecOps. Is there a way to remove them?
  5. Beny.cz

    Arma2TS

    Hey, me and 2 my friends have problem with this mod. It tends to crash quite often while playing. "The teamspeak plugin is not responding" hint appears. We have to alt-tab our ArmA2 and restart TS3. For some reason, we usually can not connect right away, because TS3 says "Too many clones already connected" or something like that. This is quite hell of a problem, because other guys in our group run the mod without any problems. Do you have any idea what might be causing this? I reinstalled the mod and TS3 at least 3 times. I am running v 005 and TS v 3.0.0-beta20, but it was doing trouble since the very first version of a2t. Regards, Beny.
  6. Is there a way to somehow terminate the script? I have some units patroling an area, but after a while i need them to stop patroling and continue a rute set via WPs. Any ideas how to achive this?
  7. You can count the living players using a trigger like this: Activation: (side of players) and name the trigger somehow (for example trigger_one) Now, create triggers: Cond: (count list trigger_one) > 7 On Act: {_x setpos (getmarkerpos "teleport")} foreach units groupF Cond: (count units list trigger_one) > 4 On Act: {_x setpos (getmarkerpos "teleport")} foreach units groupF; {_x setpos (getmarkerpos "teleport")} foreach units groupD etc. It teleports all units of the given goup (groupF = group this) to the marker "teleport". I am not sure if I explained it well. And probably, there are easier / more pro ways to do what you need, but this works. Here is an example mission EDIT: if you do not like the teleport idea, just edit the foreach part, for example: {_x setdammage 1} foreach units groupD EDIT2: this will work best i guess: {deleteVehicle _x} foreach units groupF
  8. Hey, is there a way to "update" a trigger? This is how the trigger looks like: Act: BLUFOR, present, repeatedly On Act: trigger1 = count thislist So, it counts BLUFOR units in the area, but the problem is that if there are more / less units, the trigger does not update (it only updates if all BLUFOR units leave the area). What i need is a command or sth that makes the trigger update (reinitialize) .
  9. Hey, I am working on a TvT mission. I used typical markers to specify where each teams start and their evac zones. But I of course do not want other teams to see these marks. So, I found a way how to do that - in my briefing.sqf. Here is the code: Now, it works fine. Until I run the mission on dedicated server. On dedicated server, it starts to behave weird. Some guys from the other teams can see all markers, some can't. But I don't understand why.
  10. Hi, I want to have a group of Ai soldiers move in a line, aiming down the sight to simulute that they are searching for someone in an intro. I tried all the combinations of behaviour and speed set by waypoints but nothing worked. And I am sure the solution is really simple... So, help pl0x? :)
  11. description.ext: In your script: TL directSay "hlaska1"; sleep 2; civil directSay "hlaska2"; sleep 2; TL directSay "hlaska3"; sleep 5; civil directSay "hlaska4"; sleep 3; TL directSay "hlaska5"; sleep 5; From one of my missions, text is in Czech but that should not be a problem. :) You can just edit the text between "". It works well and looks nice.
  12. Hi guys, i am trying to do an intro in my mission, and I would like to have a scene where D30 provides artillery support, but I was not able to force the elevation of its cannon and it looks quite strange when it shoots :(. I tried doTarget and setVectorDir but it did not work.
  13. Try: http://community.bistudio.com/wiki/disableAI Nevermind, too late :D
  14. Hey, how to display player's name (nick) in MP? For example, in CTF map, it shows who took the flag. I would like to do the same but not in a CTF map. Any ideas? Thanks, Beny
  15. Hey, is there a way how to make a unit say something on the direct chat channel? I tried soldier directChat "blabla", but it did not work :D So, is it possible? Thanks, Beny P.S.: Merry XMas!
  16. Guys how do you put on a gas mask? Also, there was a device that measured wind speed, where to find it?
  17. Help please...I can not run the mod, I did everything I was supposed to do, but when I want to start the game, an error pops up: Include file userconfig\ace\ace_clientside_config.hpp not found. It is strange, becose the file IS where it is supposed to be, dunno what is wrong. Please please pretty please HELP
  18. It works, but the problem is that each player sees his own name. What I need is that all players see the name of one player (for example a player, who activated a trigger).
  19. Hi, Me and my friend are working on a coop mission where players start on an LHD. There are some vehicles avaible - MH60, Harrier, 4 Trucks, 4 105s and more. The players shall be able to attach trucks under helis and to tow howitzers behind trucks. I managed to do that in this test mission I created: http://leteckaposta.cz/538759655 OK, so it works fine. The thing is, in the current status, only ONE howitzer can be towed by ONE truck and ONE truck by the MH60. So, what is the easiest way to make all the howitzers towable by all the trucks? Thanks, Beny
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