KillSh0t
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Everything posted by KillSh0t
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Help with mission editor
KillSh0t replied to TNTtheGREAT's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
usually you just have to open the editor....any map will do. Push the F1 key if it isnt already to use... double (left click) anywhere on the map and it should bring up the "insert unit" thingy. -
Help with mission editor
KillSh0t replied to TNTtheGREAT's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
are you sure you selected "units" on the right hand side? (F1) -
Where exactly are those files lol, im searchin but not finding. I have the STEAM version so i dont know if that places them somewhere different or not. Anywhoz, I just crashed in editor...1st time thats happend.
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r3v have u tried to uninstall/reinstall? It worked for me....im guessing something, an add-on maybe was conflicting with the patch... After I reinstalled and one by one added add-ons it works fine for me now. One of the add-ons I noticed making me crash was the SLX add-on. I ran CBA,ACE,ACEX...no crash then I tried adding GL4...no crash... Then when I added SLX kaboom! I crashed....I also noticed problems with certain maps also... Fallujah crashed me alot when using modules... IDK, just trying to help!
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Ok so I uninstalled/reinstalled made a mission with two ACM modules and everythings working perfectly. Installed CBA and ACE then tried it again.... Like a charm! So far so good anyway....guess I'll slowly add things and see whats what... Sorry for any attitude but frustration got the best of me!
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Hi Dwarden.... Tried the beta patch to no avail :( I have noticed that the crash seem's to occur when I add modules to the mission. I was playing around on the takistan map, created a small attack mission and everything seemed to play just fine. Then I decided I'd add a few modules I.E. effects and colors.... When I previewed I got about ten steps into it when it froze then CTD. Also I noticed the A2OA EXE. doesnt let go after the crash...it hangs in my task manager until I force it closed. I guess all of this wouldnt be so upsetting to me if I were the one who broke it, but I changed nothing to my system or game...hence the old saying if it aint broke.... But now it is broke....help me fix it! Please :(
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Hey guys, I seacrhed the 31st mod post but didnt see anything on this subject...granted I'm still half asleep and might have missed it so I apologize if this has been asked before... I want to run the ACM with the 31st mod but I dont want the ACM to spawn modern equipment....what are the factions I need to list in the ACM init to achieve this goal? Thanks in advance!
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Tried running without any mods or add-ons... Crashed again! what the heck is going on?? I started playing A2 again to pass the time until this issue is resolved but this is kinda crazy. I just paid 60 bucks for this game and it would be nice to know why it just decided to stop working for me! Thought about reinstalling but using the STEAM version will just reupdate me to the new patch....knew I should have bought the disc....
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Any Fixes for Frozen ai units?
KillSh0t replied to dondaddah's topic in ARMA 2 & OA - TROUBLESHOOTING
I had a similar problem with the AI dying but not realy dying...they would just stand in place after they were killed.... Come to find out it was the ST movment mod I had added, after I unloaded that the AI died the right way again... Now if I could just play the game again without getting "out of memory error" id be a happy camper to be able watch the AI die the right way again :( -
unplayable here also... Out of nowhere a once perfectly playable game is renderd useless! I can play for about 5 minutes before it locks up on me then crashes with the out of memory error. Win XP/32 bit - BFG GTS 250 - Phenom II dual core - ASUS M4A88TD-M motherboard with 2 gigs of RAM. STEAM version of arma II and OA ARMA II seems to work fine its only when I run the combined operations that I get this error .....
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Call in an Airstrike?
KillSh0t replied to petz_e's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This addweapon "laserdesignator"; This addmagazine "laserbatteries"; :D Most of the "scout" class carry a LD but yeah you can add it to any class yould like! -
Call in an Airstrike?
KillSh0t replied to petz_e's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
have you tried the simple support module? you can add/subtract what you might want called in I.E. airstrike, ammo, reinforcments, mortar and arty strikes. kinda cool, makes callin in airstrikes a bit easier and if you have a laserdesignator with you when you do call in an airstrike, well, that works great too :p have fun! To take out any of the support just add these lines into the modules init field and it will minus that support. BIS_SSM_AmmoDrop_AVAILABLE_WEST = false; BIS_SSM_UnitsDrop_AVAILABLE_WEST = false; BIS_SSM_Airstrike_AVAILABLE_WEST = false; BIS_SSM_Mortar_AVAILABLE_WEST = false; BIS_SSM_Artillery_AVAILABLE_WEST = false; BIS_SSM_CeaseFire_AVAILABLE_WEST = false; -
Help with Ambient Combat Module
KillSh0t replied to shiron236's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
place a unit on a map (any map) save mission (name it anything you want) create an init.sqf inside the mission folder. paste this inside the init.sqf waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; go back to your mission and save it again (dont know if you need to but its always better safe then sorry:) Hit preview, run around a bit or just sit back and wait.... I'd say about two minutes and youll have an instant war :) oh and dont forget to name the ACM moduel "BIS_ACM" -
Whats wrong with this ACM setup!?
KillSh0t replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have it synched to 3 different units... after two minutes all 3 factions spawn and the fight begins. First ACM is named BIS_ACM Then ACM1 Then ACM2 I was also playing around with spawning different groups...I.E "US_sniperteam" "TK_sniperteam" etc.... Placed em about 50/100m out from each unit in some mountains around takistan...loads of fun as sniper teams just pop up randomly. The only down side is that when one of the units the ACM is synched to dies the ACM eventualy cleans up and ends... Is there a way of synching the ACM to a game logic/objext or something similar that wont die? I have tried the game logic but it doesnt seem to work....maybe I might not be doing something right? -
Whats wrong with this ACM setup!?
KillSh0t replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This one works great... I put a Blufor and attached an ACM Same with Opfor and Independent....wait about two minutes and viola....war at its finest! waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 4; [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; sleep 5; [1.0, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_US"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; waitUntil {!isNil {BIS_ACM2 getVariable "initDone"}}; waitUntil {BIS_ACM2 getVariable "initDone"}; sleep 6; [1.0, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_GUE"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; -
Whats wrong with this ACM setup!?
KillSh0t replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what Cyop said! Sorry I couldnt get it as clear as they did lol! I'm learning as I go along and the ACM can add SO much to even a dead map. anywhoz, hope this all helps! -
Whats wrong with this ACM setup!?
KillSh0t replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BIS_ACM_! is the module name.... Im talking about BIS_ACM1 you have in that line... look at the line again, first U call BIS_ACM_1 which is fine but then you tell it to call BIS_ACM1 which does not exist. The 1st line calls the module, the second line, the line im talking about calls the script. the 1 at the end of it is telling it to call for BIS_ACM1 which does not exist. Whatever, after hours of testing I know this one works! waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 200, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_TK_INS", "BIS_US", "BIS_UN"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.2, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; -
Whats wrong with this ACM setup!?
KillSh0t replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BIS_ACM_1, 90, 100] call BIS_ACM1_setSpawnDistanceFunc; take the 1 out after ACM in that line, your telling it to call BIS_ACM1 which doesnt exist, i dont think Oh and IO dont think you can spawn at 5, 20...I think the minimum is 400! Seriously doubt anyone is reading this thread anymore but just thought id help! -
Hi, I did some searching but didnt find just the "splash" sounds... ya know, right before the arty hits... Is there a seperate add-on for it anywhere or someway I can do it myself? I'm using the "FO-FowardObserver" script by NouberNou and the only thing it's missing is that sound.
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Just out of curiosity and from always wondering when I'm running around a map fighting... Is there anyway to mimic what would happen in RL if you were running along looking backwards and smacked into a tree or something? It would totaly add some realism plus the comedic affect would be epic! lol
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Incomming arty sounds?
KillSh0t replied to KillSh0t's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
lol Rip! Ok ok ill just deal with it as is! was just wondering cuz that sounds adds so much to a battle... Anywhoz I found an arty addon that kinda adds those sounds to the splash not exactly what I was looking for but it will do! P.S. RiP did you get my private message? Oh and GREAT work with the moD:) -
enemy artillery ?
KillSh0t replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right on...thanks. Ill just stop sending the FO with other units....Leave him back at a certain distance I guess. Using a UAV works sometimes but only when flyin around 150m....doesnt last long when AA is around tho. -
enemy artillery ?
KillSh0t replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone still pay attention to this thread? If so my other question is, does the artillery keep a safe distance from the fo when giving fire orders? Like....if I am using the FO and I approach an enemy unit at 50m will the arty still drop even tho the unit is so danger close? If so can this be changed to a minimum safe distance? -
Ok so I was wondering if there is anyway to automaticaly switch to another unit when the unit you are using completes a given way point? I'm working on a mission where you have to LD a tank then move into another position to spot for choppers and thats as far as I want that unit to go but at the same time he's done spotting I want it to automaticaly switch to the group leader of the assualt squad that lands and gets out of an MH-60 behind said unit and moves in on a town. I know I can just make the other unit playable and do it like that but it's not really what im looking for, I'd like to create the mission from different units perspectives....so when one unit has completed a waypoint(task) it auto jumps to the next unit in line for a job. ANY help would be much appreciated!!
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Right on....ill give it a look see now... Just tried it...exactly what I was looking for!! Thanks Muzzle!