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H3NRY

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Everything posted by H3NRY

  1. using an invisible H and making it target it ( name the invisable h and target that name) works flawlessly, you must setposATL or setposASL the H to make it above ground/sea height but it does work, i had a mission with it working perfect, i will try to recreate it and post the folder here for you in a few minutes. ah i found the post where i got that working, here is a link http://forums.bistudio.com/showthread.php?t=90464
  2. ok, so i reinstalled arma and the old profile is still showig up in game, i deleted all files and the main arma2 folder as well as the my documents/arma2 folders but i still get the profile showing up. i have also deleted all registry keys i could find but it still didnt do it. ( somehow it is also holding an old product key as well, which must go) any ideas?
  3. yeah, i tried to do a search for anything wit the same name as my profile and a search for arma but nothing came up so i assumed i got it all, i must have been wrong. any more ideas of where it could be?. it doesnt actually keep my voice pitch, face, choice of glasses or my squad url but it keeps the name and player id number
  4. H3NRY

    CDKEY disabled!?

    where do they get the key? they buy it from somewhere with low prices, which bought it from the developers/publishers... simple. they get their money before it even makes it to the online sales. how would fade know where i got my key? it knows nothing of the origin ( other than the locality within the key that says German/English/Spanish/ whatever) "these weird, impractical methods" how is downloading the game content weird and impractical? it is one of the most practical applications of digital content.. why have a disk when you can just download it? sure, i downloaded it from an unauthorized location but that means nothing, i bought the game, they got their money, stfu about it, and everything else.. if you have no suggestions then go to some other thread and stop trolling this topic with useless crap haha thanks!
  5. H3NRY

    CDKEY disabled!?

    you did not understand what i said, not in the slightest. i used a torrented version of the game and tried it out, uninstalled and deleted all registry elements from that ( as well as many that were "unknown" to me) and preceded to reinstall with the real, bought, key that i decided to buy from the same place my friends got theirs from(which i might mention are working still and have had no problems at all). it was a demo of the full game, with full intent on buying it if it turned out to be a good game, how is that a bad thing for the creators, publishers and developers? do not even comment on intelligence as i see you have none. thanks for the "help" zipper yes, i uninstalled and reinstalled with the new key, its the only way to get it in there after all lol
  6. H3NRY

    CDKEY disabled!?

    hmm.. figured i would post here instead of a new topic.. i was running arma2 from a key i found online, fade kicked in but i got to see the game and liked it so i bought a key, now it says my new key is disabled.. wtf! bought my key from g2play and im requesting a scan of the actual box right now. somethign i think might be happening is the old (torrented, disabled key) is still linked to my arma2 still, dont know how.. i deleted the reg keys and the profiles.. but somehow the profile i used before is still there and active in game... any ideas of how i can get this resolved ( without buying an actual boxed game) ?
  7. somehting i have noticed when setting triggers is that when i SEE the trigger it activates, which is very annoying
  8. ok so i have a static attached to a plane with attachto but i want it upside down, i can get it to be upside down for a split seccond ( enough for me to see it when i spawn in) but then after the "recieving" black screen goes away its back to right side up. here is what i have in the init iof it this setvectorup [0.001,0.001,-1];this attachto [c1301,[7,0,-4]]; this setdir 90;
  9. something that happened to me is that i had mods running wheni started making a mission then after i tried to play the map and they did not work, threw me right back to the mision select menu when on a server. what i did to fix it was delete the addons and autoaddons from within the mission.sqm here is an example.. everythign in red is to be deleted BUT MAKE SURE YOU DO IT WITHOUT LEAVING EXTRA PUNCTUATION OR THINGS OF THAT NATURE or it will mess up :) also, after editing it run your arma without ANY mods and load the mission inthe editor then save it, even without any edits. then test it out on a server, hopefully it works. class Mission { addOns[]= {[color=Red] "cacharacters2", "chernarus", "CAAir", "CAWheeled2_LAV25", "camisc3", "CABuildings", "CAWheeled2_MTVR",[/color] }; addOnsAuto[]= { [color=Red] "cacharacters2", "CA_Modules_ARTY", "ca_highcommand", "ca_missions_garbagecollector", "ca_missions_secops", "caweapons", "chernarus"[/color] };
  10. hmm.. maybe it was my quotes. odd oh and annother thing. is it the betas making it so i cant just add as many weapons as i want or is that the 1.04? i used to be able to load my guys up with whatever the hell i wanted, even ags-30, but now i cant even add two primaries
  11. allright so i am trying to make a trigger that once you get in the area it tells you where the guy is, once you kil him it is supposed to tell you where the next guy is. once you kill the first guy it says the " congrats' " but it doesnt deactivate the active task marker. it also doesn't call the mk_ftaskhint ( seperate problem introduced right now so dont worry about that one) trigger 1 trigger 2
  12. hmm ok so i tested it out and i got this error in the RPT Error in expression < (typename _u == typename "") then { _u createunit [([_p,_d,_r] call SHK_pos),(c> Error position: <createunit [([_p,_d,_r] call SHK_pos),(c> Error 0 elements provided, 3 expected File C:\Users\H3NRY\Documents\ArmA 2\mpmissions\flare.utes\espawn2.sqf, line 22 i triggered it with a radio and in the onact nul = ["Ins_Soldier_1",EAST,random 360,50,getPos t1,"this addWeapon dmr"] execvm "espawn2.sqf"; so it has the 4 ( says 3) parameters but its not recognizing them... HMM createunit is failing to recognize it correct? prolly means i am doing the init wrong :) hmm changed it to this nul = ["Ins_Soldier_1",EAST,random 360,50,getPos t1,'this addWeapon "dmr"'] execvm "espawn2.sqf"; and now it says line 24 instead of 22 lol... but same contents Error in expression < (typename _u == typename "") then { _u createunit [([_p,_d,_r] call SHK_pos),(c> Error position: <createunit [([_p,_d,_r] call SHK_pos),(c> Error 0 elements provided, 3 expected File C:\Users\H3NRY\Documents\ArmA 2\mpmissions\flare.utes\espawn2.sqf, line 24 ok here is the script... again lol
  13. well right now you can only shoot one and have it mark on the map, what i was htinking was if you shoot annother flare of the same color flare it replaces the marker on the map with the new one where the new flare was, if you shoot oe of annother collor ( eg green) it should place a marker on the map of that color( eg green) in addition to the original red one.
  14. hmm... does it include a way to do more than one? seems to only show one then once the dot is up its there for good( unless you delete is in th map). seems it wpould be usefull to be able to shoot up a few or even have the first delete when a second one goes off
  15. its an annoying "bug", i noticed it the other week. the way i go about it is save it then exit adn click the editable one ( there should be two, the automatically pbo'ed one and the editable ) then click play again... its a pain in the butt but it works
  16. if your training for a war then sure i understand where it would need to be so strict but if your just buying a game to play then WTF DOES IT MATTER if its realistic? you want to be all realistic then dont use peoples missions, make your own where you get shot you bleed for days adn might get gangreen and all that ( sounds fun actually bu it would have to kick in after a hour :] ) have fun man!
  17. i just go to the wiki then search a random thing most the time... for instance i just had to look for that one i went into it and searched for "behaviour" that didnt some up with anything relevent so i put "setbehaviour" and it worked perfect :)
  18. ah a misstype on my side :) it was sqs sorry but it doesnt work? somethign else must be going on, go and find the rpt file ( arma2.rpt i think) and delete it then load arma, start your map and play it for a second then go look at the rpt file, should tell you if you have some small error or not... ill post a " mission" ,if you can call it that :), of it working for me in a second
  19. here you go man :) http://community.bistudio.com/wiki/setBehaviour its for OFP but i just used it so its the right command for ARMA 2
  20. yeah i am noob too but its not all that hard so far. the way i told you to do it seems to be the easiest but his actually has everything you need, just have to do a little bit of editing
  21. hmm... i placed an invisible H called hi1 with an init to setpos it above the ground, placed the m119 called art_1 and in the init of the m119 put [art_1,hi1,10,4,"M119"] exec "fire.sqs" saved the other stuff as fire.sqf and when you load up you see the arty gunner turn and fire on the mid air H
  22. if you name the LAV "lav1" then you make a trigger with both axis 0 and add "!alive lav1" to the condition and in the on act field put what you want to happen ( eg; execing your script that lets you do the radio command) it should wait tell the LAV is dead then let you call the M1A1
  23. that actually works great when targeting an invisible H pad :)
  24. use the obj_1 && obj_2 && this and if the trigger is supposed to be the end of the mission try to add this to the on act field of the trigger. endMission "end1"; it will end the mission with the debriefing saying mission complete..
  25. hmm shouldnt something like this show the RGB values to you? cant you use some if...then statements to determine if the values are what you want then place a marker where the player is? wont be exactly as you planned it but it will be close. i do like the idea of using a flare as a kind of.. marker beacon tho :) player addeventhandler ["onflare", "hint format['Red Value=%1','Green Value=%2','Blue Value=%3']"] BTW testing it right now, will reply when i fail or succeed :) ok so i failed... but i got the idea right.. use the eventhandler "onflare" to check if its the right color then make it mark your current position or even a few hundred meters to your facing. still noob here so dont mind me :)
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