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Lexen

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Everything posted by Lexen

  1. Was asked to post this in here. I recently got a little time to play the game and decided to test a mission i'd started to build on a co-op server. When I loaded into multi-player and started a new server, I picked Chenarus only to find that none of my missions were there. The only missions listed were the stock missions. It's the same for every map as well. I've done dozens upon dozens of missions for each one and they aren't being listed. The missions do exist, though. I can preview and play them in the editor. It has been a long time since I played but I am using the same profile and I am updated to 1.62. I restarted, saved missions in every folder that made sense, asked here, and i'm still stumped. Nothing i've done has made my missions show up in the dialogue to create a co-op server. Any ideas?
  2. Not necessarily solved, but I now know what is going on. When I export to multiplayer, it exports the mission to the profile of that player (ArmAII Other Profiles in my documents), like it's supposed to do (or how it's worked every other time in the past). When I go into multiplayer, it is looking at missions in the ArmA II Mission folder in the game folder, not in the profile folder (like it used to do). What I did was copy the mission from my "other profiles" folder to the bohemia interactive>ArmAII> MPMissions folder and it works fine. So it's no longer looking at my profile folder for some reason even though the character is being represented in game by the parameters I have in that "other profiles" folder. (I have the balaclava on and it shows up in game...) ---------- Post added at 08:35 PM ---------- Previous post was at 08:34 PM ---------- I was typing my response as you posted. lol I got it working based on that. What I don't get is that I never had to do that in the past. I made a mission, exported it to MP missions and that was that.
  3. Yeah, i'm pretty knowledgable of the process. Not sure why the 50 or so missions i've built aren't showing up at all now, but i'm sure it's something easy. Just looking for a few ideas on what I could check. Did I click the "don't show your own missions in multiplayer" button in options or something?
  4. okay, weird one guys. Hi, it's been several generations of hound dogs since i've posted to the forum... Probably been even longer since i've looked at it (just waiting for Arma III to come out) Anyway, I was trying to run a mission tonight, testing something, and absolutely none of my missions in Chenarus showed up. All I saw were the stock missions taht came with the game. I did a search, but i'm not quite sure how to phrase what the problem is. It could be me (most likely). I did nothing different than i've ever done. Has something changed or did I miss something important? It was a multiplayer mission for 8 people. Took place in chenarus. I checked all maps and none of the user-created ones showed up for them either. Checked my mission folders and they are where they've always been. I am updated to 1.62 and am running no mods. Thanks for any replies.
  5. Tried a few things and nothing is working. You're probably right. I can see every and all mission I have in the editor. It's just when I go online and try to strt a co-op server, they disappear. I'll see if I can find info anywhere else. Thanks for your thoughts on this.
  6. well that really narrowed it down. :p I don't think this is relative, but I was trying to run a co-op last night. I don't have an ARMA II server. Has anything changed with that recently?
  7. Yes. exact same profile. Nothing has changed since I quit playing six or eight months ago. I updated recently, that's it. Oh, and I turned off several mods I used previously.
  8. Used the init code (because I found it last night in the wiki) and it worked like a charm. Appreciate the help!
  9. Tried your sample. Really like it. However, when I attempt to change the WEST to EAST, it doesn't work. I've gone over the script a dozen times. I'm obviously missing something because there isn't much to it. The really cool part is that I put another line in the script to call specific enemy units, much like the wiki page shows. Did not work until I made the enemies WEST... when I shot them, I got the "blue on blue" message. any help?
  10. One of TBC's guildies used "careless" with much success. Here's the link to his thread on it. http://forums.bistudio.com/showthread.php?t=107415 I played the mission several times. Without fail, the helo would land even if under fire.
  11. Thank you! I didn't know that there was a cargo capacity for each vehicle. We had a URAL with literally 20-50 of every ACE and BIS weapon, hundreds of magazines, mines, grenades, backpacks, launchers, etc... and it never gave us an issue. I do know that boats have some sort of capacity. There was stuff in the RHIB every time I got out to look. We used to stick it on the "rifle ranges" we would build instead of having 30 weapon crates lying around. Thanks for the link to the cargo capacity spreadsheet. Got it bookmarked and thanks again for the change. I'll make the change when I get home tonight. :bounce3:
  12. I searched. I tried damn near everything i've found. Here's the whole lowdown - Players spawn into a RHIB (boat) named "c". (which means I use the moveInCargo for the players). I have been trying to fill this boat with weapons so I don't have to plant a bunch of boxes on the beach. I've filled vehicles and crates with weapons well over a year now and have never had a problem. Since Sunday night, i've tried everything to get this to work and it just won't! I don't know what the problem is. The only difference I can see between then and now is that this boat has a name. Most of the vehicles i've used in the past have not had names. I'm using mostly ACE weapons, with a few BIS things in there but again, it hasn't been a problem in the past. Please take a look at my code and point out what i'm overlooking. Thank you for any help. In the boats init: nul = [this] execVM "loadout.sqf"; The loadout script: private ["_crate"]; _crate = _this select 0; clearMagazineCargo _this; clearWeaponCargo _this; //weapons _crate addWeaponCargo["MAAWS",2]; _crate addWeaponCargo["M136",15]; _crate addWeaponCargo["M249_m145_EP1",5]; _crate addWeaponCargo["ACE_TAC50_SD",5]; _crate addWeaponCargo["VSS_vintorez",10]; _crate addWeaponCargo["M110_NVG_EP1",10]; _crate addWeaponCargo["SCAR_H_LNG_Sniper",5]; _crate addWeaponCargo["SCAR_H_CQC_CCO_SD",10]; _crate addWeaponCargo["M32_EP1",5]; _crate addWeaponCargo["ACE_UMP45_AIM_SD",10]; _crate addWeaponCargo["ACE_SOC_M4A1_SHORTDOT_SD",10]; _crate addWeaponCargo["ACE_SOC_M4A1_AIM_SD",10]; _crate addWeaponCargo["ACE_MP5SD",10]; _crate addWeaponCargo["ACE_M4A1_AIM_GL_SD",10]; _crate addWeaponCargo["ACE_M4A1_ACOG_SD",10]; _crate addWeaponCargo["ACE_HK416_D10_SD",10]; _crate addWeaponCargo["ACE_HK416_D10_COMPM3_SD",10]; _crate addWeaponCargo["UZI_SD_EP1",10]; _crate addWeaponCargo["M9_SD",15]; _crate addWeaponCargo["ACE_USPSD",15]; _crate addWeaponCargo["MK_48",3]; //magazines and Ordinance _crate addMagazineCargo["ACE_C4_M",20]; _crate addMagazineCargo["MAAWS_HEAT",20]; _crate addMagazineCargo["ACE_MAAWS_HE",20]; _crate addMagazineCargo["ACE_100Rnd_556x45_T_M249",70]; _crate addMagazineCargo["ACE_HuntIR_M203",20]; _crate addMagazineCargo["ACE_5Rnd_127x99_S_TAC50",50]; _crate addMagazineCargo["20Rnd_9x39_SP5_VSS",50]; _crate addMagazineCargo["ACE_20Rnd_762x51_S_M110",80]; _crate addMagazineCargo["ACE_20Rnd_762x51_S_SCAR",150]; _crate addMagazineCargo["6Rnd_HE_M203",50]; _crate addMagazineCargo["ACE_25Rnd_1143x23_S_UMP45",50]; _crate addMagazineCargo["30Rnd_9x19_MP5SD",50]; _crate addMagazineCargo["1Rnd_Smoke_M203",20]; _crate addMagazineCargo["ACE_1Rnd_HE_M203",50]; _crate addMagazineCargo["30Rnd_556x45_StanagSD",200]; _crate addMagazineCargo["30Rnd_9x19_UZI_SD",30]; _crate addMagazineCargo["15Rnd_9x19_M9SD",]; _crate addMagazineCargo["ACE_12Rnd_45ACP_SD",]; _crate addMagazineCargo["100Rnd_762x51_M240",50]; _crate addMagazineCargo["HandGrenade_West",10]; _crate addMagazineCargo["TimeBomb",12]; //Medical _crate addMagazineCargo["ACE_Morphine",100]; _crate addMagazineCargo["ACE_Bandage",100]; _crate addMagazineCargo["ACE_Epinephrine",50]; _crate addMagazineCargo["ACE_LargeBandage",50]; _crate addMagazineCargo["ACE_Medkit",100]; //Tools _crate addWeaponCargo["NVGoggles",8]; _crate addWeaponCargo["ACE_Earplugs",30]; _crate addWeaponCargo["ACE_Glasses_LHD_glasses",12]; _crate addWeaponCargo["ACE_HuntIR_monitor",15]; _crate addWeaponCargo["ACE_Rucksack_MOLLE_Green_Medic",10]; _crate addWeaponCargo["ACE_Backpack_US",20];
  13. Roger roger. I'll check it out.
  14. Hi Ace Team. I've been doing custom ACE weapon crates for over a year now without problems. I'm trying to load up a RHIB with ACE weapons and it doesn't work. The only gun it picks up is the M110 (BIS) and some ammo. I have been off and on with ARMA and ACE for a while now, but am back in and fully upgraded. Did something change? I don't need code or anything...unless I need to change something in it. It just appears that I can't put ACE weapons in a non-ace vehicle... but even there, I tried putting it in an ACE vehicle weapons crate (just for looks) and it didn't work there either. I'm assuming theres something i'm missing and it's probably pretty minor. I would ask in the Editing forum, but again, I tried a weapon crate script with Standard ARMA weapons and it worked in the boat. The ACE stuff wouldn't.
  15. Okay, I've looked at various IED scripts and they don't really fit what i'm trying to accomplish. I've got a team coming in at night to Elektrovadozsk(sp?). While they are coming in, I have some tanks and other armor being hit by helos. This makes for some wonderful night explosions and gives great ambiance to the start of the mission. I put actual armor down and let the AI driven helos attack them. The players, upon reaching the beach, are supposed to search several areas (randomly generated) to destroy a shipment of <insert bad stuff here>. The helos will attack the area i'm telling them to, and are supposed to fly off once there are no more opFor present in a very specific area. What actually happens is that the helos come in, attack the armor, then begin attacking other enemy emplacements that are there (which are for the players to deal with). I know (or at least I don't think I can) I can't stop this. So, I put a command in the trigger to remove the helos ammo once the condition was met. Turns out to be the wrong command... h1 setAmmoCargo 0; isn't it... h1 setAmmo 0; ?? Every other test run i've done, the helos either go right for the armor, or they fly past, turn around, hit the armor and take out enemy AI that is meant for the players to deal with. Sometimes, they take out more enemy AI then turn their attention to the tanks. So, i'm looking to do something that will blow those tanks up in a massive show of bombing that will give incredible ambiance and set a backdrop to the mission. I was thinking of turning off the helos ammo through the interface and simply have them fly over the scene and use a series of triggers to set off bombs around the armor to destroy it as the players are driving in. How would you do it? Please understand that i'm not the most advanced editor out there and that i'm looking for simplicity. (I do understand that I could set a trigger to turn the armors health to 0 but I want a bigger explosion). An IED type script seems ideal for this but there would have to be a minimum of 15 explosions, and (being a novice) I don't know how to time them separately so the mission won't start with one big explosion (as in all 15 going off at once). Sorry about the long thread and thanks for any opinions on how you would go about this.
  16. I didn't know there was a delete vehicle command. I'll try that out.
  17. I ended up using what essentially is an IED setup. I just put down a boatload of triggers to destroy stuff and/or add explosions as ambiance to the insertion. I changed the helos to harriers, turned their ammo down to practically nothing, and then set triggers to just blow them the hell up when the players reach the beach. At least this gives me the ability to control everything that needs to happen.
  18. I think we need a tolerance module or something in ARMAII. I was screwing around with the addweapon commands and for the first time, decided to give taki civilian AI rocks to throw. Spawned in and they were pelting us (two US soldiers) immediately. ...wtf? We didn't do nothin'! Being a glutton for punishment, I gave one of them in the crowd a revolver and spawned in again. He immediately shot my team mate before I got him. wtf? We were just standing down the street! Had myself a good laugh over that one. I may put it in a mission or something to really confuse the heck out of the players. :)
  19. Lexen

    Taki Civilians hate everyone...

    I guess it depends on what you call resistance. I just got some time to play around with it a little more. Armed civilians attacked every OpFor and BlueFor unit I put near them. The ONLY one they didn't attack was the Taki independent units.
  20. Lexen

    Longest firefight?

    Two instances come to mind. 1. Was a MP mission (can't remember the name) where you evade capture and traverse a large part of chenarus for just about 3 hours. That was what got me hooked on Arma II. 2. The second was adding the house patrol script to enemies and then doing a small scale invasion on the north western island of Isla Duala. We were armed to the freaking teeth and had no other type of support, just what we carried. That firefight lasted at least 4 hours and was the most fun time i've had against AI ever. Those enemies had us pinned down several times in some NASTY spots. Thankfully, we got out of it but damn, for a while, we were getting our asses handed to us. Medic (me) was working overtime keeping guys patched up. It was just back and forth, street to street of gains and losses. We'd take one street only to get flanked and have to retreat or they'd push us back and we'd have 2 guys flanking them. Man it was awesome. I can't say enough about the AI in this game.
  21. Lexen

    Taki Civilians hate everyone...

    The worst part is that if you shoot civilians (like the soviets are fond of, especially in Georgia recently) you become "red" and will get shot by your team mates. Hilarity will ensue. Wonder if they attack taki soldiers as well? Cause...everyone might hate taki soldiers too.
  22. This is a very good question. I've had good luck with snipers so far but down the pipe, I do plan on making a counter-sniper mission similar to the one in Arma II. If you couldn't get the sniper to fire at you past a certain range, you could use triggers to make soldiers fall dead and cause the "elite" sniper to move positions. Though I am certain there is a way to make the sniper fire at another player no matter the distance.
  23. Thanks chief. It seemed like it should, i've just never done it before. And with a 180 page catalog and a full website revamp to do here at work (due in 3 weeks), i'm a little bored and my mind wandered to this. :cool: I didn't think about raising the height a little as it goes to the trigger that forces the paradrop. That will probably help out tremendously and give a more natural feel of flying. (and for all of you work sticklers, the catalog is essentially done. It's just out for proofing so I am sitting on my thumbs waiting for the proofers to finish.)
  24. I've done a search and seem to have found what i'm looking for but since i'm at work and can't test it, I would like to get some input. I've done a helo route that cycles. There is a CH47 at Rasman Airfield that will let players get in and then run them back to the southern airfield. Over the southern airfield, it forces a paradrop. This, in itself, wasn't hard (thanks to the editing FAQ thread). Once they drop the helo flies back to Rasman, lands, and waits for more players to show up. It will do this over and over. The problem is that the CH47 drops you at the absolute minimum distance for your chute to open. My question is: Can you use the flyInHeight in the waypoint? (see below) Waypoint 5 OnAct. helo4 flyInHeight 150; will that work? I've never used flyInHeight except on c130's (in the init) that start the mission already flying. Never used it in a waypoint.
  25. Thank you, good sir. I'll try that when I get home tonight. :bounce3:
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