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Antonkr

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Posts posted by Antonkr


  1. Hello, I am a rather big noob when it comes to ArmA 2 mission editing, and I decided to try out the 3D editor, and to try to play it with a friend however I got the following message when I tried to host. I get the message every time I try to host at all. I did this while playing Combined Operations, and it seems to only affect the game when I launch CO, or OA, but not ArmA 2.

    arma2problem.png

    Please pardon me if this in the wrong section.


  2. Antonkr here

    Looking for a smallish co-op squad with a 10-20 dedicated members. Don't really want to get into a realismaddressmebymyrankyoucunt sort of unit rather something a bit more casual. I can do pretty much anything from getting your asses to the LZ on a helicopter to being able to man a 4 crew tank, to doing whatever the hell you need me to. I am familiar with most ArmA 2 and ACE concepts so you won't need to teach me how to walk.


  3. Ok so I have made a trigger when after 20seconds the players hear the music, problem is it only works on one of the groups i have, even though the name has been assigned to the group who do not hear it :j: in the triggers condition i have wrote this:

    ({_x in chinook} count units grp_raven) == (count units grp_raven)

    and the name of the triggers is

    turn music on

    its very strange how the assigned group doesnt hear the music but the other group does, please help

    Picture for reference is added:

    arma2oa2010081023463915.jpg

    Maybe theres a problem with activation hence its set to none.


  4. Hi, I'm now in the middle of downloading CO from sprocket & have a few questions :confused:

    Questions:

    1)I've finished dl'ing & installing arma 2. Just started the OA dl. As I understand it I just install OA it detects A2 & combines into CO, is this correct?

    2)What do I need to do as far as patches are concerned? Will the versions I'm dl'ing right now be updated already? If not what ones do I need?

    3)When I do patch: Are arma 2 & OA done separately or is there a CO patch?

    4)To get onto most servers what mods will I need? (I can't install stuff that puts more strain on my system, cos it's old).

    PC Spec:

    Win XP SP3

    AMD AMD Athlon 64 X2 Dual Core Processor 3800+ 2010.2

    NVIDIA GeForce 9600 GT 512mb

    2GB RAM

    On-board sound

    Erm & I think that's it....anything else a noob should be aware of? (apart from prepare to be schooled! lol). See you on the battlefield! :D

    Cheers ;)

    EDIT: Installed a2 then OA into their default dir's but no CO shortcut.....any help guys

    UPDATE: Have learned from another user that you do not have a CO.exe shortcut. You must install arma 2 & then OA but point the OA install directory to the arma 2 directory (default for me on xp is: C:\Program Files\Bohemia Interactive\ArmA 2\ ). Then start via the OA short cut which renames itself to Combined Operations.

    http://www.armaholic.com/page.php?id=3630

    for teh combined operations

    Most servers don't require mods but some require a mod called ACE

    http://forums.bistudio.com/showthread.php?t=73531

    Some on the other hand don't allow you to have modifications. So you might consider using modfolders. http://www.armaholic.com/plug.php?e=faq&q=18


  5. ArmA1 definitely had it's share of bugs on release, heck the ArmA1 demo (v1.05) caused a few of my friends to have to reformat.

    That being said, it wasn't as hideous as we'd all like to believe by reading the forums. Patch 1.14 got IGN's "Patch of the Year" award for it's massive bug fixes and additions.

    All things considered, the amount of time to get to 1.14 was not all that long either.

    If an ArmA3 IS made, then I would like to see six things:

    1) 6 degrees of movement for TrackIR in the aircraft cockpits (should be there now)

    2) More user intensive cockpits (ie one has to use the targeting screen in the cockpit instead of just hitting F & TAB)

    3) More realistic and higher fidelity flight models (aircraft are too easy to fly atm)

    4) Armored vehicle interiors (immersion please :) )

    5) Environmental effects with rain (even if two stage puddles just magically appear it's better than what we have now.

    6) A diverse environment. Takistan is a great start, but those snow covered mountains in the map's backdrop would be awesome if they were accessible. Desert to forrested to high altitude winter peaks.

    Things I don't want to see:

    1) Arcade-style character movements. Actors in spandex move smoothly. Soldiers in combat gear do not.

    2) Knives & Bayonets. No, just no.

    3) Fictional weapons or vehicles. It's bad enough the XM8 was in ArmA 2. That program was cancelled and the weapon never hit standard issue. Also, the Unmanned Little Bird is still in development, not in field production. The standard UAV would have kept it more realistic.

    Same with the SCAR.

    I am a big fan of realism but it is something I dont care THAT much about.

    I would just like to see another Arrowhead type of expansion.


  6. Hello I am new to the editor and I saw list of classnames. Is there any way to directly add an object to the editor with just knowing its classname and not using any sqs sqf scripts. If its not possible without them how can I use it. Also I saw an awesome article on ArmAholic listing all the classnames and I can't find it now.

    Thank you.

    PS: I am sorry if this was asked before but I couldn't find it.


  7. Addons that I want that are actually possible to make

    1: Civilian UAZ. (I lived in Russia and yes they do have them)

    2: All desert troops but NOT replacment

    3: More animals

    ----

    Mods that are Hard/impossible

    1: USA map mod. Like a city or two in US, so we can make something like Russians attacking USA

    2: Female soldiers. (why not?)

    3: knifes, bats, swords, etc.

    4: ALLIEN

    5: Nano suit from crysis


  8. Ok I must admit I love Norrins little attachto scripts. I have altered and played around with the bike on the pickup one to acomplish all sorts of things like carrying ammo crates, mortars, adding searchlights to the back of trucks the list goes on!

    Here is one thing that I am sure some people will love. I have always wanted to be able to tow the M119 around before a truck. Now this doesn't do anything fancy it just attaches the gun to the back of the truck, so the wheels don't rotate and the base plate is still present, though partially hidden most of the time. At least it gives me the ability to add this to the missions if I need to relocate etc.

    towgun.jpg

    // mount_vcl.sqf
    // © JUNE 2009 - norrin (norrin@iinet.net.au)
    
    _vcl 			= _this select 0;
    _caller			= _this select 1;
    _typeOfVcl		= _this select 3;
    _dir			= getdir _vcl;
    _mountVcl 		= objNull; 
    _blogs			= 0; 
    _c			= 0;
    _dir1 			= 0;
    
    
    if (count nearestObjects [player, [_typeOfVcl], 20] > 0) then
    {
    _mountVcl = nearestObjects [player, [_typeOfVcl], 20] select 0;
    }; 
    
    if (vehicle _caller != _caller) then {_caller action ["GetOut", vehicle _caller]; sleep 1};
    
    if (!((_vcl getVariable "NORRN_mountOn_vcl_pos1") select 0)) then
    {	
    
    _dir1 = getdir _vcl;
    _vcl setdir 0;
    _mountVcl attachTo [_vcl,[0,-6.4,-1.2]]; 
    _mountVcl setDir 180;
    _mountVcl setVectorup [0,-0.15,1];
    _vcl setdir _dir1;
    
    
    sleep 0.1;
    _vcl setVariable ["NORRN_mountOn_vcl_pos1", [true, _mountVcl], true];
    };
    
    if (true) exitWith {};

    So all I have done is added bits to the mount_vcl.sqf script. Then in the init line of the truck assigned the type of object to be attached to M119

    nul = [this,"M119"] execVM "mountOnVcl\mount_vcl_init.sqf";

    The rest of the scripts are as per Norrins Put bike in Pickup scripts.

    As always love your work Norrin!

    This has not been tested in MP, just been playing around, and their is probably a better way of doing it, but it may just give a little enjoyment to others like it has to me.

    About norrins script. How to change what can be added?

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