Jump to content

Vino3

Member
  • Content Count

    165
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

1 Follower

About Vino3

  • Rank
    Sergeant
  1. mine is on the latest patch, so my problem still stands
  2. I have been trying for a long time now to make a high command mission, but i cant make the units do what i tell them. Now this may seem like an editing question, but it is not. The high command menu comes up fine when i press ctrl+space, and i can select the units fine as well. But i cannot under any circumstance tell them to do anything. I click "set waypoint" and nothing happens - no confirmation from the unit, no action just silence and nothing else. At first i thought i was just setting it up wrong so i downloaded a template. it did not work either. So i disabled all my mods to see if a mod was somehow breaking it - still no dice. So with all my mods disabled i did the high command tutorial and it didnt work either. The whole time it has been the same problem, this makes me think my arma 2 OA has a bug. Is there anyone else who has encountered this? if so is there a quicker fix than reinstalling everrryyyythhhiiinngnggg?
  3. How about keeping your mouth shut unless you can help? I read what he wrote and have followed his advice, i was simply saying that i had tried redownloading and that i had no idea. So, therefore, im probably going to file a ticket arent I?
  4. iv tried redownloading from everywhere i can find cba, still getting this error my modline is starts with -mod=@CBA;@etc etc so i ave no idea what in the hell is going wrong
  5. i recently updated my ace files an cba through six updater, and now i get an error on startup: "Inclide file x\cba\addons\main\script_mod.hpp not found" or the same for "script_macros_common" tried rolling back to previous versions and still no dice. is this a problem at my end or a cba problem? any help would be appreciated, cheers
  6. i recently updated my ace files an cba through six updater, and now i get an error on startup: "Inclide file x\cba\addons\main\script_mod.hpp not found" or the same for "script_macros_common" tried rolling back to previous versions and still no dice. is this a problem at my end or a cba problem? any help would be appreciated, cheers
  7. nice thanks mate hes just survived a large bomb so the crying isnt really unjustified
  8. thanks guys will try when i get home ---------- Post added at 02:08 PM ---------- Previous post was at 01:59 PM ---------- on a side note, is there anyway to force the **player** to be prone? ive searched but its all about making AI stay prone.
  9. is it possible to 'freeze' and object in place, so that it doesn't bounce around and move out of its position?
  10. how do i create tasks without having a briefing at the start of a mission? [edit] scratch that. make it: how do i hide a task and then have it created at a point during a mission. would i put the task in a script and trigger the script in game?
  11. also, if the unit you want shot AT but not HIT, is the opposite side to the shooters (eg. he is blufor, and they are opfor), to avoid him being chosen as a target you can set him to be captive. see here.
  12. http://forums.bistudio.com/showthread.php?t=73241 I think this is what you are looking for, scroll down and you'll find the weapons + ammo
  13. i want to make the player unable to move once he hits a trigger how do i go about doing this?
  14. i dont know about disabling the commander, but you could place and empty m1a1 then put two crewmen near it. then follow: crewman 1's init line: this moveindriver tank (tank being the name of the m1a1) crewman 2's init line: this moveingunner tank you might have to add a loader as well, but this way there is no commander use your doTarget and doFire commands on the gunner and driver i suppose. i am not sure if this is the best way to do it, if anyone else knows one im all ears
×