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Posts posted by shay_gman
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Yo Falke88,
I've missed it, too bad you didn't put this in the MCC thread as it is MCC related.
Anyway, only the mission maker is able to break the spectator (as he might need to operate the MCC after his death).
Now about ACE respawn, I don't know how you check it. But it will only kick in if you have died by the hand of the enemy, if you just press escape and respawn the ACE's poors man respawn won't kick. Now if you press respawn while beeing dead you'll respawn instantly on the spot and die (wasting one life).
If you don't like the spectator just disable it from the parameters and anyway it isn't F2 spectator but ACE spectator.
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I have this bug that when i hijack a AI, i shoot my allies.. I hijacket an Enemy (East) AI and i begun to shoot my friends (West) well my dude did... while i controlled the enemy.I'm not sure i'm getting what you are saying.
Are you saying that when you hijaking an enemy unit the unit you where playing become renegade and the AI take over and kills you allies? :butbut:
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Now you are getting into the evil side of MP scripting.
Hint is localy executed.
Now if there is a script that is checking if _unit is hungrey the script will run on all clients (and most likely the server 2).
Now, the script checks if _unit == hungrey. If it is it will hint "Hungry" on all clients becuase the _unit == hungrey in each client no matter if the _unit is local to client or remote.
What you need to do is add this:
if ((_unit == player) || (_unit == name player)) then {hint "i'm hungrey"};Now that is assuming your script is running on every client, if it is runing on the server side only you shouldn't see any hint, as hint is local.
Anyway if the above text makes your head spinn. Welcom to dark side of arma scripting, please leave your soul at the entracne.

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Hi donalexander I edited the previous post to fit your need.
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Well, making a invisable weapon holder in order to make a real gear menu might be a little to complicated i'll go with addaction and adding the jerrycan to the player.
put that in the init of the barrel
this setVariable ["ammount",2]; //change the ammount to the number of jerrycans you want nul = this addAction ["Take Jerrycan", "jerrycan.sqf",[],0,false];
now make a jerrycan.sqf file and put this in.
private ["_caller","_type","_barrel","_ammount","_backpack"]; _barrel = _this select 0; _caller = _this select 1; _ammount = _barrel getVariable "ammount"; //How many jerrucans are there if (_ammount>0) then { _backpack = [_caller] call ACE_fnc_FindRuck; if (_caller hasWeapon _backpack ) then {_caller removeWeapon _backpack }; //Get rid of backpack if he has one sleep 0.3; _caller addWeapon "ACE_JerryCan_Dummy_15"; //Add the Jerrycan _ammount = _ammount - 1; this setVariable ["ammount",_ammount ]; } else { hint "There are no more jerrycans in the barrel"; };You can limit the amount of jerrycan you want to give to the players by using a global variable and some if inside.
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To all the rebels out there
If you got hit, don't forget to take a dive behind a table or something till you'r screen stop flashing
PS
If you though Gaddafi is bad wait till you'll meet Bobby Kotick
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well config files are base on haritage so if you are looking into let say M249 para you'll probably have to drill up till m249 base to find the sound.
Basiclly it is the the line that say "sound = " there should be the path.
You can capture your own sounds and converting them to .ogg files and mark the path they are in it inorder to define them at the Description.ext file.
BTW
you are not wasting my time. This is the forum we are here to help each other and BIS ofc. ;)
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Welcom to the word of ArmA it's buggy just as RL.
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or go into description.ext
If you don't have any create it and drop it in the main mission root.
then edit this:
disabledAI = true;
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What animate parts?
If you want to play sound in game you need to appear either in the discreption file or it is allready in the config files.
Use wonderfull ACE config browser to get to into the config file of the desired vehicle let say the Mi-17 http://browser.dev-heaven.net/configclasses/config/CfgVehicles%3EMi17_base?version=50
Now you can see the sound name. In your description.ext add the soundCfg
as this
class CfgSounds { sounds[] = {Landing,suicide}; class landing { name = "mi17"; sound[] = {"x\acex_sm\addons\s_veh_helicopters\mi17_eng_ex.wss", 1, 1}; titles[] = {0, "" }; };Now change the path to the exisiting sound path.
Now you can play the sound from your mission using with:
plane say ["mi17",5];
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Ok,
The teleport thing is a little clanky try creating the plane on the same position as the drop is.
Btw take a look in there on 04:42 it will answer your question about the static C-130 and the HALO jump.
ZSefB9YpaHw
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Ofcourse triggers effect performance.
If I remeber right triggers are using waituntill command which is checked every frame, which means something like 25 to 60 times a second.
So yes basiclly it is better to use scripted triggers using one trigger to start the other or using the while {x!=4} sleep 1; which will increase performance 25 times better then waituntil.
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Because it's all about fast cars and easy women this days...
Now seriously, the best way to get into coop is getting into a clan.
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I'm not getting your script at all.
Is this a HALO script?
if you are trying to trigger the halo script once the player is runing out of the plane you should change it to:
waituntil {(position player select 2) > 1};once he is standing in the belly of the C130 is Z cord will be 0. once he get out is Z cord will be 5000 (if the plane is flying at 5000 meters).
So your script teleport the player to the ground because the waituntil is always true.
and why do you teleport the player on midair?
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Still here..Ok Weirdo,
First, take it easy mate. Your last posts are a bit offensive and there is no need for double posting. Chill mate, we are trying to help.
Now to the answer:
I did that long ago for the MCC. The trick isn't making the sound but attaching a real flying C130 to the static one.
Instructions are inside the code as remarks.
c130_para = "C130J_static_EP1" createVehicle mPos; //The static C130 c130_para setPosasl [(mPos select 0), (mPos select 1), 5000]; //mPos is the drop point _helopilot = creategroup civilian; _c130= createVehicle ["C130J", mPos, [], 0, "FLY"]; //_c130 is the fake one _c130 setPosasl [(mPos select 0), (mPos select 1), 5020]; //Now put it on top the other _pilot1 = _helopilot createUnit ["Pilot", mPos, [], 0, "NONE"]; _pilot1 assignAsDriver _c130; _pilot1 moveindriver _c130; _c130 hideobject true; //Hideit so you'll hear sounds only _c130 animate ["ramp_bottom",1]; _c130 animate ["ramp_top",1]; _c130 setposasl [position c130_para select 0,position c130_para select 1,5020]; _c130 enableSimulation false; //Disable the sound simulation
You can delete the static C130 after the jump enable simulation so the plane will start flying giving the player the feeling that the plane was moving.
I also added change pitch loop to give a rocking feeling while standing inside it.
If you still want to add custom sounds post again i'll guide you through.
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You guys ever considered uploading MCC to be compatible with the DLC (BAF) packs? Allowing players to use the textures purchased in the DLC? I know the guns are easily accsessable and you have the units placed there for spawning with the factions..
MCC is compatible with any mod/DLC you are runing. The structers are from ShackTack TTP2 Guide by Dyslexcy but feel free to change it (Just Unpbo the mission and open it in the editor).
BTW I do know that VOLCBAT are using MCC and they are truelly BAF squad so PM Friznit for more info.
Question and Situation:I've got a 16 player server and I want to GM for my players who enjoy the Warfare mode.
My question is;
Does anyone know if this will work on a server that is running ACE in conjunction with Warfare BE?
Sorry if I overlooked anything obvious.
As far as I know Warfare BE is a mission and not a mod being MCC a mission too you can't run two mission at the same time. So the answer is - no it is impossibale.
But if you have the time you can combine the two into one mission. I know some of the members here will thank you.
Cheers all.
BTW i'm off for a bachelor party this weekend
so probably the next release will be released next weekend. Sorry in advance, now forgive me i'm going to get small value bills for the strip... oops! the graphologists, both of them. :j:
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Hey Shay, what's the chance for an undo button to be added, both in the 3D Editor and in the main screen? It's not really necessary for all actions, but it would make editing much more streamlined.Done, Undo for the 3D (saveable ofc) is done.

I hope i'll have the time this weekend to release.
Guess that closed the saga about the deleting objects in MCC.
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Forgot ";" at the end?
An Undo will be great. I'll need to think about it/
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Must be, because i can't push people like that when I'm not having the backpack on. + I can even push cars.. And when I'm in the car after picking up the backpack, the front goes a bit under the ground so i can't drive, then i first have to drive backwards a bit so the front wheels come up of the ground, then i can drive... I could record and upload a video, but I'm going to do a full reboot/reinstall my hole computer because of some stuff, so i might not get the vid up before 1-2 days.No worries, i'll check it out. But it make sense as it is attach some ivisable target to the player. As the UAV module need an anchor object and ACE bugs are no longer an object but a weapon.
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@Warrent
Ok this is easy, and I believe mentioned in the manual. You can't load groups spawn's triggers. There is a syntex limtation that I can't solve while spawning groups in a safed trigger.
My work arounds:
1. Pre spawn the group and change the zone location - to mimic reinforcment.
2. Spawn indevidual soldiers.
I've found a new bug, when you add a UAV/ULB and pick up the 'backpack', you can push people.. Like they can just stay there, and when u get about 0.5m from them, you can push them, even if they lay down. Quite annoying since you can even hurt them so they begin to bleed..ALSO, if you have picked up the UAV/ULB again, you cannot be or drive any cars.. Because for some reason, the front of the vehicle goes under the ground..
No bug there, you can push people even without the UAV backpack.
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@Warrant.
Can you post the saved text? Please do it in spoiler.
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Is it just me, or is also someone else having problems with calling in a vehicle drop? After the update, i tried to call in: 2 ATV's from the C-130 (Obvious) and the plane came.. But no drop, i tried like 5-6 times and nothing dropped.. The plane came like just for show off :PMaybe you are calling for a vehicle that is mod related that isn't runinig on the server?
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Shay I had a problem when running a mission with my group last night with Mobile Respawns.I created a regular "Spawn West" respawn then I created a West Mobile respawn which was a LAV (HQ). Sometimes people would spawn at the LAV other times people would spawn at the original spawn. What causes this?
EDIT: Also, is there a "Garbage Collector" module built into the MCC? I noticed performance drops after running a few missions. If there isn't, would it be possible to add one?
Fixed.
Would first like to say thank you all for such an excellent program! I am new to editing/mission making and would never have tried it without your tools, so thank you for that. Secondly, I would like to ask you all if it is possible to setup an Evac as a triggered event. Currently when I try and set an evac as a trigger, during the capture the scripting simply sends the evac out and does not capture it as part of the trigger. I would like to be able to utilize the evac as an ingress/egress tool for missions as my current unit (7-75 Rangers) does not have staffing for pilots atm. I would love to be able to make a triggerable DZ and have a helo come pick us up or vice/versa drop us off at a designated LZ without me doing it throught MCC while in mission. Is this already possible and I am missing something or is this something that could possibly be added in the future. Again thank you all for the support and for bringing game fans like me into the fold!Done, wait for next release.
On another note, I've been making a video tutorial for MCC for a group I play
Nice vid, I liked it.
Zuff, cant wait to get off my work computer and look at your video :) There are not many out there to help other than the 4 tutorial videos which are great but very broad and fast as heck!
What about the 50+ paged manual?!
DOC dosen't work in 3d it ain't a bug just limitations. SF drop point isn't safe as it it time sensetive. Drop should be done when the mission is ready.
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;1944958']Yeah its strange it is working now' date=' only thing is after updating ace today, when calling for an air drop the c130 flys past but never drops anything..... using lingor.[/quote']Did you use it properly? Did you added all the vehicles you wanted to the array then presedexexute?


What is Arma 2: Firing Range
in ARMA 2 FIRING RANGE
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Any word on ACE for ArmAIII Firing Range?