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Gunnykat

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Everything posted by Gunnykat

  1. I can unpack 2.28 but not the latest version why. I am using PBO Viewer.
  2. I get this error when I added Ranger addon and I load Domination 2. error 0 elements provided 3 expected.
  3. Fresh copy worked fine. I must have did something wrong when editing it. Funny thing is it works great without the mods. Oh well I wanted to redo it any ways thanks for your help.
  4. Actualy I just tried runing ace and it comes up with the same error no matter what mod. I took the ranger mod out. I put in the basic Ace and CBA. I load it up it all works but I get the same error its in a command box thats black. Not the brown box that tells you somethings missing. I used six updater to put in this mod. Weard. My first time with moding. Its like Domintion 2 hates mods. If I make a fresh map with out domination 2 script there are no errors.I know there is something in domination 2 that is throwing a fit but I can't see what. Thae error dills with the xf file and from what I can tell it dills with AI spawns. Weard.
  5. Opps my bad. They are a new unit. I did not asign them a name or init. I just linked the addon to the load up. The error happens if they are on the map or not. Yes I want to add them to the map. Yes its a Domination 2 map 2.60. All was fine on the server till I added the mod to the loadup. And when I remove the mod its all good again. I think the error has to do with the placement of mission units that spawn. And the funny thing is these have nothing to do with that . I down loaded the mod from Armaholic Rangers mod. http://www.armaholic.com/page.php?id=14868&highlight=RANGERS
  6. ahhh ok. I better keep that line. I tried it away from base and it works. I had and issiue with timebombs not working in the area of opperation. They would show up invisable in the invetory. So i switched it to pipebomb. So I was like wow its not working when I place them. Good info to know. Thanks.
  7. I have it in my ammo box. When I grab it it shows up on the player. when I place it on the ground its invisable. And I have no option to touch it off.
  8. Its Stock but not sure if there is a line of script involved with hideing or deleating. Its in Domination 2. version 2.28
  9. I have used the grass cutter in the center of the Military Airport. It looks great. When I place a Light Factory the grass comes back. Is there a script that removes grass off the Item placed ?
  10. Ok I added the AV-22 to my dominaton 2 map. It all works load lifts and everything now I need to add it to the list so the Engineer can fix it up when out in the field. I looked at the script in the x_client but I don't see where you add and remove vehicles. I did a serch but nothing on how to add vehicles to the list .
  11. Any one know how the engineering script works on Domination 2.
  12. How can I add the models from Arma2 vinella to OA. Like the building and such.
  13. Ok here is what i did to get it to all work. Desciption.ext class RscTitles { #include "x_dlg\IntroText.hpp" #ifdef __MANDO__ #include "mando_missiles\mando_missiletitles.h" #endif }; class CfgMusic { tracks[]={army}; class army { name="army"; sound[]={"sound\army.ogg", db+10, 1.0}; }; }; class CfgIdentities { class DHQ_EN1 { name = "Winters, HQ"; face = "Default"; glasses = "None"; speaker = "Male03EN"; pitch = 1.0; }; class DHQ_EN2: DHQ_EN1 { name = "Meyers, HQ"; }; class DHQ_RU1: DHQ_EN1 { name = "Rustov, HQ"; speaker = "Male03RU"; }; class DHQ_RU2: DHQ_EN1 { name = "Krustshov, HQ"; speaker = "Male03RU"; }; }; I placed my music cfg between the two other script lines. I would get an error then crash to the desk top if I place it at the end. So if you place it like this you are all good. x_intro.sqf located in the x_client folder #ifndef __OA__ playMusic "army"; #else playMusic "army"; #endif I changed the name of his song to mine. And then it all worked. Thanks for the help all my server is shaping up.
  14. I want to add a custom song to Domination 2 fly by. I have the .ogg file already just need to know what I sould put in the line. I tried placing this script with no luck. #ifndef __OA__ playMusic "army.ogg"; #else playMusic "army.ogg"; #endif I put the .ogg song army in a folder called music.
  15. I want to remove this crate or move it to a location I want it. Is there a way to do this. I like the other features that might be tied to the same line of script. I beleave Xeno is using the flag pole as the triger to spawn the ammo crate not sure, but if I change the name on the flag pole. The Teleport, Ammo Crate and the Shield all goes away so it all seams to work off the flag pole named FLAG_BASE.
  16. Ok how do I change the weapon load out on the scriped ammo crate that are loaded in the vehicles. I looked the script over again and found some stuff in the x_client, But none of the weapons listed in there match whats in the HQ I loaded. I would like to mod whats all in there.
  17. Whats makes the 2.60 version better. I mean it looks the same and acts exactly the same. Cept for the save weapons and names over player's head.
  18. Is there a command that removes all other Items in ammo crate thats not a Weapon or Magazine. Like the maps bino's Gps ect.
  19. I use the clearWeaponCargo this; clearMagazineCargo this; But it leaves all the Maps Gps watch and junk loke that. I want to ues some crates for decoration but they leave thoes things in it.
  20. Anyone know the script line that puts in the ammo crate maybe I am over looking it.
  21. I still need help with this I have the store versions of the game. How can I put items from Arma2 into OA maps I make.
  22. I did not see anything about x or y in the i_common.sqf . It was all about the drive up ammo load area and how many ammo crates you can load up in a vehicle.
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