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rcmw

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Everything posted by rcmw

  1. I'll give it a look and a try. I only used unit1 as a test to try and get the simple attach and drag bit working 1st but I like your method of getting it on every unit. Will let you know soon how it works :) O and http://xkcd.com/323/
  2. rcmw

    [CAMP] 100 Days

    Sorry I've had a look but not been able to replicate the problem, all I can say is the normal things. Turn off mods, make sure Arma 2 is patched up to date and redownload the campaign. If all this dose not fix it, do all the 1st mission apart from that bit and just skip the end of the mission with the "endmission" cheat. Google Arma 2 cheats and it will give you the details, hope you don't find any other problems but I'll do my best if you do. You may find this is with the Arma 2 drag function, you need to be right over him and be looking down, you need to be closer than to get to his gear for some reason. I feel I keep saying this a lot but its a known problem with the core Arma 2 scripts and there is not much I can do about it. Move forward and backwards and side to side and it should come up. If not... then I have no idea sorry, I will have a look into it.
  3. rcmw

    [CAMP] 100 Days

    Hey sorry been away for a bit, anyway thanks for the post. Most of your points are ones I have thought of myself but were not always possible with the amount of time I had. Hope this help explain why thing were like they are, many have since been fixed but would take a long time to add to each of the campaign missions that I can't do at the moment. The Module was not made by me and I agree it is annoying to have supports in the action menu. Unfortunately the way the Air Support script was made it only worked as an action and I did not want to have ½ the supports as actions ans ½ as radio commands. Although I have since rewritten both the Air support and Medical scripts myself to work with radio, I may update the campaign at a later date to use these supports but its a lot of work and I have yet to find the time. That’s the Arma 2 bomb I'm afraid, you can't create your own explosives to my knowledge so I used the LGB ammunition. For balance reasons Arma 2 makes everything about 1/4 to a 1/3 as effective as real life. I would really love to work out how to create a bigger explosion with simple scripting but other than a pattern on LGB I can't see a simple way. (want to make a 1000lb bomb). Variable is right though, that’s why I added the Ariburts ammunition, its awesome vs infantry. Again team switch is something that I would like to add and in-fact was in the first version but it cause a number of problems. The triggers in many of the missions need the player unit “Sargent Mills†to be a a set location, the number of times a player left him behind, spent all the time as one of the other's or got him killed and tried to continue meant it was simpler to just remove it. Teamswich really need to be built in from the ground up and I added it later meaning a lot of the mission trigger would need to be redone, again something I don't have the time at the moment to do. It also wont work with some of the support scripts but moving them to radio commands solves this. It's possible but not as simple as just turning it on :) The optional loadouts you get for the missions are as near as the Pathfinders use today as I could get in Arma 2 without addons. The Pathfinders are are one of the only main Army units (ie not directly under special forces command) that gets to pick there own weapons and kit, but its still limited. The options you have are all weapons the Pathfinders have used or have to option of using in real life. The only exceptions to this are the weapons replacing ones that Arma 2 dose not have. These are the M4SPR instead of the L129A1 sharpshooter rifle, M4 instead of the L119A1 Carbine and the Glock 17 instead of the P226 SIG Sauer (good new is the British Army changed to the Glock 17 after the making of this campaign so its now more accurate lol). For this reason I'm reluctant to go to other weapons, as I always try to lean towards accuracy if possible, although any that work better to represent the real life equipment are always welcome. http://www.army.mod.uk/equipment/23221.aspx Glade you enjoyed it and I hope the artillery is working for you now. :) O I'm thinking of doing another, shorter, campaign like this one but following the USMC so ideas for that are welcome :).
  4. OK, I want to have a radio trigger that spawns a Laser Target on map click. The idea is that a player can put down a static laser target that different Aircraft will then attack. The problem is I can spawn a laser target, but the AI aircraft wont fire at it, I think they make attack runs, but no bombs fall. When I use a laser marker the aircraft will attack it, but not the spawned one. Any ideas? The script I use is here. deleteMarker "AirMarker"; deleteVehicle lase; _markermake = createMarker ["AirMarker",getMarkerPos "FOB"]; titletext ["Map click to mark Air Target","plain down"]; onMapSingleClick "'AirMarker' setMarkerPos _pos,ASclick = true"; waitUntil {ASclick}; target setPos [getMarkerPos "AirMarker" select 0, getMarkerPos "AirMarker" select 1, 0]; lase = "LaserTargetWStatic" createVehicle getPos target; jet reveal lase; jet doTarget lase; "AirMarker" setMarkerText "Marked Target"; "AirMarker" setMarkerColor "ColorOrange"; "AirMarker" setMarkerType "hd_destroy"; hint "Target Marked";
  5. I noticed that the AI pilots attack my laser (when using a laser marker) will all kinds of weapons when LGBs are used up. Even Apaches and helicopters make runs. The idea was that I would have a moveable laser target I could set with a radio command that whatever Aircraft were overhead would attack. Then different Radio triggers to call in Aircraft for an amount of time. Not sure if its going to work however, but thanks for the info I'll give it a try.
  6. rcmw

    [CAMP] 100 Days

    ACE file?!? Humm think this is a problem with your mods not the Campaign since it is not an ACE campaign and I have not tried it with ACE at all. I did have a similar problem when I played with ACE that if you don’t have all the extras installed you get an error when loading any saves but again this bug is with ACE not the Campaign so look to them for more answers. I would recommend installing all the ACE extras if you are using it but be warned this Campaign is not fully ACE compatible at the moment so ACE may cause unexpected bugs an almost certain fix would be to play without ACE. The campaign has been tested with a number of mods, like Blastcore and Jarhead sound but unfortunately not ACE. If you not using and have never used ACE, I've no idea sorry. Not had that bug before.
  7. rcmw

    [CAMP] 100 Days

    Hey, not sure about the two links, do you still have a copy in your missions folder?
  8. Warzone : Operation Continuing Hope Description: US Army Forces at a forward patrol base try and secure the Zargabad region from insurgents. This mission is very similar to my mission Operation Black Viking but as requested with US troops and no BAF requirement. The random elements should still make each play though suitably different however. This mission is designed to be random every time it is played with different levels of resistance at each point and different hostile forces spawned to defend each area as well as changing levels of the ACM and random IED placements. Deaths of your men and resting at the FOB will raise the level of threat at a random location and patrolling within the area lower the threat. Features: Different every time Random IED placement IED detectors (a warning beep when IEDs are near) Random unit creation as well as the ACM. Counter Insurgency warfare Installation: Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder Credits & thanks: Everyone who answered my many questions on various forums Requirements Arma 2 Download https://rapidshare.com/files/1810905830/WaszoneUS.Zargabad.pbo http://www.armaholic.com/page.php?id=17790 old link
  9. Warzone : Operation Black Viking Randomly created mission where British Forces try and secure the Zargabad region. Description: British Forces at a forward patrol base try and secure the Zargabad region from insurgents. I have always liked the idea of the ACM (ambient combat manager) but thought it suited insurgency warfare much better than a conventional war with units spawning all around you randomly. Also by its self its a little too random so I created this mission with simple objectives and a bit more random unit creation. This mission is designed to be random every time it is played with different levels of resistance at each point and different hostile forces spawned to defend each area as well as changing levels of the ACM and random IED placements. Deaths of your men and resting at the FOB will raise the level of threat at a random location and patrolling within the area lower the threat. Features: Different every time Random IED placement Random unit creation as well as the ACM. Counter Insurgency warfare Installation: Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder Credits & thanks: Everyone who answered my many questions on various forums could not have done anything with you. Requirements Arma 2 BAF Download http://www.armaholic.com/page.php?id=17744 I am working on a few other mission using a number of the BIS modules that I plan to release soon, also once the frame work is done it is relatively easy to change the units and locations in the missions so if people would like specific addons or maps I maybe able to do that. (planning on doing a desert USMC version soon). I know I've only just released this but I've already found a few small bugs so here is version 1.1 Change log Mission key should now work correctly. Radio notification when an area is secure. Adjusted friendly spawn locations to stop AI getting stuck. Few more IEDs to threaten the player. full voice acting added as well as a few tweaks to the IED game play that should make it more fun with less cheap deaths. 1.2 Change log *Auto saves added *Radio commands to add transport and Artillery support to the SOM in case it plays up *IED detectors added (a warning beep when IEDs are near) *Added sounds from SaOk's excellent The Battle Of Zargabad mission *Fully Voiced! I wish to thank Sako, Poacher, and his voice actors for their sounds. Operation black Viking 1.2
  10. rcmw

    [CAMP] 100 Days

    Some other people have reported the targets not working when running it with other mods. I tested it with CBA, jarhead sound, Blastcore and a few others but if one is interfering I afraid I can't change that. I know that ACE will stop some of the scripts working as intended. Feel free to change some of the weapons but please don't re-release it without me having a look over it :), the classnames used by the medic can be found in unit_array.hpp and the units used by the air-support are in airSup/airSupInit.sqf.
  11. Ok I had the idea of redoing the Arrowhead campaign from the point of view of maybe one solder at a time, ie on the 1st mission you select Infantry, Armour, Pilot or Special Forces and then play all the Arrowhead missions as this role. Now when I opened up the POBs and started to have a look at them I didn’t find any sound files, after some searching I found they played them directly from the dubbing_e.pob file with a command like class airstrip_captured_D_0 { text = "$STR_EP1_airstrip_captured_D_0"; speech[] = {"\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_D_0.ogg"}; class Arguments {}; }; Inside the dubbing e file I also found a host of unused sound files, and the dubbingradio_e has all the unit sound commands for example dubbingradio_e\RADIO\Male01EN\DEFAULT\AreaClear.ogg Now what I want is an easy way to get theses command to play in mission, for the possible reworked Arrowhead campaign and also because if I can get the dubbingradio_e to play you can create almost any radio message in any mission! I have tried to get them to play using my normal class CfgRadio Definition but am unable to get it to work. class CfgRadio { // List of sounds (.ogg files without the .ogg extension) sounds[] = {up1, up2}; // Definition for each sound class test1 { name = "test1"; // Name for mission editor sound[] = {"\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_L_1.ogg"}; title = "$STR_EP1_airstrip_captured_L_1"; };}; and class CfgRadio { // List of sounds (.ogg files without the .ogg extension) sounds[] = {test1, test2}; // Definition for each sound class test2 { name = "test2"; // Name for mission editor sound[] = {\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_L_1.ogg, db + 0, 1.0}; title = "$STR_EP1_airstrip_captured_L_1"; };}; both don’t play, I could copy the OOG files directly and use them like any other sound file but this would not help make custom messages with the dubbingradio_e, I would like to use the BAF sounds too and since I can't open the BAF POB I need a way to play them directly with a command. If this will work you can make custom radio messages for any mission with no need for voice actors or even a download! Any ideas on what command is needed?
  12. rcmw

    [CAMP] 100 Days

    Hey, thanks, glad you liked it, I will still be making Arma 2 missions for some time yet, I like to make missions as realistic as possible wile still being fun and I find the future setting of Arma 3 a bit off-putting. I still like it but will want to wait for some good addons and mods to give Arma 3 a more real world feel. As for your questions :) In general those two missions are about the country falling a little out of your control whatever you do. A few people have gone out of there way to try and complete them and found the fact that you can't get a perfect result in them frustrating but it was needed for the plot.
  13. rcmw

    [CAMP] 100 Days

    Humm I get a crash when I add ": NoEndings". I'll keep looking for a fix but looks like its not a simple one, I've taken apart a number of campaigns and can't see a difference. Thinking it must be something else maybe, I'm using a standard ending command in mission.
  14. rcmw

    [CAMP] 100 Days

    Hey thanks Trapper, I've been lost for a solution for that error for some time now, I'll give that a try. I'll also have a play around with the sound to see if I can get better results, I originally had the men shouting when they were hit but it caused problems as the "man down" shout would not fire as the unit saying it was dead, therefor "man down" always has to be the leader but I can properly move the others around.
  15. rcmw

    [CAMP] 100 Days

    @azz_er Thanks! Glad you like it, got some more things in the works but really busy at the moment. @JTFG There is almost always a way to turn it around, I'll go over the details of how it works out if you have a good or bad ending. I'm not sure what you mean weird? Did the missions not work or just not make sense? I always want to fix any bugs or misunderstandings. As you go though the campaign you increase your campaign level by completing objectives, at first you can only get 1 or 2 added to your score per mission but later missions are more important and can add up to 4. If you leave a “man down†ie one of your men is shot and you don’t extract him, the score is reduced (If you extract him the score will never go down). Failing some objectives can also have a negative impact and will reduce you score. The mission Uprising is the turning point mission, and that can add or subtract up to 8 from your campaign score, in Uprising you get one point for ever man you keep alive to the end and subtract one for each death, this mean there is almost always a way to turn it around (I set the par for that mission at 0, so if you lose half your men it will stay unchanged) but if you have a hard time with Uprising and everyone dies it will give you -8 and probably fail you. After Uprising you will get a “good†mission or a “bad†mission depending on your score. You can check the campaign score at any time with radio command 0-0-1, but as it can fluctuate during a mission I recommend you only pay attention at the mission start. The par going into Uprising is 26 but you can be higher or lower than this. Note using the “endmission†cheat will not add any score for that mission as the score is saved at the end of the mission (There will be a warning if you use it). In short doing really well in the later missions will make up for mistakes but if you have failed too much you can't. I wanted to make it so that ever mission, even the first one, mattered but that you can turn it around if you try hard later on. I did make the good ending hard to get, but in play testing everyone got the good ending so I didn’t think it was too hard, that and the bad ending is my favourite mission :). One of the nice thing about it is you can always start again sometime to try and get the good ending, knowing that everything you do matters.
  16. Grats on the re-release, I'll give it a go soon!
  17. rcmw

    [CAMP] 100 Days

    Thanks! I'm planning on updating soon and making a 2nd addon dependent version but I'm waiting on an update to a weapon pack. I'll go over and make a good number of auto saves, not something I've really looked at before but thanks for the feedback Ill sort it. No that error is just that there is no more missions. I'm not sure how to get rid of it. If anyone knows what to do to get rid of it please let me know! I'm also working on a few other projects but 100 days in my favourite so far.
  18. Good new is I'm back from training, bad new is I fractured my wrist! It will be fine but scripting on Barras is going to be slowed lol. Its still on track and looking good, I'll have a more detailed campaign overview soon.
  19. Dam that's I nice intro, I just love the music lol.
  20. Thanks for the none ACE version TexKaz, I'll give it a go when I get home. Looks good.
  21. Hey just a quick status update on my RWO protect about British intervention in Sierra Leone. I've finished the final mission Operation Barras, but still have a bit to do on missions 1 and 2. It's looking more like it will be a 3 mission campaign, but depending on how it works out I may split the 1st mission into two parts. It's looking good but there are a few things I could use some help with on the 1st mission, mainly voice acting. Good new is most of it is for a Multinational UN force so almost any ascent will do! The parts I need are as follows. UN central control : Any ascent will do but be advised this person refused to acknowledge the report that RUF had attacked and gave an order that got some Zambian solders skinned alive, so not a hero part. UN officer : In real life was a Norwegian, but any ascent will work. Was a brave man who went to investigate the first RUF attacks and was captured. Kenyan Officer : The Kenyans were an extremely brave and disciplined force that held of the first RUF attacks until the British arrived. This is the tricky one, an African ascent is needed really. Also any addon suggestions for the Kenyan army would be good. At the moment I'm thinking of using some of the woodland units from Desert Mercenaries and BlackOps since the camo is almost the same. Let me know if you can help at all. Thanks On another point the more I read about the conflict the more nasty things I find out that the RUF did during the war. I don’t think I can do the protect without mentioning some of it and I think it would be unfair to skip over it. Hope people will be ok with this.
  22. I would also like to wait for a full version with voice acting. Adds a lot to missions.
  23. rcmw

    [CAMP] 100 Days

    I used the AC-130 script by LurchiDerLurch, its a very good script and it also has a UAV section. It's also full customisable, you can set number of missiles, time and how often it can be used. It's the same one headsup used in lions of Kandahar. You can find it here http://www.armaholic.com/page.php?id=10136 http://forums.bistudio.com/showthread.php?99545-AC-130-Script-for-ARMA2-(0-3)
  24. Sounds excellent, your missions always have a lot of detail, depth and atmosphere. In a sim like Arma 2 I almost find the depth and atmosphere creating immersion is as important as the gameplay. So looking forward to it! Not sure I can help with American accented voices but if there is anything I can do just let me know. I did a bit on modern military histories most influential battles (for the British, and according to my lecturer) they were Goose Green, Granada, Mogadishu, Desert Storm, Operation Barras, Both battles for Fallujah and the conflict in Afghanistan. I'd love to see these in ROW format, I'm happy to see most are already in the works in-fact. If you follow them you can clearly see the evolution of western warfare over the years. Also one of the best things about RWO is you can learn something about the conflicts you know little about, its one of the reason I'm liking Kommiekat's campaign and looking forward to Chechnya.
  25. rcmw

    [CAMP] 100 Days

    I'll be putting out an addon version as soon as I'm happy most of the bugs are gone, I've had very little time to do anything over the last week so this is taking longer than I hopped. I'm putting out small updates as I fix things at the mo. Big problem I'm having is I'm not getting all the bugs other people are mentioning, air support works fine every time for me but I know it has vanished for some people and I've had reports that the medevac helicopter takes damage randomly, but again I can't find this. I'm hopping that with 0.4 only spell/grammar checking and a few unknown problems with the supports is all that’s left. Yes on Day 81 I had accidentally used a car form the ACR DLC. Since arrowhead has ACR units and I though ACR light would stop any big issues I did not check for this too closely but I think it is the cause of the crash on that mission. It has now been removed and the addon dependency deleted. I've tested this with ACR DLC turned off but since I was never experiencing the crash myself I can only hope that was it and now its fixed.
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