wilf55
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Everything posted by wilf55
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I'm not overly sure what a 'rail-based' system is, but I'd like to see an land convoy system that has a visible planned route (ie: it can be seen beforehand, and altered to take different routes), has a set speed (ie: 30, 40, 50, speed of slowest unit, or as fast as possible), a spacing/formation option, and a way to deal with enemy resistance (ie: drive through and engage on the move, or halt convoy/dismount and fight). I would say that implementing this 'on-the-fly' in a mission may not be easy - and may not be required often, but giving this option to mission editors would be great.
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1. I know that the SAM Support script supports Chernarus, Utes, Takistan, Isla Duala, and Fallujah. Apart from that I'm not sure (I'll try and test it a bit later). Are you sure you copied over all the scripts and assigned yourself as a soldier that had a GPS unit? If your unit has no GPS, then the current location will not automatically be entered. Edit: Just tested the desert map and all was fine. If the 'Your Position' details are not visible, then make sure your soldier has a GPS unit. I can send a copy of the test files if you'd like. 2. The target position is the East/North coordinates of the thing you're trying to hit with Artillery or CAS, or where you want your Transport. You'll need to work it out from the coordinates on the map. 3. When you place the artillery pieces or planes for CAS/Transport make sure to give them a name in the editor, and a helipad as a base. In the "sam_support/sam_support_init.sqf" file give them the same name: //CAS //Callsigns and units for CAS ["Displayname", unitname, helipad assigned to heli] sam_cas = [["Crazyhorse",Crazyhorse,h1],["Digger",a10,h1]]; In this example the displayname is the name that the aircraft sends back over the 'radio' when you send it a mission, the unitname is the actual name from the editor, and the helipad is the name of the invisible helipad that you've set out as the home base for the aircraft.
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I'll never forget playing Shellshock Nam '67 and while walking slowly up to an area I thought there was going to be an ambush, hearing "We gonna get you GI..." - it was definitely off putting for a bit. Psyops may fit in as part of the storyline, but it really depends on what story BIS decides to tell.
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Roughly how many MB used in one hour online session
wilf55 replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
I'd agree with around 100-150 megs per hour. -
Has anyone else experienced issues with using the map in Fallujah v1.2 ? I can only zoom down to 200m resolution using the mouse, I can zoom in further if I use the keyboard - but as soon as I let go of the key it zooms back out to 200m res. As well it looks like the north/south map coords reset themselves halfway through the city. Any ideas ?
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I was wondering if anyone had an update for Fallujah v1.2 and SAM Support - it seems that the map coords have changed again. I tried editing the sam_support_init.sqf and the client.sqf but the GPS north position is always off.
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"dependant on downloadable content..." (lae_r_m4m16_co.pbo)
wilf55 replied to Bourne's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Open the mission.sqm file for the missions you've created and remove the references to the files you no longer have. Should work fine after that. -
Why not have the secondary monitor blacked out by default, then when the map key is pressed the map is brought up/unfolded/whatever you want, and the primary screen is blurred slightly - simulating peripheral vision. It may also be worthwhile limiting soliders on foot to walking pace while the map is out to simulate the need to concentrate on the map to view it clearly. This seems like it meets most of the requirements of the "OMG, totally not real" camp.
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Game locks up when shooting a weapon.
wilf55 replied to thollis89's topic in ARMA 2 & OA - TROUBLESHOOTING
Have you been able to play the game properly before, and only recently the system has locked up upon user fire ? If so, then I'd definitely suggest a reinstall - just in case something has gone wrong somewhere. Additionally (this is clutching at straws a bit too) maybe remap the fire key to another key (maybe something on the keyboard) to test to see if it may be something with the mouse/drivers ? Does the game lock up when the AI fires, or just you ? (More questions than answers, I know - but trying to be helpful) -
[OA] UnitCapture & UnitPlay Functions
wilf55 replied to Big Dawg KS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've retested it a few times, and it actually seems to be the FFARLauncher that is the problem. I changed to a AH-64D and could fire Hellfires and the cannon, but still no rockets. Anyone had any experience with this ? -
Car Bomb that drives ???
wilf55 replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If it's a single car that should explode at a certain point, you can use a trigger around that area and spawn a GBU or 125 HE Shell on it ? "Bo_GBU12_LGB" createVehicle getPos carbomb; (if carbomb is the name of the car that you want to explode) If it's a random thing you're after maybe this thread will help: http://forums.bistudio.com/showthread.php?t=94985 -
[OA] UnitCapture & UnitPlay Functions
wilf55 replied to Big Dawg KS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've followed the missions posted above, and I've got a map with helicopter two paths (Insertion and an attack on a building not far away). The paths work brilliantly - no issue there. The issue is with getting the second helicopter to fire on command. I've copied and pasted the code from SniperWolf's example (which works fine - both path and firing), and changed to suit what I want, and then it doesn't work. Can someone let me know what I'm doing wrong ? [b]init.sqf[/b] LBPath = compile preprocessFile "lbpath.sqf"; CASPath = compile preprocessFile "caspath.sqf"; [b]lbpath.sqf[/b] _InsertionPath = [<<Data>>]; [LittleBird_Insertion, _InsertionPath] spawn BIS_fnc_UnitPlay; [b]caspath.sqf[/b] _CASPath = [<<Data>>]; _CASFire = [[67.187,"FFARLauncher_14"],[67.431,"FFARLauncher_14"],[67.689,"FFARLauncher_14"],[67.894,"FFARLauncher_14"],[68.209,"FFARLauncher_14"],[68.454,"FFARLauncher_14"],[68.663,"FFARLauncher_14"],[68.874,"FFARLauncher_14"],[69.158,"FFARLauncher_14"],[69.359,"FFARLauncher_14"],[69.66,"FFARLauncher_14"]]; [Venom_CAS, _CASPath] spawn BIS_fnc_UnitPlay; [Venom_CAS, _CASFire] spawn BIS_fnc_UnitPlayFiring; [b]Radio Call - Ingame Trigger[/b] path1 = [] call LBPath; path2 = [] call CASPath;