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victim913

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Everything posted by victim913

  1. I got a screen shot from one of the things i was talking about. You can see the top border is not at the top like it normally is. It's a little lower. The red lines i drew is where some of the waypoints, etc. will show up when the black top border is in place. The time before that, weapons and units were on top in the black and ther rest were where the red lines are. ALso in the picture you can't click on units or weapons during this particular time, I had to use the F1 for unit. Also the edit weapons section is fine. But when those happen again, i'll post them for you.
  2. victim913

    JayArma2Lib

    Does anyone know if it matters that jayarmalib NEEDS to be in the shortcut? Or can it be activated in the expansion section in the game? After restarting of course. I mean is there a difference between how we get this in the game?
  3. Thank you. Got it working finally. Now i have problems. At the top of the rte in game, Units and weapons are at the top of the screen but waypoints and etc are under it. On the game instead of the black menu border you have. Also i have experienced times where you edit someones weapons and the weapon spaces don't line up. Some magazine icons go over the weapon/magazine selection. How do i get it to be in the right place everytime?
  4. If you are in the regular rte 3d. K is copy P is paste. If you ever need to copy text in the init. It is the normal ctrl+c paste ctrl+v if you copy a single soldier it will actually only copy his whole squad. so make sure units are not in squads if you want to copy a single unit. Jonos, I am confused. Maybe I am thinking on a different level. If I follow your instructions from the page, the furthest you go to explaining what to do is to open the rte. So i take that you start the editor, then load your mission. when the mission loads and you begin to play, I push esc, then i push the Real Time Editor. Then your editor comes up. But what come after that? I am used to pushing export, but since we are not using rte capture, then how do we get the rte stuff into a mission? Is there a file somewhere that writes all the data that I just placed? And I may be getting mislead too. You say "use the jayarma INSTEAD of the rte capture. So to me that means just opening the game and never touching capture. But you say we need to still use it to start? Sorry just confused and reading all the responses in this thread just confuse me more. It's a bunch of people who say they tried different thing getting different results etc. Maybe you can do a babystep by step tutorial. Starting from the regular game, then to downloading where and how, and where to put everything exactly.
  5. CannonousCrash, push f10 when you have the rte open. It gives you all kinds of control options. On one of then you have the option to set vector up. It is automatically not on. When you select it to on, it will make all objects flat as you put them into the game. And that helps because once you put them into the mission, they get put flat and all the lining up you did is wasted. Anything regarding blufor, and the others will not go flat. So static weapons won't go flat. Some things like bunkers go in flat but as you move them over uneven terrain they tend to move a little, like they already do but not as severe. They usually stay flat. I always use the vector up. There is a downside though. You can't copy and paste anything except the BLufor,opfor, ect. If you place a tent, and copy it, It will paste, sideways or tilted or upside down. But if you know you want to copy and paste alot then just f10 and switch it back for that time. I still want to know what jayarmalib has to do with RTE. They said it is just something that runs, and unless you have a problem, then it means its working. So how do we export what we place in the RTE? If we are not using RTECapture, were does everything go?
  6. victim913

    JayArma2Lib

    I'm sorry, but is there any instructions how to use this anywhere? I know to put things where they go, but when i open the game I do not see anything different. Especially now that RTE wants us to use this. I can't figure out how this even works. I don't know scritpting. If i add units in the rte and use this program, where is this program? and how will it know what i did in rte? I appreciate any help. I used rte since ive had this game and now it doesnt work anymore because it has been changes to work with this now. Someone help. I really do need someone to draw me a picture or spell it out for me. I am getting frustrated. thanks
  7. Ok, I followed all the directions. My question is though, What the heck is this jayarma thing? It does not come with a readme that tells you what to do, It just says where to put it and what types of strings and things it can do. But what is it? I get the game open and start RTE, says can't establish connection to rte capture. But like you said we aren't using that anyway. So where do we see this jayarma program and if i place units down, how can i get them into my mission? I am going out of my mind with frustration. I'm tired of some addons treating us like we know everything and don't give dummy read me's for people like me who know nothing about scripting. Please someone help. I really need rte. Even when i try using rte with capture now, if i set something down and export it immediatly it works, but if i place 4 people down and export, then it says no lib dll . I have wasted a whole day that i could have been doing something.
  8. I finally had it working perfectly again. I used an older version of the RTE and I changed the armaOA.exe to say arma.exe and all was beautiful. But then i opened RTE while i was online and it automatically started to update. So i disconnected. It was working the same- I opened game, then RTE, then pushed "activate monitoring". This allowed me to use it and when i closed mission i could go back out and push "activate monitoring" again. But after the attempted update, It works fine, I test it by exporting to rte capture, I go out to the capture and save it and start new, All while still being active but if i try to export all again, I get a injection dll error. So it looks like I can only export once now. I want my old setup again. :(
  9. I know in Afghanistan Armies use Donkeys/Mules to get up into the hills and mountains. How about you make some for the game too. Put some packs on the sides and let them carry equipment up the mountains in Takistan. And I know this is Taboo in these kiinds of games, but what about teens or even kids? In Bf2 someone got ripped apart for suggesting that. But this is more of a simulation. And that happens alot over there. Not so we could kill kids but it gives a more danger and uncertainty while patrolling the streets. Giving some of them weapons and some women weapons, but give them the ability to drop the weapons when they get in serious danger. Most ROE won't allow you to shoot unarmed people. Just two ideas to get more realizm. You can even make killing kids and women a penalty unless they are directly involved in combat. Have no problem putting hookers in the game why not that? Just an idea. But the Donkey one is very useful. Thanks
  10. The only way i know how to do them is to find the campaign or mission and use a unpbo tool. I had pboview and it worked perfect, but since OA I can't unpbo anything anymore. They changed the headers and I have tried every pbo editor out there and I can't find any that work. But others have some that work. The armatools supposedly works, but you have to have some windows net 2.0 thing and my computer won't install it. Search in some of the other threads. search "pbo" and you should find a few that talk about a bunch of different kinds. If you find something let me know. I also heard that once you put one on, and it doesn't work, you have to find all the references to it in your system and change them one by one. but if you want to edit any of the regular arma2 missions it will work. HOW: use the tool to unpbo and place it in the folder that has your editor missions at. then you can open them up in the editor and see everything. Whats cool is playing them that way, then use RTE during the mission to add anything at anytime as you play.
  11. I recently got PMC and decided to play Crimson Lance all over again. I get to the part where you need to deactivate the mines and get out and have my engineer get out. The help screen comes up and tells you to either team switch or have him move to the mine then, using the quick menu, you can tell him to disarm it. However, there is no deactivation option in the action menu. I remember aiming at the mine and selecting "deactivate". I can still get buy with pushing 6-1 to get him to deactivate only if he is right next to it. If he is a few feet away, there is no option. So anyway, I don't kknow if it's a bug since the PMC or the 1.56 or if it's just me. Maybe someone can check if theirs works right? Thanks
  12. I know if I set a medic to a support waypoint he will give support. But what if you mix. 1. a team with a medic, engineer, team leader, and rifleman. will that support medic and engineer? or one or the other? 2. And what if I empty a repair truck, place engineer with a getin command will that work the same? or can you get support from the truck and engineer seperately? 3. What if I did 2. putting an engineer in an engineer truck with a medic as passenger. What happens based on question 2 and 4? 4. OR ambulance with 2 medics? will that give 3 supporting medic options, 1 the vehcile, 2 the medic, 3 the other medic? Thanks
  13. victim913

    no deactivation in action menu

    After the first person suggested team switching to the engineer, I responded saying that was not my question. Now someone else tells that to me again, when I said that was not what I was asking. I had a specific question. I never asked how to disarm a mine, but everyone thinks i need a lesson on how to disarm a mine. I will be more specific still using an example. If i am the squad leader and I have a medic in my squad If I select the medic and point at someone wounded Instead of "move there", it says "heal soldier" basically. Then the medic moves to him and heals him. I was asking the same about the engineer. I remember (or thought i did) pointing at the mine and the "move there" changes to "disarm mine" Then the engineer moves to it and disarms it. I did not have to use the 6-1 keys. Does that make sense? I know there are three or four other ways to do it. And if you read what I wrote, you would see, I was not asking how to do it any other way. I appreciate the help. But if I'm asking how to fly a helicopter, and someone tells me how to drive a tank, then it's pointless. Now I could be wrong about what i thought I remembered. But most of you team switched during that part of the mission. If you did that before, then you won't be any help. Because if it is something that is related to any update, then you trying it now, doesn't make any sense because you can't compare it to before the update. So if no one remembers being able to point at a mine when an engineer is selected and telling him to disarm, without having to use 6-1, then don't answer. Everyone was so excited to use the new engineer features that most team switched to use them. So if you don't remember, or never tried it before, then don't answer please. It could be a figment of my imagination but i could swear i did it. I played that mission a couple times before and tried it different ways. Thanks for trying to answer but please answer the question not what you think the question is.:bounce3:
  14. Nevermind. I found the problem. For some reasons backpacks do not show up when i put them in using the RTE 3d editor. When i open the mission back up, then they have them. Maybe someone can delete this topic Sorry thanks
  15. I am using the RTE and i am using Proving Grounds map. When I select Warfare Buildings, and select "Camp", as i hover above it, anything under the camo net turns light blue. Correction, actually the space directly under the net is fine. But the gound (that comes with the camp, not proving grounds ground) outside of the H barriers turns light blue. looking at it through the net. Checked Depot and the part of the net that folds down over the sides turns light blue when looking from above at an angle. The only changes that I have made to any of my mods or addons etc., has been the last patch, andbuuying the PMC. And this never occured before that. Maybe someone can verify this. Thanks
  16. victim913

    no deactivation in action menu

    Maybe you didn't read what i wrote. Maybe you should read it again. My question isnt why i can't deactivate the mine or how to team switch. MY question is "why is it gone from the quick menu"? I should be able to point at a mine and tell him to deactivate it using my own action menu. I can still do it using the 6-1 keys. But the game has the feature for a reason. i didn't buy the game to find alternative ways of doing what it's supposed to. So can someone please check if it has occured on their game after PMC.
  17. Two seperate questions. I want to put a merlin at 0 health like a crash. I don't see a wrecked merlin in the objects so; If i put it there in the editor it will be on the gound with landing gear down in bad shape, but not like when it gets destroyed. When i use the RTE editor and I TRY to place it where i want it, it is the totally destroyed version (which i want) landing gear is up, but it bounces right when it appears. tunguska does that too. But for the merlin, it bounces and always, always lands on it's side almost upside down, half buried under ground. So in editor it has landing gear down. I want it up. I can live with the condition its in but i don't want the gear. I don't want to sink it down to hide the gear cause I want it to be a aliittle on it's side. Or i would like the destroyed version to stay still and not bounce. I have tried adjusting height and won't work, either bounces higher or if it's in the air a little higher(to prevent bounce) then it turns upside down in the air. Anyone know how to do either of these? I have searched but didn't find anything that matched. Also i want someone to fire flares continuously into the air. Hunting down an ejected pilot at night, i want the opfor to look for him firing flares as the previous one burns out. Thanks
  18. victim913

    Weapon issue in PMC 05 Elimination

    if you restarted the mission, all saves will be lost and you have to start all over again.
  19. My computer is crashing in the cutscene after aviation. Whole computer freezes. I've never had anything like that happen with this game. And i have a really good system
  20. Pretty self explanatory. In PMC campaign, Zargabad has turned into $#!T. How can i get that. I excpected it to be a seperate map, but no I don't see it. So how can i have a destroyed Zargabad? Thanks
  21. victim913

    Campain quality in ARMA

    I'll try to keep this short. Arma2(OA, BAF, pMC, etc) is only a foundation for a game. i would go so far as to say it's like a monopoly game board. Only the board. The community is the money, the cards, the pieces, etc. I bet if mods like ACE and BWmod were allowed to charge money for what they produce, alot fewer people would pay for your stuff. You don't even finish some. BAF, CZ, Germany,.all incomplete. BIS have found a way to make a game that is made by the community. They release the game with the engine, but after playing the game for about a week, the game is useless. there is no replayabiliy in the missions or campaigns. Harvest Red almost does. But after that, all campaigns, became a collection of random missions that focus on one "feature" of the game. In fact, isn't that what "bootcamp" is? a chance to use one specific feature, learn how to use it? BAF is a very clear example of that. All the missions are all the same. Fly a merlin for 5 minutes, Fly a wildcat for 5 minutes, clear some mines for 5 minutes, etc. There is very little challenge, no need for decisions, or even options. it's straight up. It's like playing DOOM all over again. I just got done playing a mission where i walked around throwing smoke grenades at civilians for 5 minutes with no purpose. Or standing on an airstrip waiting for attackers that we knew were coming. And after 5 minutes, that was it. At least Harvest read you had me ride a mountain bike to fill some time but this PMC shows the laziness. You guys don't even take the time to show a helicopter take off or land. Or when we cleared the street of snipers for the covoy, the convoy didn't even move. At least use some energy to show us what we were doing it for. You made this huge world for us with all kinds of stuff we can do with it, but the create missions that pretty much follow a hallway or corridor, with no real change. Sometimes you move the objecitive or location of spawning ofpor. But NO one plays your missions more than once. Moslty at least. I say that it is the community that is filling your pockets. They shold be the ones getting paid. They make the stuff that people play with. You guys got it easy. You sit back and watch money come in from the popularity of the game takes off because of what all these mods have created for you. I heard about the game from a mod that i came across. If not for that mod, i would never have even known about the game. I love the game and i will pay for anything more that you release. Do you know why? it's because people like A.C.E. and BWMOD and all the users that are out their creating addonss. If these people didn't exist, you would be out of business. For example, I just bought this PMC download. Why? I will almost never use the PMC faction. I love the proving grounds map, but even then you make it so small it will rarely be used in missions. But I buy it bcause someone might make a mission that requires something from it. or because i want to use the helicoptor in my mission. But the rest of the time, i will be usig a majority of user created content. I challenge you to find user created missions that only use BIS stuff. You will get a handful, and those people probably have slow connections and don't have the time to wait for downloads. You have created a drug, You gave us just enough to get hooked, then you rely on us to keep supplying more of the drug. You drug pushers:eek: And you know what happens when people can't have the original drug they start making their own, and they get cheaper and lower in quality. Step up. You made the game, stick with it and finish it. At least if you won't give us good quality campaigns or missions, at least finish what you started. BAF has no warfare/military buildings or even a tank or any support. So no one can make a good warfare mission usig BAF. Germany has nothing. only a couple troops CZ has next to nothing. Dont even have a medic. Don't get me started on the OPFOR. how does Takistan have better cars than Russia? Why no Chinese or north korean? Just clean it up finsih up on these before moving on to PMC stuff. Make good Campaigns. missions that make sense, and give us options. I like flying the Merlin, but if its just to pick up people in random locations for 5 minutes then don't bother making that mission. make me get shot down or something and have to find a way out or rescue. And no more Corridor/hallway missions. I don't want more missions where i have a specific path to follow to meet enemies in predictable locations with a big boss fight at the end. And no more Rambo. No one will send 2 jerks out in the proving grounds with a sniper rifle to take on 15 tanks while they all stay in their spot while their buddies are burning in the tank a a few meters away, black smoke going all the way up to be seen for miles around while all the soldiers go about their business picking their nose etc. And one last thing. Keep them coming. Make campaigns and release them every month or so. make them interesting. Give them purpose, and create a real time type of situation that you can keep track of keeping the storyline going every time you release them. Thanks. I love this drug. Armaholic is my drug dealer. But seriously you gotta start making better drugs, cause Armaholic has to keep mixing in extras to make it worth the dough. If you give some quality then no need to mix. :bounce3:
  22. My main question is How do i get Zargabad to have all that destruction? Second the "proving ground map" is excellent. BUT it is too small to play with. The onl way you can play is if it is a straight heads up match. Both teams will see each other right from the begining. Shapur was the same but it hd building to hide forces behind. I love the map though. But please bigger. I like how you pretty much don't need to buy the DLC. All the PMC's clothing isn't high detailed so having bad textures really looks like normal. Same with their vehicles. They are all black And unless you are right next to them. You don't need to see detail. And so far, it looks like the campaign is free too. Thanks. I'll still buy it though.
  23. victim913

    newby question re AI

    First, do not get any mods or addons. It will only confuse you. Especially AI mods. Do not get the Zues or anything else until you know how to play. Especially when playing multiplayer, if you get used to those AI mods then play a game that does not have it, you'll get lost. I couldn't figure out why my guys would have good weapons then walk up to a dead guy, breaking formation, ignoring your orders, then put down their awesome weapon and pick up a crappy gun. Or just walk over and set down their ammo for no reason. BOOTCAMP, BOOTCAMP, BOOTCAMP, then Campaign, then single player missions. Do every bootcamp mission a few times if you have to. Also use bootcamp to set your controls. Set all the fine tuning. where you want your controls and how sensitive to set things. then go into the campaigns. They build up so you learn as you go. You start off as a nobody then you get more control of squads etc. Most of the individual missions require you to know something about the game already. You can't control a squad without knowing how to play. The hard part is all the numbers for all the menus. You can still play by just selecting someone and pointing. Read the stuff at the begining of the missions. It tells you what to do, how to do it, and who will help you. So when you hear "5, move 50 meters north" Then you know who 5 is. Click your map click on units and see who he is if you want. Also they always say "50 meters". It can be a mile away or a few feet away it's always 50 meters. In OA there is a clock at the bottom of the screen when someone says "enemy 11 oclock", then the clock appears and you can see where 11 oclock is. You would assume it is based on where you are facing but it isn't. Just look around. If you are playing the first arma2, then if they say enemy and you don't know where 11 oclcok is, click on the map and see where the enemy is there. Seriously BOOTCAMP. do it again and again. When you start the campaign, you are told where to go and what to do. all you have to do is kill. And you have to find your own pace. If you play OA the first mission in the campaign would suck if you followed what your squad tells you. They stay away from the battle and move at a snail pace. But if you are new that will be ok. I would recomend playing the regular arma2 campaing then OA, cause OA campaign is more focused on new stuff. The original one focuses on learning the game. But after BOOTCAMP, and maybe a little while into the campaign go into the editor. It is way better than the armory. put everything you want to use on the map and try them all out. The armory only lets you do one at a time. Then put OPFOR on the map and set up a waypoint or two and fight. Get usedd to the feel of it. Don't worry about scripting or addons until you know what you are doing. It will take alot of Patience. Drivng vehicles suck. aiming sucks, but you will get used to it. Aiming is bad. i move my mouse a half inch one minute and I point a few feet away, a minute later i move the mouse a half inch and i end up poiting behind me. It never seems constant. Driving is bad too. There is a delay. It's like driving a car with no power steering. You turn using keys and a second or two later your vehicle turns. But by the time you start to turn you already have to turn the other way because you turn to far. i don't know why they can't fix that and make driving easy. I should be able to press a key and my vehicle turn at that exacxt moment. That way i could use the mouse to look. not steer.
  24. PLA !!! We had someone start working the PLA but just dropped it. Can't anyone start making some more chinese addons. The PLA now only has a tank, apc, a couple car/jeeps/ and helicopter. Can't someone make a couple jets, or attach helicopters, or bigger transport helis? I want to use them but the way they are now isn't very practical for a campaign. No statics, or HQs, or Warfare buildings. etc. AT least some jets. And maybe some more aircraft for takistan. Like Mirages or things that are modern. The way they are set up. They really are not much of a threat to warrant all the BLUFOR that is out there. I like the enterable buildings ideas but they need to fix things. As it is, I tried Populating Feruz Abad in Takistan. putting soldiers in buildings so i can have a good house to house type fight, but it doesn't work. Every AI walk off the sides of the terraces. They walk through fences and gates. Even if i put sandbags they still walk through them. So i'd like to see better AI abilities for entering those buildings and using them. They don't go in unless you tell them to. Once in a while they walk in if a formations puts them in a doorway, but don't go upstairs to get better view or anything. So AI building behaviour would be good.
  25. I think the engineers should have the ability to demolish most fortifications. Mainly the steel hedgehogs and barbed wire and the barricades. Maybe even some of the sandbags. This is something they would normally do. Bridges would be cool to destroy too but the AI never use them. Also add an engineer specific vehicle. I've seen them use vehicles that will shoot a line of c4 into a mine field and clear paths. We could also use that vehicle as a way to build things in game. With the engineers within a 20 or 30 meter range from their vehicle, they would be able to build barricades or sandbags, or barbed wire etc. Similar to the "Construction Mode" but instead of it revolving around a HQ. It could be anywhere on the map that the vehicle can go. And perhaps add a helicopter function too. Just add the existing heli to the support menu like the medivac heli is. That would make the engineers extremely useful, almost a requirement for a good mission. Even now they pretty much only exist to help fix a damaged vehicle. So alot of people still don't use them much. This idea would make them a very important part of missions. Along with this idea I would like to add that the hedgehogs are too small. Tanks can roll over them. I have never gotten stuck. Making them a little bigger would be nice. And making Barbed wire damage anyone that touches it like fire. Lastly, maybe you can change the way they clear mines. As it is you have to pretty much stare at them and point to each mine and tell him to disarm it. Maybe you can also add a "clear area of mines" option where they automatically clear all the mines within a 10-20 meter area. That way you can stay focused on not getting killed. Anyway I think it would add a lot to the engineer without you having to spend much time implementing this. Thanks.
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