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Everything posted by Gekkibi
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Squad logo used by AI?
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your quick reply. Haven't found the right selection number, but at least I know I am in the right tracks now (I was able to "paint" the hull of a tank to the color of the logo). I will re-reply if I find the right number. Edit: I unPBOed and opened the config file. The right selection number for ACE M1A1 (desert) is 14, but when I tried that nothing happened. I started to paint different areas of the tank with different color by using RGBA and found out that I have only 5 diffent areas (0-4). With numbers bigger than 5 has no effect. Edit^2: I just proved my stupidity by placing non-transparent textures over each other. There is still hope I will find the right number. :) -
...Except Silent Hunter -series from Ubishaft. ;) The campaign has some needed variety. All you did in normal Arma 2 campaign was running after couple of war criminals. And I also dislike warfare in campaign missions. Warfare belongs to MP/SP scenarios. It was short, true, but I enjoyed (almost) every single mission (Except the missions where I was TC. Tanks FTW, but with AI crew... No thank you!). It is sad that they kind of botched multiplayer campaign. Why can't I play it so that everyone are in the same team (For example in infantry team or inside the same tank as crewmen)? It is almost like playing offline at the same time, because there isn't much interaction with each other.
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[How To] Simple Support Module (OA) ?
Gekkibi replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think you are doing it wrong (Can't test. I am at work). Try this one: ["BIS_SSM_AmmoDrop_ENABLED_WEST", false] call BIS_SSM_fnc_InitVariable; Change the boolean state from true to false, not the string. -
AC-130 Script for ARMA2 (0.3)
Gekkibi replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Odd... Now it is working perfectly with and without ACE. Mysterious are the ways of computers... -
AC-130 Script for ARMA2 (0.3)
Gekkibi replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tried it in multiplayer without any mods and no shaking at all. I try to figure it out what is causing it... -
AC-130 Script for ARMA2 (0.3)
Gekkibi replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pure awesomeness! I experience insane camera jerking and lagging when using ACE-mod (Because the actual airplane doesn't have same dimensions I presume [Camera is in different position, for example]). Any chances to get ACE-compatible version? And if it is not too much to ask a simple way to disable hud/3rd person view. They are killing the immersion. -
Script: Cross-Com (Units shows in map)
Gekkibi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cross-Com Positioning System is part of bigger script (Other "modules" are even more WIP than this one). CCPS creates marker that moves and rotates with the unit, thus allowing players to see their positions by using a map or GPS (Right CTRL + M). Marker color changes its color between base color (Makes it easier to recognize different groups if you use unique color for every group) and the condition of the unit: Green is healthy/undamaged, yellow is injured/damaged, orange is if the unit is in agony (And first aid module is activated) and red is dead/destroyed. There are lots of more features, which you can learn by reading the comment lines in the script. As always, bug reports / feedback / suggestions are more than welcome. And remember: I am not doing this for myself. I am doing this for the community! Use it freely. Modify it freely. I don't care even if you stuff it up your a--... :) Copypasta it to your favorite text editor and save it to cross-com.sqs (Put it into \missions\mission.island\cross-com -folder). ; Cross-Com Positioning System (CCPS) by Gekkibi ; Version 1.06 ; ; Copying and distributing this script is under EVVKTVH/ICCLEIYSIUYA license: ; http://evvk.com/evvktvh.html ; ; Features: ; - Units and vehicles visible in map via map markers. ; - Marker moves and rotates with the unit (Markers disappears if the unit is in a vehicle). ; - Group leaders easily recognizable by the markers size, which is bigger than others (Adjustable). ; - Empty vehicles are shown black. ; - Selectable marker base colors to make it easier to distinguish different groups from each other (Optional). ; - Marker color changes between the selected marker base color (And black if it is an empty vehicle) and the condition of the unit (Optional). ; - Healthy/undamaged (Green). ; - Wounded/damaged (Yelow). ; - In agony. Only if first-aid module is in use (Orange). ; - Dead/destroyed (Red). ; - Marker position and direction updates only if the unit has actually moved, and the marker isn't dot or cross (No point to turn them). ; - The difference between coordinates in the same axis must be 1 meter (Adjustable). ; - The difference between directions must be 10 degrees (Adjustable). ; ; "Optional" means it can be changed by editing the arguments of the exec-command. ; "Adjustable" means it can be changed by editing the script. ; ; Updates: ; - More features: ; - If unit is in agony, his marker color is orange (If marker condition -feature is switched on). ; - More userfriendly: ; - Changed some of the arguments to local variables, such as marker size, changeable in the initialization stage of the script. Thus requiring ; less arguments when the script is executed. ; - Use debug-mode to check marker and unit positions, directions and color. ; - Decreased the workload: ; - Multiplayer desync went from over 9000 to less than 300. :) I would appreciate if you give me feedback how much desync you have. ; - Marker positions, directions, colors and visibility updates only when there is need (Unit has moved, color isn't what it supposed to be etc). ; - More flexible: ; - Possible to choose when map markers are visible and when not. Adds more possibilites to mission makers. ; - The unit marker is now named as "(unit name)_CCPS_Marker", thus preventing problems with other scripts that uses marker names that are using ; unit name as part of the marker name ("(unit name)Marker"). ; - More tweaking allowed: ; - Users can more easily modify the script to allow different map markers to be used. ; - All constant numbers are now variables, which are easily changeable in the initialization stage (Instead of changing the numbers directly ; to the code). ; - Bugs fixed: ; - Minor: ; - Marker direction were calculated even if the unit were in a vehicle. ; - Marker direction were changed even if the difference between unit direction and marker direction were less than defined update difference. ; This happened if other were slightly less than 0 and other slightly more than 0, even if the difference weren't enough to update the direction. ; - Marker type was changed to empty every cycle if the unit were in a vehicle. ; - Marker color were changed even if the unit were in a vehicle. ; - Marker size were changed to 0 every cycle in idle even it already was 0. ; - Moderate: ; - If condition feature were turned on, dead markers blinked between red and the base color. ; - If unit were alone, his marker was the size of a group leader. ; - If unit died while marker color was the condition color, unit color didn't blink in the next cycle even it was supposed to. ; - Dead crew members inside a vehicle prevented the marker to blink black. Destroyed vehicles never blink back, because a bug causes infantry ; to blink black if dead. To prevent this, added condition that the unit must be alive to blink black. ; - Major: ; - Bug prevented markers from disappearing after death if the condition feature was switched off. ; - Bug prevented lonely units markers from reappearing when run condition was turned on. ; ; Known bugs: ; - Minor: ; - When group leader dies, the marker size of next in charge don't change instantly (Is it possible to fix this, as leader _unit changes ; only when someone in the group realizes his leader have been killed?). ; - After awhile markers aren't refreshed exactly at the same time. (How to fix: Global counter with waitUntil. Unfortunately waituntil isn't ; working in SQS-scripts. Tried to convert this script to SQF, but had too many questions how to do it, so at the moment can't do this feature). ; - Moderate: ; - Script is still executable if the first argument (_unit) doesn't exist (Possibility to launch scripts what doesn't do anything other than ; eats resources). Any way to fix this? Maybe it doesn't sound to you it is important feature, but I like that users gets feedback if he has ; executed the script with wrong arguments (For example, if user tries to use marker type 5 (Which isn't defined) the script will inform that ; the arguments were incorrect. Same should be with unit names). ; - Major: ; - ...None since I removed the unit line -feature... :) ; ; TO-DO: ; - Change markers to local so players can switch the visibility on and off via communications interface. Help needed how, because I have little ; experience with multiplayer scripting. Something to do with setMarkerTypeLocal. ; - Remake markerline -feature. Make it work better if someone is in a vehicle... ; - Marker line starts to blink when the unit is far away from his leader. If the distance increases, the line turns invisible. ; - Add marker to the average position of the unit, and draw unit lines to this marker from each unit. Whatever the community wants. ; - No point to show the condition of a unit if he/it is undamaged (Green) and the marker color has been selected. ; - Prevent certain base colors if the unit is using condition feature. Yellow marker blinks as yellow when damaged? Makes no sense. ; - Change this script to do multitasking: One script execution per group. What problems does this cause, other than all group members must ; have the same icon (For example, vehicles). ; - Automatic definition of marker type: Infantry uses "2" and vehicles uses "3". Possible? ; - Color changes independent to the refresh rate. ; ; How to use: ; - Some features are changeable by editing the script: ; - _markerUpdatePos: How much must be the difference between unit and marker coordinates in the same axis until the marker updates its position. ; - _markerUpdateDir: How much must be the difference between unit and marker directions until the marker updates its direction. ; - _markerSize: What is the size of the marker if the unit isn't a group leader (Or is alone). ; - _markerSizeLeader: What is the size of the marker if the unit is a group leader. ; - _markerRemovalTime: How many cycles (Refresh rate) needed to remove a dead marker, if marker removal -feature is switched on. ; - _conditionDamage: How much damage is needed to change the condition from undamaged to damaged. ; - _conditionColorUndamaged: What is the condition color of healthy/undamaged unit. ; - _conditionColorDamaged: What is the condition color of injured/damaged unit. ; - _conditionColorAgony: What is the condition color of a unit in agony (If first aid module is used). ; - _conditionColorDestroyed: What is the condition color of dead/destroyed unit. ; - Syntax: [unit, marker type, marker color, marker condition, marker removal, refresh rate, run condition, debug] exec "cross-com\ccps.sqs"; ; - Where: ; - Unit is the name of the unit (Object). ; - Marker type is the shape of the marker (Number). ; - 1: Small dot (Doesn't rotate). ; - 2: Small circle with an arrow pointing the direction. ; - 3: Triangle. ; - 4: Cross (Doesn't rotate). ; - Marker color is the color of the marker (Number). ; - 0: No designated marker color (Color is the condition. Marker condition must be turned on, or the script won't run!) ; - 1: Black. ; - 2: Green. ; - 3: Red. ; - 4: Blue. ; - 5: Orange. ; - 6: Yellow. ; - Marker condition states if the color of the marker changes by condition (Boolean). ; - Marker removal states if the markers are deleted after couple of seconds if the unit is killed (Boolean). ; - Refresh rate is the time in seconds how often markers are updated (Both position and color) (Number). ; - Run condition states when to update the markers and when not to. This argument must return boolean value. If the argument is inside ; quotation marks the condition is checked every cycle. Without quotation marks the condition is checked only when script is executed ; (If true it will function indefinitely, and if false it will never update marker positions). Note that you can't use word "this" to ; define the unit if it is written in the initialization field. Instead, use _unit. You can also use _leader to define the leader of ; the unit. ; - Debug states whether or not display additional information. It is recommended that only one execution uses debug, if debug is needed. ; Due to the fact that this is only temporary argument, the script doesn't check if it is valid (True or false) (Boolean). ; ; Note that all arguments must have a value, and all values must be valid, or else the script will exit itself. ; ; - Example: [natosotamise, 2, 4, true, false, 0.5, "_unit distance _leader < 1000", false] exec "cross-com\ccps.sqs"; ; - Unit natosotamise is shown as a blue circle with an arrow which color changes depending of the health of the unit. ; - The marker stays in the map even after the unit is killed. The marker position and angle is recalculated every 500 ms. ; - Marker shows in the map when natosotamise is closer than 1000 meters from his current group leader, and is invisible ; when further. Debug-mode is turned off. #INITIALIZATION ?(!isServer): exit; _unit = _this select 0; _markerType = _this select 1; _markerColor = _this select 2; _markerCondition = _this select 3; _markerRemoval = _this select 4; _refreshRate = _this select 5; _runCondition = _this select 6; _debug = _this select 7; _markerUpdatePos = 1; _markerUpdateDir = 10; _markerSize = 1; _markerSizeLeader = 1.5; _markerRemovalTime = 10; _conditionDamage = 0.1; _conditionColorUndamaged = "ColorGreen"; _conditionColorDamaged = "ColorYellow"; _conditionColorAgony = "ColorOrange"; _conditionColorDestroyed = "ColorRed"; _counter = 0; _markerRemovalCounter = 0; _vehicleCrewCounter = 0; #CHECKING ARGUMENTS ?((_markerCondition || !_markerCondition) && (_markerRemoval || !_markerRemoval)): goto "CREATING MARKER"; goto "EXIT ERROR"; #CREATING MARKER _marker = str(_unit) + "_CCPS_Marker"; createMarker [_marker, getPos _unit]; _marker setMarkerShape "ICON"; _marker setMarkerSize [_markerSize, _markerSize]; _marker setMarkerDir getDir _unit; #CREATING MARKER TYPE ?(_markerType == 1): _marker setMarkerType "x_art"; _markerRotation = false; goto "CREATING MARKER COLOR"; ?(_markerType == 2): _marker setMarkerType "x_mortar"; _markerRotation = true; goto "CREATING MARKER COLOR"; ?(_markerType == 3): _marker setMarkerType "mil_triangle"; _markerRotation = true; goto "CREATING MARKER COLOR"; ?(_markerType == 4): _marker setMarkerType "waypoint"; _markerRotation = false; goto "CREATING MARKER COLOR"; goto "EXIT ERROR"; #CREATING MARKER COLOR ?(_markerColor == 0 && _markerCondition): goto "PROGRAM"; ?(_markerColor == 1): _marker setMarkerColor "ColorBlack"; goto "CREATING _MARKERCOLORSTRING"; ?(_markerColor == 2): _marker setMarkerColor "ColorGreen"; goto "CREATING _MARKERCOLORSTRING"; ?(_markerColor == 3): _marker setMarkerColor "ColorRed"; goto "CREATING _MARKERCOLORSTRING"; ?(_markerColor == 4): _marker setMarkerColor "ColorBlue"; goto "CREATING _MARKERCOLORSTRING"; ?(_markerColor == 5): _marker setMarkerColor "ColorOrange"; goto "CREATING _MARKERCOLORSTRING"; ?(_markerColor == 6): _marker setMarkerColor "ColorYelloW"; goto "CREATING _MARKERCOLORSTRING"; goto "EXIT ERROR"; #CREATING _MARKERCOLORSTRING _markerColorString = markerColor _marker; #PROGRAM #IDLE ~_refreshRate _counter = _counter + 1; ?(_counter > 3): _counter = 1; _leader = leader _unit; _crew = 0; #UNIT AGONY _inAgony = _unit getVariable "BIS_IS_inAgony"; ?(isNil "_inAgony"): _inAgony = false; #VEHICLE CREW ITERATION ?(_vehicleCrewCounter >= count crew _unit): _vehicleCrewCounter = 0; goto "MARKER REMOVAL"; ?(alive (crew _unit select _vehicleCrewCounter)): _crew = _crew + 1; _vehicleCrewCounter = _vehicleCrewCounter + 1; goto "VEHICLE CREW ITERATION"; #MARKER REMOVAL ?(_markerRemoval && !alive _unit): _markerRemovalCounter = _markerRemovalCounter + 1; ?(_markerRemovalCounter >= _markerRemovalTime): goto "EXIT"; ?(call compile format ["%1", _runCondition]): goto "MARKER POSITION"; ?(markerSize _marker select 0 != 0): _marker setMarkerSize [0, 0]; goto "IDLE"; #MARKER POSITION ?(vehicle _unit == _unit && (markerPos _marker select 0 < ((getPos _unit select 0) - _markerUpdatePos) || markerPos _marker select 0 > ((getPos _unit select 0) + _markerUpdatePos))): _marker setMarkerPos [getPos _unit select 0, markerPos _marker select 1]; ?(vehicle _unit == _unit && (markerPos _marker select 1 < ((getPos _unit select 1) - _markerUpdatePos) || markerPos _marker select 1 > ((getPos _unit select 1) + _markerUpdatePos))): _marker setMarkerPos [markerPos _marker select 0, getPos _unit select 1]; #MARKER DIRECTION ?(_markerRotation && vehicle _unit == _unit && abs (markerDir _marker - getDir _unit) > _markerUpdateDir && markerDir _marker max getDir _unit < markerDir _marker min getDir _unit + 360 - _markerUpdateDir): _marker setMarkerDir getDir _unit; #MARKER SIZE ?(markerSize _marker select 0 != 0 && vehicle _unit != _unit): _marker setMarkerSize [0, 0]; ?(markerSize _marker select 0 != _markerSize && vehicle _unit == _unit && (_unit != _leader || (_unit == _leader && count units _unit == 1))): _marker setMarkerSize [_markerSize, _markerSize]; ?(markerSize _marker select 0 != _markerSizeLeader && vehicle _unit == _unit && _unit == _leader && count units _unit != 1): _marker setMarkerSize [_markerSizeLeader, _markerSizeLeader]; #MARKER COLOR ?(_counter == 1 && _markerColor != 0 && markerColor _marker != _markerColorString && (!alive _unit && markerColor _marker != _conditionColorDestroyed || alive _unit))): _marker setMarkerColor _markerColorString; ?(_counter == 2 && _crew == 0 && alive _unit): _marker setMarkerColor "ColorBlack"; #MARKER CONDITION ?(_counter == 3 && _markerCondition && vehicle _unit == _unit && markerColor _marker != _conditionColorDestroyed && !alive _unit): _marker setMarkerColor _conditionColorDestroyed; ?(_counter == 3 && _markerCondition && vehicle _unit == _unit && markerColor _marker != _conditionColorAgony && alive _unit && _inAgony): _marker setMarkerColor _conditionColorAgony; ?(_counter == 3 && _markerCondition && vehicle _unit == _unit && markerColor _marker != _conditionColorDamaged && alive _unit && !_inAgony && damage _unit >= _conditionDamage): _marker setMarkerColor _conditionColorDamaged; ?(_counter == 3 && _markerCondition && vehicle _unit == _unit && markerColor _marker != _conditionColorUndamaged && alive _unit && !_inAgony && damage _unit < _conditionDamage): _marker setMarkerColor _conditionColorUndamaged; #DEBUG ?(_debug): hintSilent format ["Marker:\nColor: %1\nSize: %2\nPosition: %3 %4\nDirection: %5\n\nUnit:\nPosition: %6 %7\nDirection: %8\nCrew count: %9", markerColor _marker, markerSize _marker select 0, markerPos _marker select 0, markerPos _marker select 1, markerDir _marker, getPos _unit select 0, getPos _unit select 1, getDir _unit, _crew]; goto "PROGRAM"; #EXIT ERROR hint "CCPS.sqs: Arguments incorrect!"; #EXIT deleteMarker _marker; exit; For now, CCGM (Cross-Com Group Marker) isn't included in this script. Here is the script for that feature. Copypasta it to the same direction as CCPS.sqs. It doesn't require CCPS to run. CCGM shows the average position of certain units, and draws lines from each unit to the average position. ; Cross-Com Group Marker (CCGM) by Gekkibi ; Version 0.01 ; ; Copying and distributing this script is under EVVKTVH/ICCLEIYSIUYA license: ; http://evvk.com/evvktvh.html ; ; Features: ; - Marker shows the average position of a group. ; - Line is drawn from each alive unit in a group to the marker. ; ; Updates: ; - None. ;) ; ; Known bugs: ; - Minor: ; - None so far... ; - Moderate: ; - None so far... ; - Major: ; - None so far... ; ; TO-DO: ; - Include this feature to the CCPS -script. ; - Marker and markerlines only updates if the position have been changed. ; - Add group size marker to show how big is the group. ; ; How to use: ; - Syntax: [group, marker type] exec "cross-com\ccgm.sqs"; ; - Where: ; - Group is the array of all the units in a group (Array). ; - Marker type is the shape of the marker (Number). ; - 1: Infantry. ; - 2: Recon. ; - 3: Motorized infantry. ; - 4: Mechanized infantry. ; - 5: Armor. ; - 6: Artillery. ; - 7: Mortar. ; - 8: Helicopter. ; - 9: Aircraft. ; - 10: UAV. ; - 11: HQ. ; - 12: Medical. ; - 13: Support. ; - 14: Maintenance. ; - 15: Service. ; ; - Example: [[unit1, unit2, unit3, unit4], 1] exec "cross-com\ccgm.sqs"; #INITIALIZATION ?(!isServer): exit; _group = _this select 0; _markerType = _this select 1; _markerLineWidth = 0.25; _refreshRate = 0.5; _markerLine = []; _counter = 0; _marker = str(_group select 0) + "_CCGM_Marker"; createMarker [_marker, getPos (_group select 0)]; _marker setMarkerShape "ICON"; ?(_markerType == 1): _marker setMarkerType "b_inf"; goto "CREATE MARKER LINES"; ?(_markerType == 2): _marker setMarkerType "b_recon"; goto "CREATE MARKER LINES"; ?(_markerType == 3): _marker setMarkerType "b_motor_inf"; goto "CREATE MARKER LINES"; ?(_markerType == 4): _marker setMarkerType "b_mech_inf"; goto "CREATE MARKER LINES"; ?(_markerType == 5): _marker setMarkerType "b_armor"; goto "CREATE MARKER LINES"; ?(_markerType == 6): _marker setMarkerType "b_art"; goto "CREATE MARKER LINES"; ?(_markerType == 7): _marker setMarkerType "b_mortar"; goto "CREATE MARKER LINES"; ?(_markerType == 8): _marker setMarkerType "b_air"; goto "CREATE MARKER LINES"; ?(_markerType == 9): _marker setMarkerType "b_plane"; goto "CREATE MARKER LINES"; ?(_markerType == 10): _marker setMarkerType "b_uav"; goto "CREATE MARKER LINES"; ?(_markerType == 11): _marker setMarkerType "b_hq"; goto "CREATE MARKER LINES"; ?(_markerType == 12): _marker setMarkerType "b_med"; goto "CREATE MARKER LINES"; ?(_markerType == 13): _marker setMarkerType "b_support"; goto "CREATE MARKER LINES"; ?(_markerType == 14): _marker setMarkerType "b_maint"; goto "CREATE MARKER LINES"; ?(_markerType == 15): _marker setMarkerType "b_service"; goto "CREATE MARKER LINES"; #CREATE MARKER LINES ?(_counter >= count _group): _counter = 0; goto "INITIALIZE VARIABLES"; _unit = _group select _counter; _markerLine set [_counter, str(_unit) + "_CCGM_Marker_Line"]; createMarker [_markerLine select _counter, getPos _unit]; _markerLine select _counter setMarkerShape "RECTANGLE"; _counter = _counter + 1; goto "CREATE MARKER LINES"; #INITIALIZE VARIABLES ~_refreshRate _markerPos_x = 0; _markerPos_y = 0; #ITERATE ARRAYS ?(_counter >= count _group): _counter = 0; goto "ITERATE MARKER POSITION"; ?(!alive (_group select _counter)): deleteMarker (_markerLine select _counter); _group = _group - [_group select _counter]; _markerLine = _markerLine - [_markerLine select _counter]; _counter = _counter + 1; goto "ITERATE ARRAYS"; #ITERATE MARKER POSITION ?(_counter >= count _group): _counter = 0; goto "UPDATE MARKER POSITION"; _markerPos_x = _markerPos_x + (getPos (_group select _counter) select 0); _markerPos_y = _markerPos_y + (getPos (_group select _counter) select 1); _counter = _counter + 1; goto "ITERATE MARKER POSITION"; #UPDATE MARKER POSITION _marker setMarkerPos [_markerPos_x / count _group, _markerPos_y / count _group]; #UPDATE MARKER LINES ?(_counter >= count _group): _counter = 0; goto "INITIALIZE VARIABLES"; _unit = _group select _counter; _markerLine select _counter setMarkerPos [((markerPos _marker select 0) + (getPos _unit select 0)) / 2, ((markerPos _marker select 1) + (getPos _unit select 1)) / 2]; _markerLine select _counter setMarkerDir ((markerPos _marker select 0) - (getPos _unit select 0)) atan2 ((markerPos _marker select 1) - (getPos _unit select 1)); _markerLine select _counter setMarkerSize [_markerLineWidth, (markerPos _marker distance _unit) / 2]; _counter = _counter + 1; goto "UPDATE MARKER LINES"; You can download example mission (Scripts included) here: http://oh3tr.ele.tut.fi/~oh3gkb/CCPS.utes.rar -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Don't have to worry about those, because my server is located aproximately 0,5 cm from my gaming computer (Using LAN to transfer the files). ;) -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Actually, I don't. Every time new version of ACE comes I replace all the files in the server (Copy them again). I tried to use six-updater in the server, but the problem is that you'll have to actually install ArmA 2 to the server (Instead of copying the folder), because otherwise six-updater doesn't know where the ArmA 2 is located. -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just copied @ACE, @ACEX and @CBA folders to the server, and everything is working fine. -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Sickboy No point to send the logs, because the logs are from the successful update (/six-updater/logs/six-updater.log). If I had known this I would had copied the logs every time I tried again. -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Heh, ya. I had it once (Server was older than my ACE), and it surely worked. :D It is there for the same reason that you can't join 1.04 ArmA 2 server by using 1.00 ArmA 2. It is possible that two different versions are causing problems. By eliminating this threat they have included the annoyance-feature. This is one of the reasons I started to create backups for every ACE-version. If I must get to a certain server that is running older ACE-version, I could easily switch my version to the right one. -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is the point that the error message is so annoying you will quit playing... -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can't get the latest patch. Everything goes fine, until: Removed: mpmissions/co@60_ACE_Operation_Moonwalk_1_15.Chernarus.pbo.gz After that everything freezes. After a restart tried to update again. Now it said that I already have version 190, and froze. Copied backups back to arma 2 folder and... Froze exactly the same place. It seems for now on this day is dedicated to vanilla arma 2... Edit: Same happens when trying to update even older backup (187). Same file, exactly the same effects. Can't be my fault anymore (Corrupted files etc) Edit 2: Holy smoke! By using older than a fart version it didn't froze. -
Cant switch team in MP
Gekkibi replied to ShootinPutin187's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create description.ext file to the mission folder before you export it to multiplayer mission. Put these two lines to the description.ext: respawn = 5; respawnDelay = 10; You can learn more about description.ext here. -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is unbelievable. Now I can throw the chem lights! If I use VopSounds 2.1 it prevents me to throw the chem lights / flashbangs / tear gas... -
A.C.E. Advanced Combat Environment - Public Beta!
Gekkibi replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
99.99% of the testers can throw chem lights, flashbangs and tear gas. Unluckily I belong to the 0.01% group that can't. Yes: I know how to use them. Nothing in weapons-menu, whatever combination I use (For example, removing all other equipment from the inventory). This was in the bug tracker, but it was kind of old bug report. Ideas what is causing (Or actually not causing...) this? -
Convoy creator & convoy control v1.0
Gekkibi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No I haven't. I obeyed the readme word for word. ;) -
Convoy creator & convoy control v1.0
Gekkibi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ya, I can spawn INS truck, but all the passengers are russians. -
Convoy creator & convoy control v1.0
Gekkibi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way to spawn insurgents/CDF instead of russky/USMC? Making a multiplayer co-op, and I am little bit picky about the plot: No russians in Chernarus this time... :) -
Using the attachTo command
Gekkibi replied to Bob117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Both sides have a point. It is completely unrealistic to carry tanks'n'stuff with a MH-60. Completely impossible in real life. Then again, why do we play ArmA 2? Because we like to play it and it is fun. Some likes it because they want to simulate authentic combat enviroments, and some because it is otherwise entertaining. And if someone likes to play it when he can lift tanks with a helicopter by all means. I mean, if someone does that what will you lose? What's my opinion then, eh? Ok, unrealistic, but one of those things that must be unrealistic so it doesn't affect gameplay. Any alternative mean to bring MHQ 8 km away? Instant teleportation? Spock and his beam is even more unrealistic than helicopter carrying tanks. Peace and love <3 -
One nice feature would be if the marker color changes when the unit is injured. Made this to my own gps script, and I like it. There is a link to my script in the signature.
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Is this possible?
Gekkibi replied to Freebie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My bad, I forgot that the front gunner is also the commander. Select the driver / gunner, press f4 and double click the unit, thus creating a waypoint directly to the unit. This way you can change the behaviour. Fire at will allows the unit to fire. Engage at will causes the unit to move toward the unit (Breaking the formation). -
Restrict muzzle flash in Night Missions
Gekkibi replied to Jocktamson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That doesn't change the fact that all silenced weapons except pistols causes muzzle fire when fired. -
vehicle lock true; update in a global way for multiplayer?
Gekkibi replied to ablueman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here are the basic rules of locality in multiplayer games: http://community.bistudio.com/wiki/Locality_in_Multiplayer