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lostninja

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About lostninja

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  1. lostninja

    SLX Mod WIP

    put @SLX in program file. used arma 2 launcher made shur @SLX was checkmarked ~loading~ error: "Include file @SLX/SLX.hpp not found." Hmmm?
  2. lostninja

    Behavior Jukebox

    ("Also there is a sample mission called "MoodJukebox.utes".) Sample mission where???????.... i cant seem to get this script working at all? this is hard when you dont have a step by step instructions..... -------------------------- started Editor. new mission named test : Created Init.sqf //begin init.sqf nul = ["a2","Track18_Ghost_Waltz"] execVM "scripts\music\music.sqf; put scripts folder in mission.. placed 1 man on the field, previewed mission silence.... ???????? lol what am i doing wrong ~.~ :( pls assist :D
  3. hello. im just gona get straight to the point. ive had this game for a quite some time and iam very familier with scripting. but the one thing i CANNOT do sense the day ive goten this is making a AI C-130j land (which i know how to do), and unload its cargo (in mycase soldiers) this, AI C-130j Flys and lands at airport, stops and my soldiers automaticaly get out now i know how to do helo unloads but with planes idk how heres wut i currently have -------------script-------------------- AI C-130j (plane1) my Unit: (alpha) *this setGroupID["alpha"] --------------------------------- AI C-130J lands at airport and taxis to from of control tower and stops (Waypoint is set to "Get Out") now at this point only the pilots get out, i have roamed around the forums and i did find numerous scripts but their all for jumping out of the plane in mid-air. heres wut i have again *Trigger is placed just b4 the "Get Out" waypoint saying: -------------script-------------------- _xhandle=[GroupName,VehicleName] execVM "jump.sqf"; --------------------------------- plane1 is grouped TO the trigger and is set to "present" my SQF file reads: -------------SQF-------------------- if (isServer) then { _group = _this select 0; _vehicle = _this select 1; sleep 2; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5 } foreach units _group; }; --------------------------------- this doesnt work. only the pilot gets out ive also tried an SQS getup with a similar setup. it still doesnt work. only the pilot gets out. i have increassed the radius for the trigger and i still get nothing. so if someone can assist me with this or make an example mission with the c-130j landing and kicking out its soldiers. I would greatly appreciate this. this is the one thing i have NOT been able to do sense i began using the editor and its stalling my mission from being completed. Again, thanx for any support. if som1 can help me get this one thing done. i can finaly put this mission as complete ---------- Post added at 01:53 AM ---------- Previous post was at 01:19 AM ---------- Ok everyone. i took a look back and looked at all the forums carfuly and comparing to wut i have. and ofcourse i had the wrong script this setGroupID ["alpha'] was not correct. alpha = group this; {_x moveInCargo plane1} foreach units this; is the correct script so if anyone every has problems with this as i did for a while the correct scripting is On unit init: GroupName = group this; {_x moveInCargo VehicleName} foreach units this; then add a trigger over the area u want to get out (group the trigger to vehicle, set "present") then on act: ------------script------------------- _xhandle = [alpha,plane1] execvm "Eject.sqf"; ------------------------------------------ your eject script should be as -----------Eject.sqf------------------- _group = _this select 0; _vehicle = _this select 1; if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5; } foreach units _group; ------------------ this should work. so if anyone has this problem, this is the correct script. can close this thread or whichever mods feel neccesary^.^
  4. Hey quick question ive searched and couldnt find anything about it so ya. Wuts the animate script for the "Gate"? im not talking about the bargate with the stop signs <--------- im talking about the "Gate" with the barbed wire on it wuts the animate script for it? ive tried (Gate - gate5) On Act: gate5 animate ["Door", 1] on Dea: gate5 animate ["Door", 0] with activation on player, repeadetly AND On Act: gate5 animate ["Gate", 1] on Dea: gate5 animate ["Gate", 0] with activation on player, repeatedly none of these work in trigger, is there a animate script for it?
  5. well i know to do a helo insertion easy. its landing the C-130J n forcing it to kick my team out "like a helo insertion" ive used comands above. u have a sample mission for that?
  6. well ya but mainly my team. wanted a mission opener where ur team is flown into a new airport recently taken by the U.S using th C-130j but i every time the plane stops its just the pilot that gets out. wanted it to kick us all out to
  7. hello im not shur if this has been said but. how do i make it where i can pick up evidence to complete an obj on a mission that ive created? like to pick up "map" when located. wuts the script or w/e to allow me to pick it up. cant seem to find it anywhere using the search "evidence"
  8. lostninja

    Island Panthera for ArmA 2

    im using the latest arma 2 version as well as the latest panthera version. rly not shur why it doesnt work. some huts and gastations wont open either ibr_plants PBO ibr_plants.pbo.ibr.bisign ibr_rn ibr_rn.pbo.bigsign panthera2 PBO panthera2.pbo.ibr.bisign arma 2 version 1.07.71750 are in thr @ panthera -> addons mod folders. ive even started arma 2 with just panthera and CBA it still gets the same errors steam version of arma 2 dont know if that makes any difference
  9. This is irritating the hell out of me ive tried for 5 HOURS<- everything on this post it doesnt not work period i just want 1. plane fly to airport (know how to do) 2. plane stoped "Get Out" waypoint 3. auto-eject unit when plane stops ???????????????????????????????????????? ive tried everything these post says and nothing works unit name- Man1 plane name- Plane1 so if someone can give me an EXACT <- step by step instructions using the unit and plane names above that would be great cuze i dont understand the origional instructions at all. i dont get WHY none of those scripts are working. this is extremely irritating. have been scripting for ages and this is one script i can never get to work
  10. lostninja

    Island Panthera for ArmA 2

    Cannot open objest ca\buildings\fuelstatin_army.p3b??????????????????????????????????????????????????????????????????????????????????????????????? Cannot open objects\buildings\kostelik.p3b????????????????????????????????????????????????????????????????? uh? lol how is this bug free if alot of objects "cannot open", does this require arma 1? or caa1 or somthing?
  11. exactly HOW DO YOU INSTALL this lol...... "Install: You know the drill, put the addons with the bisign files in your desired addon folder." doesnt help o,o i keep getting arma 2 has stoped working when loading uruzgan*< nvm i had missplaced a PBO got it working
  12. lostninja

    Afgan army vehicle's

    this addon does not work: 1 Created sub folder @ANA 2 Clicked Arma 2 launcher 3 activated CBA 4 activated CBA/resync pack w/e 5 activated ANA 6 Arma 2 startup 7 editor 8 selected afgan soldier 9 load screen 10 "Arma 2 has stopped responding" any ideas?
  13. lostninja

    Ambient Combat Module

    ive looked through this whole thread and i dont rly know wut im looking for answer this question but. I want to make a AI generated war between RU and US in Utes(test) how and wut do i need to do step by step. Would greatly appreaciate the assistance pls^^
  14. Hello. I'am in the proccess of creating a campaign but i cant seem to figure out why my music doesnt work i have this in my description.ext>> class CfgMusic { tracks[]={}; class Customtune1 { name = "Customtune1"; sound[] = {"\sounds\Custom_SoundTrack.ogg", db+0, 1.0}; }; }; i have a file in my misson folder named "sounds" with "Custom_SoundTrack.ogg" which is really new divide by linkin park. now i resaved and its in my track list as Custometune1 HOWEVER. when i run up to it. nothing happens. Yes i have it act. BLUFOR and Detected by BLUFOR but nothing happens. Now i know this has proly been answerd thousands of times but i cant find anything to solve this problem all the topics r from almost a year ago. But is there a limitation on music? like.... is the song to big is there a size limit? Rate limit? Hz limit? cuze i rly dont know
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