Jump to content

DArmstrong

Member
  • Content Count

    35
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About DArmstrong

  • Rank
    Private First Class
  1. Thank you, I may try spawning them with a trigger or just living with the few extra sounds at the begining. You describe exactly what is happening. I am also going to try running a music bed over the begining camera scene to see if that covers it up a bit and perhaps I can lower the starting position of the camera.
  2. I don't have any triggers associated with the animals so I am guessing the sounds are placed. I have placed some cow units and some sheep units in open areas on the map but none of them, expecially the sheep, are close by the camera position for an opening cutscene. It seems to play the sounds of each animal once as if it is loading the sounds. Thanks for your time and help.
  3. I have a mission that starts with a short cutscene at the very begining of the mission. (After Briefing I am not refering to the Intro scene) While the camera scene runs at the begining of the mission I hear cows and sheep, which I have placed in the mission, but not anywhere near where this camera is positioned and running. Is there a way to preload or stop the animal sounds from playing at the begining of the mission? Thanks.
  4. I have created a short intro for a single player mission. I have also included a briefing which I would like to present to the player either before or right after the intro plays. I created the intro using the intro mode in the editor and when I export the mission to my single player missions (Scenarios) and run it, it plays the intro then goes directly to the mission. The briefing is present in the map screen but it is never presented to the player either before or after the intro? Thanks for you time and help. I got it sorted out. I forgot to include a briefing.html. I created one and saved it to the mission folder and now I get the briefing after the intro plays. This is my first sp mission attempt.
  5. DArmstrong

    ArmA X: Anniversary Edition

    I have ArmA 2, OA, BAF, and PMC currently installed and running as Combined Operations. I just downloaded the CWA update version from sproket. It did not come with a readme or manual only CWA.exe. Forgive a noob question but do I install this into my OA directory? Thanks...David. I got it sorted. It is a stand alone directory. It is Operation Flashpoint and Resistance v 1.99 I already have the originals but this is a great way to celebrate the 10 year anniversery and support our beloved BIS. Heres to the next ten years. :cheers:
  6. DArmstrong

    ARMA 2 Patching FAQ

    I have this issue sorted out now. BAF Lite etc. Thanks...DA I am having an issue with Patch 1.59 running on an install of ArmA 2 Combined Operations. The DVD box set contains an ArmA 2 DVD which I installed and then opened the game once. I then Installed ArmA OA into the same directory that I installed ArmA 2 and opened it once using the Combined Operations shortcut. I made a few adjustments to the controls, audio and video settings via the in game menu and started and exited CO a couple of times. I downloaded the Patch 1.59 via two different locations. Both are the same size and number of files so I am pretty sure I have a good copy. The patch runs and seems to update ArmA 2 and ArmA OA but fails on both BAF and PMC. I thought that the low rez version of these addons came with the patches? I have the DLC purchased and installed on both of my machines at home but on thin install on my PC at work (where I will only edit missions in my spare time) I was going to go with the low rez version of BAF and PMC. Is this still possible? I don't mind purchasing the expansions if necessary so please let me know if that should work with the ArmA 2 CO DVDs instal. Thanks...David I have installed the DVD set ArmA 2 and Operation Arrowhead
  7. Hi All, Thanks for your time. I am able to spawn a soldier into my mission when the proper trigger goes off. I now need to put something into this soldiers init field that will cause him to move to a designated postion inside a building. I am trying doMove and setwaypoint but I am unable to properly pass the building position to these commands I think. Thanks again.
  8. Thanks for your help. I am posting a sample mission. In this mission gearTest1.utes I placed a couple of men standing behind a MTVR which should contain all the Operation Arrowhead weapons and ammo. Check out the init of the truck. I must be doing something wrong. The truck doesn't get the custom load of equipment from gearOA.sqf Thanks for helping me out with this. http://www.mediafire.com/?c9h19q29wwo4u4o Sorry about the poor file host...DA
  9. None of my crate filler sqs or sqf and none that I have downloaded which were written by much better scripters than me seem to work in the Support or Cars classes of vehicles. I run the filler scripts on them to add custom equipment like a launcher or SOFLAM and maybe some spare magazines for our MK 17's but nothing changes what looks like a hard coded loadout for the trucks. Is it still possible to load custom selected gear for a specific mission on an MTVR or HMMWV? This is sample code that I am used to being able to use on most any vehicle. clearweaponcargo _this; clearmagazinecargo _this; //Magazines _this addMagazineCargo ["5Rnd_127x99_as50",100]; _this addMagazineCargo ["200Rnd_556x45_L110A1",100]; _this addMagazineCargo ["5Rnd_86x70_L115A1",100]; _this addMagazineCargo ["100Rnd_762x51_M240",100]; _this addMagazineCargo ["30Rnd_556x45_Stanag",100]; _this addMagazineCargo ["1Rnd_HE_M203",100]; _this addMagazineCargo ["FlareWhite_M203",100]; _this addMagazineCargo ["FlareGreen_M203",100]; _this addMagazineCargo ["FlareRed_M203",100]; _this addMagazineCargo ["FlareYellow_M203",100]; _this addMagazineCargo ["1Rnd_Smoke_M203",100]; _this addMagazineCargo ["1Rnd_SmokeRed_M203",100]; _this addMagazineCargo ["1Rnd_SmokeGreen_M203",100]; _this addMagazineCargo ["1Rnd_SmokeYellow_M203",100]; _this addMagazineCargo ["NLAW",100]; //Weapons _this addWeaponCargo ["BAF_AS50_scoped",20]; _this addWeaponCargo ["BAF_AS50_TWS",20]; _this addWeaponCargo ["BAF_L110A1_AIM",20]; _this addWeaponCargo ["BAF_L7A2_GPMG",20]; _this addWeaponCargo ["BAF_L85A2_RIS_ACOG",20]; _this addWeaponCargo ["BAF_L85A2_RIS_CWS",20]; _this addWeaponCargo ["BAF_L85A2_RIS_Holo",20]; _this addWeaponCargo ["BAF_L85A2_RIS_SUSAT",20]; _this addWeaponCargo ["BAF_L85A2_UGL_ACOG",20]; _this addWeaponCargo ["BAF_L85A2_UGL_Holo",20]; _this addWeaponCargo ["BAF_L85A2_UGL_SUSAT",20]; _this addWeaponCargo ["BAF_L86A2_ACOG",20]; _this addWeaponCargo ["BAF_LRR_scoped",20]; _this addWeaponCargo ["BAF_LRR_scoped_W",20]; _this addWeaponCargo ["BAF_NLAW_Launcher",20]; _this addWeaponCargo ["BAF_L109A1_HE",20];
  10. Thanks CaptainBravo, I can place the units myself also, It is not such a problem to manually place the civilans. I would just like to have a restricted area like we can do with the animals. Using the ambient modules leaves a lot to chance and when you do that you lose some control of your mission. There are missions where the modules will be fine, others you will have to place the desired units yourself I guess. Thanks for your help. My problem was calling an air strike on the enemy buildings with ir strobes or a laser marker. If the civilians were present in that building or area when the bombs hit then you could cause too many civilian casualties. I wanted the civilians in the town just not in a few select buildings and area around them.
  11. Does anyone know of a way to create an area where no civilians will be spawned such as we can do with animals as listed above in this thread. I don't want civilians spawning in a particular group of buildings in a town as it is an enemy camp and no civilians should be there. Thanks...da
  12. There must be a way to do this to keep civilians from spawning in the middle of a military base or enemy compound where they shouldn't be. Thanks...da
  13. I know how to create a restricted area where no animals will be spawned to clear runways etc. Can the same thing be done for ambient civilians? Say you place a captive unit in a house and name this building and animate its doors closed. You would keep a prisnor behind closed doors. The objective is to search the houses and find and rescure the captive. I would like to use the ambient civilians module to populate the town but I don't want civilians spawning in or around the house where the captive is being held. They open the doors which I went to so much trouble to get closed at missions start and interfere with the guards etc. Can a trigger be created to prevent civilians from spawning inside the trigger area like we can with ambient animals? Thanks for your help...da
  14. DArmstrong

    Medevac Module

    I'm sorry if this is a re-post. This is a long long thread. Good work, Thank you very much. It is cool just the way it is. I have just starting testing it in missions and in the example mission provided and when I and my crew get on the chopper it will reinsert us where I click on the map. This is a great taxi service. Then when we get out at the reinsertion point the chopper takes off and goes back to its starting marker and lands on its own. When we get out at the reinsertion point I get the option to tell medevac rtb and if I issue that action or not it doesn't seen to affect the issue I am reporting. After a short period I get the option to call medevac again. and it works properly as it did the first time I called medevac. I used this procedure several times to move my group around. Then finally we rode the chopper back to base only to find multiple evac choppers sitting around the marker. (I am using the script version so no logic, it is spawning and RTB to the marker). I then tested this by having the reinsertion very close to the marker and it does in fact create a new chopper every time we use it. Is this correct? It is not a show stopper by far, just a consideration you need to make in your mission editing. Thanks...David
×