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lightspeed_aust

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Everything posted by lightspeed_aust

  1. Some help please - I have to rescue a group of blufor from a taki operated base at which point I give them a weapon each and they will begin a upsmon fortify of the base. They get the weapon and seem to move to fortify however they will not fire at opfor even if they are standing right in front of them. It seems like they don't see them or they don't see them as being enemy. Note - the opfor will fire on them. disregard this post - i had assigned weapons but not the magazines properly so they were firing but had no ammuntion - sorted now. damn i love this script!
  2. well after much messing about i have reinforcement working well enough even if its not technically the right way - i have the group called 'reinforce1' doing a regular upsmon patrol then set a trigger for reinforce which says: KRON_UPS_reinforcement1 = true; null=[reinforce1,"test","nowait", "safe","reinforcement:",1] execVM "scripts\upsmon.sqf"; they will leave the current marker and head to the new zone to patrol - don't know if it's right but it works and nothing else seems to.
  3. anyone had this problem - its pitch black in Zargabad - midnight - and none of the vcl will turn their lights on while driving. no problems on Chernarus with vcl lights...but Zargabad...no lights. :confused:
  4. tried changing the area to head to but they dont go to/see it - the debug does not show that they register "test" zone. cant depbo it bcoz i dont have panthera
  5. my latest attempt - in leader soldier init - nul=[this,"test","move","reinforcement","delete:",100,"fortify"] execVM "scripts\upsmon.sqf"; so they will initially fortify the area they are in - gr8. but my trigger - when blufor present: KRON_UPS_reinforcement = true; KRON_UPS_reinforcement_pos = getmarkerpos "test"; the group will not stop fortifying and head to "test" zone? why not? and while im at it what does "delete:",100," this bit mean? thanx
  6. ok so back to square one of reinforcements - i just cant figure this out although i know it should be simple. group1 sits in a camp doing a patrol of their camp - camp1 group2 is 500m down the road guarding a radar but the radar is destroyed - this should trigger group1 to abandon their camp and reinforce camp2. i have tried nearly every method i can think of using the code i have seen to make group1 patrol but then reinforce - either they just keep patrolling and dont move to reinforce or, they immediately head towards camp2 when init_upsmon.sqf is run. the trigger is !alive radar please fill in the rest bcoz i am stuck.
  7. bloody reinforcements - leader soldiers init line - nul=[this,"house","reinforcement"] execVM "scripts\upsmon.sqf" Init_UPSMON.sqf - KRON_UPS_reinforcement = false; trigger_reinforce when object is !alive - KRON_UPS_reinforcement = true; ___________________ so why does the group just start walking straight over to "house" marker b4 the trigger is activated? i can't work out the error. and.... if i want to have the reinforcement doing a patrol of another area first and then get called to reinforce later - how would i set this up? h8 asking but it just isn't doing what i want it to at the moment - i think im missing something. cheers Lighty. ------------- ah i found the answer to both - sometimes you just need a break from editng to let the brain process it. My solution: In the init line of the leader of the group i put nul=[this,"area1","Nowait"] execvm "scripts\UPSMON.sqf"; I have named the leader of this group "testguy" I place a trigger on the map which has - Condition - !alive radar On Act - KRON_UPS_reinforcement = true; nul=[testguy,"radararea","reinforcement"] execVM "scripts\upsmon.sqf" Result: testguy and his squad will patrol area1 until radar is dead at which point reinforcements are requested and they are issued new orders to head to radararea. ------------- one more thing - this code [leader1,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; [leader2,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; [leader3,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; only works consistently if the groups don't already have a task assigned. for example, if i had 3 groups patrolling area1 and then triggered the reinforcement.sqf, only 1 or 2 of the groups would go to reinforce not all of them consistently. if i give them no patrol to start they will all move to reinforce.
  8. In the editor you can create groups quickly, however, you can't name these groups. How would i name the group, Group_a so that I could then later delete this group? cheers.
  9. lightspeed_aust

    Lights not working on Takistani Armor?

    @ AZCoder I am using the Takistan vehicles on Zargabad including UAZ. I will try them in safe mode. Works perfectly thanks.
  10. Armaholic mirror: - Flame Pillar Co-09 Hello BIS members This is my second mission for Arma2 - I made over 40 missions for Ghost Recon and my goal was to bring GR to Arma2 or vice versa. I think this one makes the grade and hopefully some beta testers will be happy to see how it plays out. Dedicated Server - this has been built and tested for dedicated servers so can be played in local MP or dedi. Addons - none. I want to make my missions easily accessible to all so all you need is OA or Comined Ops. Extras - UPSMON script Norrin's Revive (set to one respawn and medic only revive) Join in Progress Pre-set kits for each class (no ammobox for this - your class determines your loadout) Auto-scaling mission - mission built for 9 - but if 5 players or less then the mission removes several OPFOR units. Version - 1.0 Briefing - Mission: Flame Pillar Gather round Ghosts and listen carefully - it looks like coalition forces are preparing to commence Operation: Desert Sieze in a matter of days and will attempt to take control of Zargabad. They will be assault Zargabad from the West and attempt to secure the airport, and following that, the rest of the city. You Ghosts will play a key role in preparing the way for them. Your first objective is to secure the oil refinery situated north-west of Zargabad at Nango and shut down the oil pipelines. The refinery is the fuel supply source for Takistan forces and disabling this supply line should bring their transport operations to a grinding halt. The refinery is well-protected and a military outpost to the west of the refinery at Azizayt will probably send reinforcements once it goes hot. You may wish to secure the outpost prior to your assault on the refinery - your choice. Either way, neutralising these opfor should make life easier for coalition forces when they commence their assault on Zargabad. Once inside the refinery grounds, you should look for two buildings which supply electricity to the complex. These building should be clearly marked with Electrical Warning signs. Attached to the rear of each building is a small generator and you must destroy both of these generators to shut down the oil supply lines. Your second objective is equally as important as the first. Intel has obtained satellite images of an artillery battery in the fields due west of Zargabad airport and you must find and destroy these howitzers before Operation Desert Siege kicks off. I don't need to tell you what those guns would do to our men as they made their assault from those barren hills. One more thing men - there are civilians living in the shanty towns so watch your fire. We don't want to piss off the people we are trying to help - this military operation is difficult enough already. Once you have completed your objectives - head to the EZ and wait for your exfil orders. Sound simple enough? Alright Ghosts - go and grab your kits - your transport leaves in 2 hours.
  11. @ Kylania noone is forcing you to use this revive mate - madbull and R3f have built it in the way that suits them and if you don't like it - don't use it.
  12. lightspeed_aust

    co9_GhostRecon_flame_pillar

    apparently some problems with this on the dedi sorry - i will investigate.
  13. lightspeed_aust

    co9_Castle Day

    Updated - Armaholic mirror: - Castle Day Co-09 v1.8 Hello BIS members This is my first mission for Arma2 but I made over 40 missions for Ghost Recon and my goal was to bring GR to Arma2 or vice versa. I have been messing with the editor for a long time now and didn't want to release until I felt I had a mission worthy for release. I think this one makes the grade and beta testers seem to be happy with how it plays out. This is a remake of Witch Fire from Ghost Recon which took place on the infamous Castle map of Ghost Recon. Dedicated Server - this has been built and tested for dedicated servers so can be played in local MP or dedi. Addons - none. I want to make my missions easily accessible to all so all you need is Arma2 or Comined Operations. Extras - UPSMON script Norrin's Revive (set to one respawn and medic only revive) Randomly placed objectives Join in Progress Pre-set kits for each class (no ammobox for this - your class determines your loadout) Version - 1.7 Briefing - Operation Witch Fire Listen up Ghosts - satellites have detected major Russian troop movements on the Northern border of Chernarus near Pobeda Dam. It appears that the Russsians are preparing for another major assault and we need to neutralise the attack before it happens. Fortunately, the satellite images have revealed the location of a Russian forward command post at Devil's Castle, the medieval fortress a few miles North of the airbase. Your primary objective is to infiltrate the HQ and recover any intel detailing Russian battle plans. You will insert at dawn when Russian forces are least prepared for an attack but move carefully and Watch for patrols. There has been a lot of troop movement over the last 48 hours and armor units have been sighted moving through the AO. We have intercepted radio transmissions from Devil's Castle and your second objective is to find and disable this transmitter. You would be wise to do this early - if you let the Russian garrison radio for help you could have a major firefight on your hands. You will require explosive ordinance to destroy it. Finally, one of the armor units is a mobile SAM site which has been painting aircraft as they leave the airbase. Fortunately, none of our aircraft have been targeted yet, however, until this threat is eliminated our air assets will remain grounded. Destroying this SAM site will be your final objective for this mission. Good luck men - get her done.
  14. lightspeed_aust

    co9_Castle Day

    the updated file is in original post - a couple of issues on the old file and it wasnt even a pbo lol - this mission will scaled opfor based on numbers of players in coop - 5 or less and it will remove for groups (16 opfor) from the mission to make it manageable. enjoy.
  15. i read the biki and noted the comments that deletegroup does not work to remove a group from the map. i tested this too and it did not remove the group alive or if all dead. is there another command to make the group disappear from the battlefield?
  16. lightspeed_aust

    Takistan coop mission pack

    are these missions built for dedicated server?
  17. I h8 to ask in case this has been asked already but I couldnt find the answer in my search. Scenario - I have OPFOR group1 fortifying a military outpost (marker = outpost1) using upsmon. BLUFOR assaults an oil refinery (marker = oil1) and this triggers group1 to drop their current upsmon and reinforce the oil refinery. But how do I get them to take on this new move? thanx Lighty
  18. lightspeed_aust

    co9_Castle Day

    done. :)
  19. i know its a noob question - i grabbed an ammobox to test this and only found the Mk16 mK4 CQ/T with that laser point. is this the only weapon with this or can the option be added to other weapons? thanx Lighty
  20. lightspeed_aust

    co9_Castle Day

    any requests for specific OA weapons?
  21. lightspeed_aust

    which weapons have laser sight

    no you misunderstand the question sorry. is the Mk16 mK4 CQ/T the only weapon with the laser pointer? i couldnt find any others that have it.
  22. lightspeed_aust

    co9_Castle Day

    oh shit lol - i just realised i dint upload the pbo version. will sort that out and will look at implementing the CO version of it with weapons and the laser sights.
  23. lightspeed_aust

    KH MXR Mission Pack v1.0.100

    Matt - thanx for this - kwik question - this is made for dedicated server? that's what im chasing, good missions for dedi servers.
  24. Hi Modders Trying to put together a dedicated server of realistic coop missions for 4-15 players. Vanilla Arma2 and OA only thanks and they must be tried and tested for dedi. I am building my own at present but want to build a dedi coop for lovers of realistic coop and interesting missions. if you know of some or want to make some, etc lemme know cheers Lighty
  25. lightspeed_aust

    Request for Coop Missions for Dedi Server

    please dont hijack thread - glad you like ACE but im chasing vanilla only for now. im really looking for Ghost Recon, Spec Ops type missions - several objectives to complete in any order.
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