Lexen
-
Content Count
68 -
Joined
-
Last visited
-
Medals
Posts posted by Lexen
-
-
Wanted to pop in and say thanks for releasing a stable version and as far as i'm concerned, the wait was fine. I would rather have something that worked rather than something that would make me lose 6 players.
Will be downloading it over the coming weeks.
Thanks for all of the hard work, gents.
-
McSpuds is always trying to be difficult. ;)
(it's okay, we're in the same gaming guild)
-
Instead of over thinking and trying something complex, just create them in revered order. :) First task created is always at the bottom and last/newest is at the top.lol
I was going to post that, but didn't want to look like an idiot. I almost did that last night, just to see if it would have worked but I didn't have much time.
I'm going to remake the init file now. I KNEW I should have done it last night.
Thanks man. It's a beautiful and simple piece of code.
-
Simplest briefing. Place this into init.sqf:[] spawn { waituntil {!isnull player}; task1 = player createSimpleTask ["task1"]; task1 setSimpleTaskDescription ["Tekstikentta","Taskin nimi listalla",""]; task2 = player createSimpleTask ["task2"]; task2 setSimpleTaskDescription ["Tekstikentta","Taskin nimi listalla",""]; };Then just do this in a trigger when objective is done:
task1 settaskstate "succeeded"
Okay, so i've decided to use this code. Is there anything that can be done about the order they show up in? Using this simple solution (which I absolutely love) they come out backwards when you click "tasks" in the map.
Mine shows as evac being the first one. Start the mission is the last one.
One of my guild members says he saw something about this problem, and "reversing" it, but I can't find anything about that.
I've countered the problem by adding notes and telling the order they go in, but if I want to publish this mission, it might be awful confusing.
just had a thought: Do I have to set it to create tasks instead of sorting these in order?
-
No whine factor here. You should try saying that to the Moderators. Change it back and see what they say.I merely stated that my post title sounds like i'm whining now, not that you are whining about my title. If I was seriously suggesting that, I wouldn't have changed the title when you pointed it out. You are right. My post title did not follow the forum rules and I changed it. Thank you for pointing out the problem. I'm sorry that you didn't get my self-directed sarcasm. Please note I also thanked you for the reply and help.
Text doesn't always come across as it is meant to. Can we all go back to playing nice now?

---------- Post added at 01:42 PM ---------- Previous post was at 12:02 PM ----------
Just set the jet with zero fuel in it's init and then have the same trigger that activates set the fuel at 100%. I have had to do similar to make C-130s sit still while unloading and loading on runways.In the planes init box: PLANENAME setfuel 0
In the trigger: PLANENAME setfuel 1
That will do it.
I like the idea. I know it was suggested in an earlier post by Manzilla, but I think the "get in nearest" will give it a more realistic 'feel' to scrambling a bunch of pilots under attack.
It would be a lot easier this way though.
Players might not even be around when the pilots scramble, so that get in nearest waypoint might not be needed for the feel of urgency anyway.
I'm going to play around with it but I think you and manzilla have it nailed.
-
It's always something.
Title changed to reflect post a little more accurately. Now with added "whine-factor".
Thanks for the reply. I'm just going to put a pilot on the map and make him get in nearest when a trigger is crossed. That should work well enough for what i'm attempting.
-
I think that manned planes will want to go up in the air before following waypoint.I'm thinking that too. I just want to make sure i'm not losing part of my mind.
-
I've done countless waypoints with triggers that make units stay until the trigger is activated. Literally every mission i've done has a setup somewhere like that.
For the first time last night, i tried it with an OPFOR pilot in a jet. I put him on the runway, in multiple positions with a waypoint to move ONLY when someone crosses the trigger.
It doesn't work. The pilot does not hold until the trigger is crossed. He moves no matter what. I've tried it as a "hold" and as a "move" and the $#!@#^ keeps going.
Is there something special for pilots in jets that makes them different from every other unit in the game? I did notice that the way I wanted him to take off was NOT the way he lined up. I assume that each airfield has a specific runway/takeoff point that they will go to. This probably has something to do with the auto landing feature.
Do I have to put a pilot down, then put a jet down, and make the pilot get in nearest when the trigger is crossed? I didn't try that, but I know that works. I just walked someone through it recently.
Just wondering if i'm going crazy or not.
-
Yeah, I purged my addons folder of the mods that were in there. This won't happen again. 100% of those mods in the addons folder are mods we no longer used anyway, so the purge was easy.
It's just good info to know if you start having issues with mods.
-
Okay, I have come to a conclusion. It's a definite maybe. ...:)
I did some thorough testing of what was going on.
1. I do have the server set to check a players mods against mine. This isn't a really big deal because we all run the exact same mods in the guild. I didn't think that this had much to do with Co-Op, but apparently it does....kinda' sorta', but not really, but yes it does,...maybe.
2. The ambient civilian vehicle module does, in fact, grab civilian vehicles from your addons folder no matter what they are.
Testing procedure.
A. Removed the ambient civilian vehicle module, and asked a guild member to join the server with the mod in question turned off. He got in without an issue.
B. I then put the module back on the map and asked him to join with his mod turned off. It didn't let him in AND I found those ambulance vehicles from the mod on the map. The mod was later found listed in the addons section of the mission.sqm.
C. I then removed the mod from my addons folder (as it is one we don't use any longer), then put the ambient civilian vehicles module down again. I then asked him to join with the mod turned off. He got in without any issues.
So, yeah...
Is there a way to turn off this mod check? I can't seem to find it.
-
We're looking for up to 4 new members to fill out some open slots.
Potential recruits should have both ARMA II and OA. We have a mod list of things we like to have available to use and you will be expected to acquire these as soon as possible. We love the ACE mod, but have stopped using it for the time being. We WILL be using it again in the future.
We have some pretty experienced designers and try to make a variety of ways we do our missions. We are also always open to ideas for things to do in the missions we make.
-
Was your server set to require same addons? If so, regardless of the mission you'd have to have the mods.It's never set to that. It was a co-op mission and the only mods you need are the ones that the mission requires. In reality, there were no mods outside of standard OA stuff in the mission.
This one really stumped me.
I assume that I put something down from the polish police pack, then deleted it (because we no longer use that mod). I did find where it listed vilas_pl_forces in the mission.sqm, but I got rid of it, as I said. I then combed back through the units on the map to see if any of them were related to the polish forces at all. None of them were.
---------- Post added at 10:26 AM ---------- Previous post was at 10:21 AM ----------
Update: I think I did find the issue (even though i'm at work).
I am going to test it tonight by removing the civilian vehicle module and telling my guys to turn off the mod and see if it works.
-
Okay ladies, gents, and other...
I designed my first OA mission for my guild over the past week or so. It was a quick little thing. Didn't take us 45 minutes. Anyway, early on in our ARMA II lives, we had a lot of mods all over the place. Eight or nine of mine ended up in my addons folder for various reasons.
My issue is that when running the mission last night, I had some players unable to connect due to a vilas_pl_forces mod not being there. Before you go typing "wrong forum", keep reading. That particular mod is the Polish Army/Police Pack mod. That was one of the ones in my addons folder, not in its own @ folder.
I went through the mission file (using the search functionality of notepad 2) combing through everything, looking for anything remotely resembling that mod and found absolutely nothing there. I then did the same thing for the actual units on the map.
The only explanation I can come up with is the ambient civilian vehicles module. Does it pull from vehicles located in the addons folder or does it pull from a pre-determined list of vehicles?
I wasn't able to test it, but I assume that if I have my guys turn off the polish army mod, then remove the ambient civilian vehicles module, we would see if this is the case. Then again, I likely don't know what i'm talking about with regards to how this module works.
Anyone have any suggestions to what caused this?
-
Dont' want to seem unappreciative for the amount of feedback and/or response that Bohemia is giving on this, but we tried all of the fixes and none of them worked. The player in question was pretty good with computers as well.
We finally fixed the issue with steam, but not in the way we had hoped to.
After re-installing the third time, then trying Dwardens fix, we still couldn't get it to work, he went out and purchased the hard copy of OA. It installed and worked perfectly.
So, $100.00 later, he can play the game.
We have a joke in our clan (because we do absolutely love Arma) that we would have paid a hundred dollars for the game because it's just that good, but he actually did it.
Now, he just has to fight with steam to get his money back.
-
Since Steam is just the greatest system ever in existence ever, that has ever existed, that everyone loves because it never screws anything up, i'd like to see if there is an answer to this problem. (in case you can't read between the lines, I personally don't care for steam. I'd much rather have a hard copy.)
I have a member of my gaming group who has both the Arma II and A2:OA from steam. The versions didn't combine. He re-downloaded them last night and they still didn't combine.
Effectively, he can't play unless we build an ONLY A2 mission or an ONLY OA mission.
I've seen the "fixes" that work sporadically, and those guys that are at home modifying their registries, but is there a one button fix? Is pressing one button to play a game he paid for too much to ask? Am I beating a dead horse?
Did he screw up something?
We're really lost here. Any advice would be appreciated.
-
Pop open the Bootcamp missions (in missions_e.pbo), it's all in there.You know something, I thought to look in the missions folder, but I didn't follow through.
Thanks for reminding me.
-
Hello ladies and gents.
I've combed these forums up and down for a script on making a pop-up target move.
I can't find anything definitive.
Is there a script anywhere for this?
What i'm looking for is simply to make a target move from left to right, right to left from the moment I set foot on the range until the time I leave it.
Adjustable speeds don't matter, but it should be "slower" for shooting moving targets at long ranges (700m - 1000m).
Alternately, i'm also looking for a moving target script that can be activated by triggers, though the first one is far more important.
Would it be easier to just place enemies on the map and take away their ability to target? I saw that in a thread while I was searching, but I would prefer the pop-ups (though they are obviously much harder to do).
-
beat it after a few tries.
1. Ignored those tree-hugging hostages. Shouldn't have been there.
2. TOW'ed (get it?!:eek:) some scuds. Got two, then they told me they were all destroyed.
3. heard Aziz was heading towards us and I just happened to be in the area of the villa and saw his SUV. Killed the guards, and took down the SUV. Aziz got out and got a taste of the Bradley's 25mm cannon.
4. After Scuds and Aziz went down, my toon "wanted" to go after the hostages, so we drove in and wrecked the place. Found the hostages dead.
5. Cut to the press conference where the press bitched at me about losing the hostages.
-
Lots of good tips here already, but in early Helo flight, like the one guy said....Never be afraid to use Autohover.
Early on, the easiest landing is to watch your altitude (even in 3rd person). You pick up the nose of the helo to decrease speed, but you'll also gain altitude. You avoid altitude gain by decreasing the power (default key is Z). You'll soon find that you can slow down but this will be over long distances (300-1000m+). If you are getting too close to the ground while still moving too fast, yank the nose up for just a second to really decrease speed.
After that, it's just practice, practice, practice.
Eventually, you can do what Rekrul above is saying and do a hard turn to really slow down over incredibly short distances.
Again, Autohover is your friend when things are going south.
-
You can put grenades out to 400.
I wouldn't do it unless you're just trying to suppress or it's a static target (or you're using the M32).
Easiest way to learn how to do this is just to put down some targets in the editor in 100m increments, put an ammo crate down, and put a player down.
Then practice till you're blue in the face.
-
Why do you wanna roll back? Everyones gonna be playing Ace OA unless you wanna play by yourself..thats how its gonna be.I made a post explaining it around page 13 or so, but it went unanswered. I figured I got the interweb tl;dr response.
We have 12 guys or so in the guild playing ARMA II. Not everyone has OA just yet. Three of these guys (two of them that didn't have it and won't have it for a month or so) updated ACE at the direction of a guy who has it, but didn't read my forum post telling them not to do it until everyone had OA.
The roll back is merely for the ability for everyone to get back on to the same page until a stable version of ACE is out.
So, any help on the process or a link to that process would be helpful.
Thanks!
quick edit: We absolutely love ace and don't feel right playing without it. We're just being patient (well, some of us are anyway).
-
Hello everyone.
I'm curious to know if there is a link that explains exactly how to roll back to ACE 1.3. I know it can be done, I just can't figure out how. My guild had a few guys update even after we told them not to. :(
I dug around in this and other threads and can't seem to find any documentation.
Appreciate any replies.
-
Hi gents, help me out here...
I have several people in my guilds Arma II division that didn't read my post on not updating to ACE until there is a stable release and we all have OA. I read through this thread and found the link to the latest (final) versions of ACE for ARMA II.
It's been about a year for most of us (since ACE install), but we can get new folks going and fix issues without many problems.
My problem is that the three guys who have ACE OA now are fooked, so apparently they're going to have to download the old versions to go backwards.
Once they are downloaded, what then? Can someone walk through the steps briefly or do they treat it just like any other mod folder and drag @ace, @acex, etc... into their ARMA II folder?
Important points: What about the config files that tell you the versions of ACE and the User Config so they can use ACE backpacks, earplugs, and such.
Is there a handy, dandy little link somewhere that will walk through the steps?
In closing, We absolutely love ACE and really appreciate the work you guys do for the community. After going with ACE, we almost kind of refuse to play ARMAII any other way.
-
Well, if it's any consolation, we did get an Enfield rifle and a FN-FAL.
:)
Array + trigger problem
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Just a question or two.
I'm having issues with an Array in a mission I made. The problem isn't that it doesn't work, but that it maybe works too specifically?
Okay, so I have a mission where choppers are needed to take down 11 pieces of armor before infantry units are to be flown in to "take the town". I have these 11 pieces of armor in a gamelogic array called enemies.
I then have a trigger that keeps count and is sync'd to a waypoint for the infantry units in their CH47's.
{alive _x} count enemies == 0I tested and re-tested this in a stupid little proof of concept mission and it works flawlessly. It worked in the main mission in testing over and over until last night. It no longer works. CH47's with infantry units just sit there on the runway even after all of the armor is gone. I checked and re-checked that all enemies are present. I switched up the activation from once to repeatedly (then back again after I made a new mission to test the setup again).
Now, i'm curious to know if we're testing the alive condition of units in an array, does it count the people inside of the tanks as part of the unit? As most of you know, enemies will often bail out of a tank after it's been hit. Could this be the reason my infantry is just sitting on the runway with their thumbs in their behinds?
If I have an OpFor infantry squad tied to a BMP, does it make them part of the count?
I'm really lost here. It worked fine until it didn't. This leads me to believe the above sentence about the OpFor squad riding in the BMP.
Thanks for any help.