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DArmstrong

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Everything posted by DArmstrong

  1. Greetings editing gurus, Thanks for all your assistance. Is there a way to restrict an area so that the ambient civillian vehicles and animals don't get spawned with in a defined area like a trigger. I am making a mission where an AI driver just crashes into ambient vehicles if they are placed along its waypoints route. I have seen a trigger in a mission with text field NO ANIMALS that restricts ambient animals from the trigger area. The Trigger has no code it is just named BIS_arz_1, the next trigger is named BIS_arz_2 etc, and NO ANIMALS is in the text field. Thanks.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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:
  7. 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
  8. 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.
  9. 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
  10. 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];
  11. 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
  12. 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.
  13. 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
  14. 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
  15. Hi Guys, Can someone point me toward a good tutorial on how to create a campaign with your missions in ArmA2? Thx
  16. 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
  17. Greetings, I am attempting to add an additional parameter to a mission using the value of (parmsArray select 2) to call different scripts. This is the entry I am trying in init.sqs ;Counter Attack strength MissionParameter ?(pramsArray select 2)==1 : [] exec "lite.sqs"; ?(pramsArray select 2)==2 : [] exec "medium.sqs"; ?(pramsArray select 2)==3 : [] exec "heavy.sqs"; this is the relevant entry in Description.ext //Parameters Array class Params { class Counter Attack { //paramsArray [select 2] title = "Counter Attack"; values[] = {0,1,2,3}; texts[] = {"None","Lite","Medium","Heavy"}; default = 1; }; }; None of the counter attack scripts are running. I'm pretty sure I'm not properly coding the part in init.sqs. Thanks in advance for your help.
  18. ROTFLOL Thanks guys. I am going back to spelling class now. :j:
  19. Well done! Thanks much for all your time and efforts.
  20. I seem to be setting up the UAV properly as it works perfectly when I am editing the mission on my PC. I followed the instructions on the biki and can use the uavs all day long on a listen server on my pc but on the dedicated server it is always the same: UAV Destroyed when you try to take control of it. I start a LAN server on my PC and edit the mission from the new mission editor in the MP missions mode. I place the "finished" mission folder in the mpmissions folder on my dedicated server or I use cpbo to make the mission a pbo and place it in the mpmissions folder on the dedicated server. When I join the game and try to use the UAV I get a message: "UAC destroyed...Continue" I have a game logic named server on the map. I can't seem to figure out why I can use the UAV when I am on my PC editing it in Multiplayer mode and then it stops working on the dedi server. The uav is still alive. It is not destroyed. I have a screen shot of the uavs flying over head while I try to take it over and get the message UAV destroyed. I have a moveMarker script on the uavs and it shows it still moving around but again, I get UAV destroyed when I try to use in on the dedicated server. Your assistance is much appreciated. Thanks...DA. Here is a photo showing two uavs still flying around and the uav destroyed message. thanks in advance...da http://img211.imageshack.us/img211/3702/arma22010021600034448.jpg
  21. I've found a lot of posts on the UAV and I have done a lot of testing and I must be missing something. I have tried the flyInHeight and forceSpeed commands in the init and they seem to have little or no effect? The UAV is named UAV01. in the init field I placed: UAV01 forceSpeed 200; UAV01 flyInheight 360 The UAV still flys as fast as it can and as low as it can. It seems to be controled by the module and not it's init? I have not problems controling the UAV and keeping the camera on target, it just takes a little pactice and pilots will have an easier transition to the UAV. I would like to slow it down and make it fly a little higher. Still get the UAV destroyed when I play this multiplayer mission on a dedicated server. It still works fine on a listen server? If anyone has any insight I would appreciate the help. Thanks...da ---------- Post added at 01:13 PM ---------- Previous post was at 11:14 AM ---------- I have been informed by reliable sources that this is a known issue and the UAV will only work in SP and peer servers, as I have discovered. I hope it will be fixed by a community member or BIS. It would be great to have it working in dedi servers too. I hope this thread will save someone the time and experimenting I went through. :)
  22. Is there an existing sqs or sqf to keep the ai, friendly and enemy, maning amounted weapons like the machinegun nest fortifications?. I seem to remember one from the Operation Flashpoint days. I can't eem to locate one for ArmA2? Thanks...DA
  23. Thank you all. RL took me out of action for a while but I am back at it again. Thanks for all the help. I have a mission where I need a few AI to defend a position until us live players arrive and then to help man the mounted or static weapons while we fight off a few waves of enemy. Thanks again...da ---------- Post added at 05:04 PM ---------- Previous post was at 05:03 PM ---------- Roger that Manzilla. SNKMAN rocks.
  24. Thanks for your help with this issue. I just noticed this should be in his respawn script disscussion and not the repair script. DOH! I did what the instructions and you say but the ammo and other scripts I am calling in the init are not running. The respawn works fine but lets say I want the respawned truck to run an ammo script to add equipment to it. The truck or heli respawns but the ammo script did not run. Here is what I am running in the vehicles init line: s = this execVM "vrs.sqf"; this exec "scripts\ammoTruckAll.sqf"; veh = [this, 30, 0, 0, TRUE, FALSE,"s = this execVM ""vrs.sqf""; this exec ""scripts\ammoTruckAll.sqf"""]execVM "vehicle.sqf" As per the isntructions I am enclosing the sqfs in two quotes and I run them outside this script so the initial instance of the vehicle gets proper init also. Thanks...da
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