lostninja
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Everything posted by lostninja
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put @SLX in program file. used arma 2 launcher made shur @SLX was checkmarked ~loading~ error: "Include file @SLX/SLX.hpp not found." Hmmm?
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Behavior Jukebox
lostninja replied to scifer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
("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 -
*Critical* Assitance with C-130j landing/unloading
lostninja posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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^.^ -
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?
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Frigates, Weapons and Waves Addons By Gnat - OGN Exclusive
lostninja replied to Auss's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ya i got same error wuts the deal? -
Eject/MoveInCargo Howto
lostninja replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Eject/MoveInCargo Howto
lostninja replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
How do i use Evidence in self created mission?
lostninja posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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" -
Island Panthera for ArmA 2
lostninja replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
Eject/MoveInCargo Howto
lostninja replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Island Panthera for ArmA 2
lostninja replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? -
Afghanistan - Uruzgan: WIP-release
lostninja replied to bad benson's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
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?
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Ambient Combat Module
lostninja replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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^^ -
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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How do i get AI to move around on LHD? all they do is stand there. pls help thnx^^
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AI to move on LHD
lostninja replied to lostninja's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
darn; il have to find another lhd addon. thanx bud~! -
music?
lostninja replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i did exactly wut the vid says but apparently it still wont play -
music?
lostninja replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok i did everything stated here and when i run into the trigger.. nothing happens (added my own music as a test) heres wut i put in description.ext class CfgSounds { // List of sounds sounds[] = {mysound01, mysound02}; // Definition for each sound; the classname // is used with playSound and similar functions class mysound01 { name = "mysound01 (New Divide)"; // Name for mission editor sound[] = {\sound\New Divide.ogg, 1, 1.0}; titles[] = { }; }; class mysound02 { name = "mysound02 (Explosion)"; // Name for mission editor sound[] = {\sound\ExplodeAir.ogg, 1, 1.0}; titles[] = { }; }; }; loaded the mission using same trigger u had, using the same method u had and yet nothing happens. i dont get wut im doing wrong i have it set as playSound "mysound01" unless i just have to rename it all "New Divide" only idk... any sudgestions guys? and iam using audavity -
is there a way to make a convoy? tried myself but the AI act like retards n go all over the place lol ok nevermind i got it working xD had to find the SQF for it D:
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yes ;p i found it after a while but thanx dude! ^.^
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ArmA II launcher by alpinestars
lostninja replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
how do i install this exactly? -
Convoy creator & convoy control v1.0
lostninja replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how come o keep getting convoy.sqf not found? ok nevermind =p after about 2hrs gawking at the scripts i forgot to add the convoy.sqf to my mission folder DUUHH.. Awsome script works great! -
lets say i wana make a mission where insurgents steal a nuke from a russian convoy..how do i make insurgents attack the russians? wut kinda scripts or editing change would i need
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Star Wars Stormtrooper
lostninja replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ya dude just like that. i read that link u sent me. i noticed som1 said "w/o loading initial island" and that quote "using noworld" whats that mean?