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viibez

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Posts posted by viibez


  1. Game looks & feels nice, but soo much running, and it seems to take forever.

    Vehicles are a waste of time.

    The editor looks more exciting than the game itself. but i dont think i will spend the time to learn it..

    i just finished campaign, boringly repetitive, kill spotter & AT teams, follow our stupid waypoint path! whats the point of it being open world, it felt as if flanking was illegal or something! And nearly all the missions were "expedite your mission" hurry up! not much stealth involved. Lack of campaign features, no helo missions and no tanks wth! :eek:

    And to add insult to injury no single missions :butbut:

    Arma 2 is really Operation Flashpoint 2!


  2. Why not use latest beta patch?

    Sadly this isnt an answer to all those questions!.. And there probably isnt one. Patch will fix some things. Imo the game campaign and missions are somewhat of a joke and continue to have bugs. And unfortunately most ppl who know the game really well dont care about them because in the end its too much to worry about, and all they are concerned with is the editor & making more bugged content :confused:

    Angrysquirrel i just gave up on most of the original content because of the frustration. There are much better missions available for download and even some campaigns.

    Since when does a commander buy units while @ war? Does he use american express!


  3. Looks cool chill :rolleyes::p hehe

    some nice fighting land, rocks are always sexii, they save lives :yay:

    looks good, not too much clutter.

    (im still :confused: about the arma2 BIS grass, too high everywhere, almost!)

    NTRUDER;1484629']That's so frickin' cool Icewindo' date=' and I'm not even into space movies/TV shows/games

    Nice work indeed![/quote']

    Lol me2, space is sooo boring till now :D Now space comes to arma wooohoo & it des look pretty sweet up there..


  4. That is called the overview picture. Open up a BIS mission to figure it out. This is a volunteer help forum mate, don't expect anything, especially with that attitude.

    excuse me! my attitude is fine. but you see it all the time, people make reference to the answer being on another thread but dont dont bother to leave a link etc. ie waste of post :)


  5. I want an image to be displayed in the mission book, so when you select the mission (but have not hit "play" yet) you will see an image on the right side of the book instead of it being blank!.

    CAN ANYONE ANSWER THIS SIMPLE QUESTION PLEASE?

    or if u r so concerned about similar threads then just put a link to the answer instead of just talking about it!


  6. I'm using:
    this DisableAI "MOVE";this setBehaviour aware;this setUnitPos "MIDDLE";

    The setbehaviour is probably redundant... but i just need the behavior of that unit be that way.

    PS: Isn't setbehaviour misspelled I tought you spelled it as behavior. But when i use the automatic script fill in the editor it alway's uses setbehaviour instead of setbehavior.

    Im not sure but good point. check wiki! http://www.arma2.com/comref/comref.html it shows with the "U"

    I agree some codes arent working atm.

    I added this issue @ Dev-heaven. i hope that sounds right! :)

    http://dev-heaven.net/issues/show/5668

    ---------- Post added at 09:54 AM ---------- Previous post was at 09:23 AM ----------

    This is what I use;

    this setUnitPos "MIDDLE";this forceSpeed 0

    Unit stays on the spot in kneeling position but it can still aim/fire.

    I just tested your code, it seems to work for allied units only. :S

    I placed 2 units facing each other, USMC & OPFOR (plus player as usmc) with no ammo and put the code in the init field, when i preview only 1 unit moves to "MIDDLE", my ally the USMC, so i switched myself to OPfor and then only the OPfor guy went to middle (crouch). So it only works with allies it seems! :s

    anyone else noticed this?


  7. Use this format:

    player createDiaryRecord ["Diary",["Entryname","<img image=somePic.jpg' width='200' height='200'/&gt]]

    Thx celery i see that puts an image in with the notes. :) But i want an image to be displayed in the mission book, so when you select the mission (but have not hit "play" yet) you will see an image on the right side of the book instead of it being blank!.


  8. Picture must be 2^n. ie

    I'm sure that should be enough.

    Lol no sorry it isnt :p

    My problem is im not sure where to put the code! in my post above with briefing, where abouts does the "image" code go so it shows in the book before the mission starts?

    I tried putting it after create diray.

    player createDiaryRecord ["Diary",<img image='somePic.jpg' width='200' height='200'/> It didnt work.


  9. Hello, i have read & learned a lot from this thread thanks to all those that have contributed. Although in the end (cos of my hopeless memory & general confusion) i chose just to use the "briefing manager" by alimag. Which is working fine for me except i cant figure out how to put an image in before the mission starts, i want the image to be in the mission book before you start the mission.

    And does the image have to be no larger than 200x200?

    Thx

    here is my briefing code

    // A2BM W  ƒ € 110
    // DO NOT EDIT THIS FILE
    
    waitUntil {!(isNull player)};
    waitUntil {player==player};
    switch (side player) do
    {
    case WEST:
    {
    player createDiaryRecord ["Diary",["Intel:","All the info we have has come straight from our <marker name='sp'>Spotter</marker> who has been watching since the seige began yesterday. He wants you to know that theres a <marker name='c'>Warehouse</marker> that is being used as a weapons cache, rearm yourselves if the need arises.<br/><br/>The Terrorists have not made any demands, it seems they want the town for their own Stronghold maybe! But the CDF dont want to make too much of a fuss over it, they dont want it to get to the media as it always gets messy and political and we dont want that.<br/><br/>Thats why your here, we want this one done swiftly and without any civillian casualties. Hurt them Infidels and hurt them hard, i dont want any of em livin in my backyard!<br/><br/>NOW GET OUT THERE!!! <br/>"]];
    MAG_tskObj2=player createSimpleTask ["Assasinate the Leader"];
    MAG_tskObj2 setSimpleTaskDescription ["Once you have secured the area, locate and search the <marker name='hr'>Highrise buildings</marker> and find and take down whoever is responsible for this. <br/><br/>Liberate the City and free any Hostages.","Assasinate the Leader","Assasinate the Leader"];
    MAG_tskObj1=player createSimpleTask ["Destroy Static Emplacements"];
    MAG_tskObj1 setSimpleTaskDescription ["Once inside the walls your first priority is to neutralise <marker name='st'>Static</marker> emplacements at main building to help CDF forces.<br/><br/>Infiltrate Fortifications","Destroy Static Emplacements","Destroy Static Emplacements"];
    MAG_tskObj0=player createSimpleTask ["Eliminate the Terrorists"];
    MAG_tskObj0 setSimpleTaskDescription ["Situation: An elite force of organised Terrorists have seized control of <marker name='vor'>Vortuka</marker>. At this stage it is unknown if the towns people are being held hostage or not, we wont know untill we get in there. All we know is the Terrorists have setup a Stronghold and have static fortifications in place. All entrances to the town have been blocked.<br/><br/>The CDF will strike from the <marker name='cdf'>South</marker> creating a diversion on the <marker name='mo'>main offensive</marker> while your Black Ops team will infiltrate from the <marker name='nth'>North</marker> making entry via a hole in the towns wall.<br/><br/>Eliminate the Hostiles.","Eliminate the Terrorists","Eliminate the Terrorists"];
    };
    case EAST:
    {
    };
    case RESISTANCE:
    {
    };
    case CIVILIAN:
    {
    };
    };
    
    

    where would i slot the code, and is the below correct?

    add an image: 		<img image='somePic.jpg'/> 
    		         <img image='somePic.jpg' width='200' height='200'/>

    can i just use the top code if i resize the image to 200x200 first.. does the bottom one change the pic size by itself?

    Thx for ya time in advance :)


  10. I went there & created an account, although i could not work out how to type my documentation, or enter data!

    Also about the report; there are several things (init codes that i am aware of) that seem to not work anymore! - perhaps since latest patch 1.04

    SetUnitPos "Middle" , "Crouch" , "Kneel" the units stay standing. (i didnt try prone, but i will now that i have thought of it;))

    allowfleeing 0 - the unit did run away when it should not.

    -- i will write down anything else i come across.


  11. Hi, couple of small things; not sure if u have fixed in this version already! (but am writing it down before i forget)

    -Helipad at base on Snow mountain, objects fell through it. Had to use setpos, & Heli was bouncing on pad.

    -At area named "All", vehicles fell through, when ever i used setpos my units were on a 30 degree angle. (leaning backwards looking upward)

    -And this didnt cause any probs, but vehicles driven by AI were just off to the right of the road.

    Anyways as i said before top map. i will DL the patch and mission up ;)


  12. This is what I use;

    this setUnitPos "MIDDLE";this forceSpeed 0

    Unit stays on the spot in kneeling position but it can still aim/fire.

    Good stuff gray, i will try the forcespeed command.

    So "Middle", or "Kneel" does not work anymore cos of patch, bummer! thats why :confused: :butbut:

    Hopefully there is a fix for this soon, as i have spent days positioning units on balconies and inside buildings for Close Quarters Battle missions only to find out in testing that the "Middle or Kneel" dont work :o

    Thx peeps

    Come on Devs pls fix ;)


  13. It is really simple. Use the BI FSM editor to look at them.

    FSM itself are the visual part on the on side, yet traditional scripting on the other.

    "Yes i believe it is really simple!" :( (garbage man, if u have been scripting everyday for the last 5 years on this game & dont work as a painter! then im sure its simple as ABC)-- you have no idea of my background or my knowledge level when it comes to computers! i only understand the very basic use of the editor such as; waypoints and some synchronising and copied some init; codes.

    I guess i just assumed that because this is the official website to the game then you would almost be certain that the makers of the game would know!

    Instead it seems like your trying to get me to teach you how to do it! crazy :confused:

    lol that will nvr happen. Cause looking at a shape in the FSM editor was all to confusing! Its pure "Rocket Science"

    It should be something as simple as :- this donotAllow "prone"


  14. ;1468256']if you name the file "missionname.sqf" you must than have Init.sqf with the following line :

    brief = player execVM "missionname.sqf";

    I prefer to name the script with the briefing lines name directly Init.sqf

    never had problems with that

    say the mission name is "war" for example! i have 3 files in my saved folder' date=' mission.sqm , war.sqf , init.sqf and the code below is in the init file. does that look correct?

    [] execVM "briefing.sqf"

    Now that i look at it, i dont have a briefing.sqf file! lol should it be ['] execVM "war.sqf" ?

    Ah yes now i see :)

    cheers


  15. Finished it. Towards the mountain with the tower-station it was harder.

    The comrades (played it single) acted a bit stupid so they died.

    Maybe there are a bit to much of this control posts.

    As i was in the station, there was an APC coming and no launcher in the ammocreates in the station, but i could blow it up.

    The truck came to pick me up. But the driver acted a bit strange. He went out, layed down an get in and drove e few meters and went out .... So he needed much time to pick me up. The same was he doing towards home.

    The ending sequence is not ideal, i had a black screen with "lets get home" and this for a long time, because the driver acting. And at the way to home he stands where the street has to be leaving near the construction site.

    Better finish it when the player(s) are in the truck.

    But the mission is a good idea and besides the problems its a nice one (and the first) for this great island.

    Thanks alot for your info Kaeptn, lol @ truck driver. satchels for the BMP ;). Yeah i had trouble with setting the "end" trigger in the same path in which you have already travelled, i could have set a timeout on it perhaps! But instead i just set a trigger from obj for "300" timeout (5 mins), giving you hopefully enough time to destroy BMP and get picked up..

    cheers :)


  16. Hi,

    Download this:

    http://www.ofpec.com/ed_depot/index.php?action=details&id=643

    and make your briefing yourself.

    To quote a user in the thread:

    Read the readme, its really easy.

    Cheers

    Lol i have tried to use it a few times but nothing appears in mission. i write my briefings and save them, i put the file (missionname.sqf) in my profiles saved missions folder, then i went into the game editor and opened the mission then saved it and exported it to game missions folder! does that sound correct?

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