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dbeaty2

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Posts posted by dbeaty2


  1. I think I have it figured out using the SetMode modules and triggers using a "Damage" as condition.

    But need some help with making it consider the groups versus units. Since I don't know how to do groups I have to create a trigger and a setMode for every unit. It works but is clunky.

    This is what I do. Place an OPFOR Fire Team. They are to not fire unless fired upon. The OPFOR are AI the BLUFOR are players. So, I add a Module to setMode NEVER FIRE synced to each OPFOR. BLUFOR can walk right up and OPFOR aims their guns but does not fire....

    OK next I add a trigger for OPFOR present and a condition of:

    damage unit1 >0.1;

    and sync this to a new Module with setMode FIRE synced to an OPFOR who I name unit1. Repeat for all OPFOR units. So one trigger for each AI and one setMode for each unit. The triggers look at every OPFOR unit continuously checking damage. it does work and now when BLUFOR shoots an OPFOR with this script first, the damage is seen in the trigger which touches off the FIRE mode and OPFOR opens up.

    But I wish I knew scripting enough to have only one trigger, and two setModes that look at all OPFOR troops, considering damage on any one of them. The condition code only works with a unit name. I can't figure out how to make OPFOR a group and then have the damage code look at the group's damage. Tried everything I can think of. I just don't know the scripting well enough.


  2. I am building a mission with BLUFOR and OPFOR in a cease fire. BLUFOR is Mplayers, OPFOR AI. My goal is to have BLUFOR approach OPFOR, ROE is do not shoot OPFOR. OPFOR has the same ROE. But a player may make a mistake and shoot OPFOR, thus causing OPFOR to fire back breaking the cease fire. "Don't fire unless fired upon logic"

    Combat Modes sort of work. NEVER fire works and OPFOR can be gunned down without them defending or returning fire. They just fall over. HOLD fire does not work, if armed BLUFOR approaches OPFOR which is in HOLD mode, OPFOR will engage. I tested that one.

    I need to figure out how to create a script or triggered module to switch from Never Fire to Hold Fire or Fire only when BLUFOR fires on OPFOR. I was thinking what kind of trigger would detect that? Perhaps code that detects if OPFOR is damaged or takes hits? Not sure how to do that. Anyone think of the trigger to detect this or another clever logic?


  3. I want to have an enemy group that does not act hostile to BLUFOR. Then on a trigger they pull out weapons and become Hostile. BLUFOR is Multiplayers. So BLUFOR will not attack until fired upon. So far I have figured out I can use INIT to remove weapons from OPFOR, so they arrive without guns drawn. allowfleeing=0 prevents them from running when BLUFOR is spotted.

    Now I want to use a trigger to addWeapons and ammo to the entire AI group, and have them selectweapon to go hot.

    So far my scripts and triggers do not work. I've tried using examples from here, but none I could find show using an .sqf and a call from the trigger to fire it. Any help would be appreciated. I think calling the script from the trigger, and syncing the trigger to the AI units is the first set and using:

    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addMagazine "65x39_caseless_green_mag_Tracer";
    addWeapon "arifle_Katiba_ACO_F";
    selectweapon "arifle_Katiba_ACO_F";


  4. Hi Always use the Arrow Keys for Movement. I want to bind the Adjust key so it will work with Arrow Key Back. So I can adjust new stance mode. (Which is also Default S). If I use Arrow Key Back combo with Adjust Key it does not work. If I use Adjust Key with S it does work. I tried binding Back to other keys and they all work. FYI, Arrow Key left and right DO work with Adjust to move weapon left and right. So either I have a strange keyboard or there is something about the back arrow that will not work.

    Thanks!


  5. I finally completed aviation. What I did was find a good sniping spot, go into auto hover, go down to 50 feet or so and aimed the left front quarter towards the enemy. Seems like the gunner would fire only when aimed slightly with the left side facing forward. But I did take a lot of incoming damage. Not sure if it mattered in the scripted mission.


  6. i have to think that "aviation" is the worst mission BIS has ever designed. it is a pain in the ass, especially for bad pilots like me

    until you realize that you are practically invulnerable (thank god!)

    if your gunner is shooting flares? yeah check addons, unless you just mistaking the "thoomp thoomp" of the grenade launcher for flares... which i doubt...

    Oh man, I couldn't figure out what that sound was. I had no idea he was shooting grenades as I was too busy trying to fly and get into a good position to rain down rockets. In other missions like this in the past, I'd land and use a rifle to take on the bad dudes.


  7. In the mission where you fly the Ka-60 close air support, I cannot get the gunner to shoot anything other than flares. Is there a trick here or is the only weapon the rocket launcher which makes completing the objective of clearing the town of dozens of enemy soldiers very difficult without running out of ammo. Plus I can't land and disembark to take care of things with my rifle. Anyone complete this section?


  8. I did the exact same thing and was somewhat annoyed that we werent allowed to do this because of some arbitrary rules set by the mission editor. At least that is what i assume.

    Agreed, they should have locked the doors in the editor. But, in my mind, I just assume they have a booby trap that is tripped when we exit. LOL.

    Other than that, the gunners should really turn in when the first armor suddenly erupts into a fireball. That way I wouldn't be tempted to take a head shot.


  9. Hi, in the campaign game, I am on mission 5, with the tanks. One strategy I had was to find a tank with the crew turned out. They really don't have any security. Then take them out from about 300 meters. From there we sneak up and steal their armor. This works fine and gives me a great ride. But, and here's the oddity, if we exit the tank. BAM! it explodes. No matter when or where. Could be an hour later, if we exit, BAM! I even tried running full speed into the crater, and ejecting right at the edge. No luck. Kaboom! PMC kabobs.

    I know this strategy wasn't intended and we are supposed to take out the engine blocks, but hey, those crew dudes were soft targets, as Charlie Sheen would say here in the states!


  10. Cool!

    is there gonna be a NON ace version???

    Yeah, see how you like it, remember it's my first go round.

    I had ACE2 on when I was making it and I must have used an ACE object or something. I'll try to find that and delete it. Plus the FFAA Terrorists. I can just swap those with insurgents. I'll see what I can do to make it non-addon friendly.

    It's a really basic mission without a lot of scripting or anything. I love switching to the top of the mountain to watch the fireworks! Some of those fire and smoke addons make it so realistic. And the @HiFi sounds too. @SLX, @WarFXparticles...worth it for the solo player. @aircraftHUD is great too for those really into the AH64. But the keys need to be remapped...as they are the same as team commands. 1-0 I think.

    Oh and the freaking dude with the SAM always suprises me when it runs right out of no where, even though I know he's coming.


  11. Operation Dagger Skull SP Mission for ARMA 2 OA



    by Beatnik - First SP Mission

    Description:

    We have an OP - "Hawkeye 10" compromised on GurDur mountain. They are in danger of being overrun by an enemy unit. One of the men is injured. They are low on ammo. You are tasked to fly an AH-64 to destroy any enemy threat in that area. As you enter area of suspected enemy activity, keep an eye out for any AA threats and eliminate this ASAP. Reports of MANPAD SAMS have been recieved lately. Apparently an advisor with the skill to maintain and opperate these SAMS has been received by intel. Keep a sharp lookout. Do not engage the civilian population. While many have fled the area, there are towns with women and children. Finally, a rapid deployment force will enter the area via Blackhawk once we determine where the enemy are dug in. Board AH-64 as Pilot or Gunner

    Features: Flight of AH-64 Longbow Apache's - command 2nd helo, Air insertion of quick reaction force

    Installation: Put .pbo in mission folder

    Included files: SP Mission and Briefing

    Usage: SP mission. Put .pbo in mission folder

    Operation_Daggerskull.Takistan

    Requires: @ACE @ACEX @CBA @FFAA_Terrorista - Better with @HiFi_AIR @WarFXparticles @SLX

    Operation_Daggerskull.TakistanOA

    Requires: No Addons

    Change log:VERSION 1.1

    Notes: I wanted to have a night mission with a flight of Longbows, were you can play as gunner or pilot and simulate some of the engagements seen in Afghanistan.

    LINK Operation_Daggerskull.Takistan

    http://rapidshare.com/files/427533605/Operation_Daggerskull.Takistan.rar

    LINK Operation_Daggerskull.TakistanAO

    http://rapidshare.com/files/427699873/Operation_DaggerskullOA.Takistan.rar


  12. dbeaty2, that is MMA special key, which is set by default to G, not to Z. You can follow the instructions in the online help to change permanetly the default MMA special key to anyother key.

    Thanks! That will help.

    One other question, I am using ACE2 MMA and BAF, in some senarios with the F35, I am unable to lock on using MMA modes for AIM9 or Mavs. I can lock on with the special AGM-65 full screen mode using optical. But pressing tab does nothing.

    I have ARMA2 controls set to the default TAB = Lock, but I am unclear on using MMA. There seems to be some interaction between MMA's Modes - pressing the L-CNTRL key, like AGM-65 and when the top right corner shows the traditionally selected GAU cannon or bombs when pressing the "F" key. Is there a guide that walks through the proper usage?


  13. Quick question, in the UH-60 I get the "z" Camera display (looking straight down). I think this is MM, as it appeared right after installing the mod and if I remove the mod it goes away. This z key assignment is conflicting with my key bindings for aircraft control as in Z decrease thrust. I don't see a "z" key mapping in the docs or Custom controls, so perhaps this is not MM adding this. Any suggestions? Thanks


  14. I created a new profile and indeed, you start with 8 lancer reds...so, if you complete the campaign and say have 6 guys remaining, then restart or revert to the beginning of Crimson Lance with the same profile, you'll begin with the number you left off with in the previous campaign. Not sure if that is a feature of time travel...some kind of future / past vortex at work.


  15. The number of men you have is up to you: it depends how well you looked after them in the previous missions!

    Great to hear you're enjoying BAF,

    RiE

    Yeah gotta keep track of them, I played through the campaign and wanted it to continue, so I am playing it again from the get go, after the defend the crash site and meet your medic missions without the team - 9 of them with the pilot, I move on to the next mission with 6 guys... but I seem to recall having more the first time around....LOL. I was hoping it wasn't my "remaining" 6 from the previous campaign play out. Just in case I need to really clear out my profile and start over.


  16. Just wanted to say, British Armed Forces is awesome! I really liked the Campaign. I think who ever designed it did a great job, and it felt very realistic. Like, how accomplishing one task, would lead to several more tasks...the Takistani threat seemed real, IED's, and ambushes. oing to find team members at the airbase seemed realistic too. With the engineer off blowing up captured ord. Finally someone from OPFOR using mortars in a realistic way with OP's ect. Way to go!

    One thing I was thinking about, in these missions, you should add something to make it more real when you lose a team member AI. Perhaps require the squad to carry them out. Or have a farewell to pay recognition to them after the fight. After all, they have names, they are friends on the team, but when they get their heads blown off in some stupid AI move, we never even mention them again, poor SOB's!

    DB


  17. Same here, with nothing works to solve the problem. All I can say is I played through Dogs of War with no issues. No crashes until about 80% of the towns are captured playing NAPA.

    Here are some of the clips from the RPT file

    =====================================================================

    == C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe

    == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -world=empty -winxp -cpucount=4

    =====================================================================

    Exe timestamp: 2009/11/05 22:36:44

    Current time: 2009/12/06 21:35:55

    graphics: D3D9, Device: ATI Radeon HD 5700 Series , Driver:atiumdag.dll 8.14.10.708

    resolution: 1120x896x32

    Addons:

    CAAir2_C130J in ca\air2\c130j\, CAAir2_UH1Y in ca\air2\uh1y\

    Then a thousand Addons:... then

    Mods: CA

    Distribution: 1459

    Exe version: 1.04.59026

    Error: cannot load sound 'ca\dubbing\global\radio\female01\cz\zpatkye.wss', header cannot be loaded.

    Error: post effect with priority 1550 already exist.

    Error: post effect with priority 450 already exist.

    Error: cannot load sound 'ca\dubbing\global\radio\male01\cz\report\presun.wss', header cannot be loaded.

    Cannot commit

    ErrorMessage: Cannot commit

    The Radio error comes up all the time. Many lines like that one. Also these:

    Incorrect number of post effect params

    Incorrect number of post effect params

    Error in expression <f (_who == player) then

    {

    BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.025, ra>

    Error position: <ppEffectAdjust [random 0.005 + 0.025, ra>

    Error 4 elements provided, 1 expected

    Error: cannot load sound 'ca\dubbing\global\radio\female01\cz\vratsedoformacee.wss', header cannot be loaded.

    Incorrect number of post effect params

    Incorrect number of post effect params

    Error in expression <RadialStrength = 0.5;

    BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.0025, r>

    Error position: <ppEffectAdjust [random 0.005 + 0.0025, r>

    Error 4 elements provided, 1 expected

    Incorrect number of post effect params

    Incorrect number of post effect params

    Error in expression <RadialStrength = 0.5;

    BIS_AIS_PPh0 ppEffectAdjust [random 0.005 + 0.0025, r>

    Error position: <ppEffectAdjust [random 0.005 + 0.0025, r>

    Error 4 elements provided, 1 expected

    Cannot commit

    ErrorMessage: Cannot commit

    And finally all these:

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Error during v-buffer creation: error 8007000e

    Memory store: Failed mapping, already mapped 828 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 832 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 836 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 840 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 844 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 848 KB, error 8

    Virtual free 26103808 B, page free -1 B, physical free -635076608 B

    Memory store: Failed mapping, already mapped 852 KB, error 8

    What about this disk being dirty error? Weird.

    File read error: addons\misc2.pbo,ERROR_NOACCESS

    Error 3e6 reading file 'addons\misc2.pbo'

    ErrorMessage: There’s a problem with the disc you’re using. It may be dirty or damaged.

    Error 3e6 reading file 'addons\misc2.pbo'

    Cannot commit

    Cannot commit


  18. I've been playing ARMA2 with Windows 7 64bit on my i7 920 system without problems until this week. 1.04 patch. Radeon 5750 and 6Gigs system memory.

    This is with Single Player Campaign mode. I am stuck in Dogs of War with the program crashing to the desktop almost constantly. It will crash when I exit a vehicle or when I try to save. Curiously, the Arma2 process still shows as running in Task Manager, but there is no way to switch back to it.

    This has not occurred until I got pretty far into this DOW mission. I've been playing relatively crash free for about 3 weeks so I assume it has something to do with the status of the mission/my location.

    My ARMA2.RPT is about 20000 lines, so I don't know where to post that info. Looking at it, there are so many parameters and errors.

    Dbeaty

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