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rosentorf

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Everything posted by rosentorf

  1. rosentorf

    Rasman Valley [SP|CO]

    Hmm, just tried the trigger and it worked. I am sorry but it is possible that something got messed up between the versions 1.02 and 1.03 when I was tweaking the extraction and I had a waypoint very close to the end trigger. There might have been two 1.03 versions. :lookaround: It might help if you have coordinates of where the helicopter stopped (was it 077 106 ??). Maybe it is from the "earlier" 1.03. I'll try it on the weekend but if someone finds out earlier if this bug persists in 1.04 let me know. Right now I don't see why it did not work. Anyway glad you liked the mission!!
  2. rosentorf

    Rasman Valley [SP|CO]

    Hello McLupo, vielen Dank für deinen Bericht! I am really glad you liked my mission so much and I am also happy that you really "got" what I was thinking when I made this. The Briefing is very basic indeed and I hope to get that fixed some time soon. It is my first ever finished mission and it should have a good setting but I don't want to make the story too cheesy. I will give it a try this weekend. I guess I should add some more weapons too (I can see that you got yourself a different gun in your screenshots :p). I just thought adding all possible weapons makes the gear dialog too crowded. Thanks again for your review! And you too Jarhead! When previewing missions in the editor (mod free!) I always realize how important your mod is for my complete ArmA experience. ---------- Post added at 10:12 PM ---------- Previous post was at 10:06 PM ---------- Hey Variable, Yes I know I realised too late when I already had posted the mission. With CO I meant Combined Operations. But don't worry! I just uploaded 1.04, please check it out if that is what you wanted.
  3. rosentorf

    Rasman Valley [SP|CO]

    Thanks for the info on the mod thingy Coffeecat! I completely forgot that I was using that mod. It's always on and I did not think of it. I am glad you enjoyed the mission HyperU2. :D I hope for more feedback from anyone playing this. BTW: Added helicopter extraction at the end and removed the necessity for mods!!
  4. rosentorf

    Rasman Valley [SP|CO]

    Fixed some bugs today. The mission ending trigger had some wrong conditions in it. Also I'll see to it, that the guys get a proper extraction after all the fighting.
  5. Hi, when I create a group in the editor and make myself the group leader with a custom loadout via the init field all subtitles are gone as well as many sound samples of the orders I give and seemingly all of my subordinate replies (like "ready", "on my way" etc.). Anyone knows how to prevent this from happening? Thank you for your time! Here is the code I use in the init field: nul = this execVM "loadout.sqf"; These are the contents of the script loadout.sqf: removeAllWeapons _this; removeAllItems _this; _this addWeapon "ItemMap"; _this addWeapon "itemcompass"; _this addWeapon "itemwatch"; _this addWeapon "Binocular"; _this addMagazine "30Rnd_545x39_AK"; _this addMagazine "30Rnd_545x39_AK"; _this addWeapon "AK_74"; _this addMagazine "Mine"; _this addMagazine "PipeBomb"; _this addMagazine "8Rnd_9x18_MakarovSD"; _this addMagazine "8Rnd_9x18_MakarovSD"; _this addWeapon "MakarovSD"; I am running CO 1.59 BTW.
  6. Of course! How else are they supposed to communicate! :rolleyes: Thank you, this has solved my problem and I feel a little stupider. :o
  7. Hello, I am making my first steps in mission editing. My first scenario is a dynamically created "rescue pilots after helicopter crash" mission. For this I want to spawn a helicopter with crew in flight to then crash so I have something to rescue surviving pilots from. Now, I have found a solution but I am wondering why it is necessary to set it up this way: _trg = createTrigger["EmptyDetector",getMarkerPos "spawnpos"]; _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["NONE","PRESENT",false]; _trg setTriggerStatements["1==1", "_chopper = ([getMarkerPos 'spawnpos', 0, 'UH1Y', west] call BIS_fnc_spawnVehicle) select 0","hint 'test trigger'"]; In the above script I create a trigger that is activated right after creation by itself to then spawn a UH1Y in flight with complete crew. It works but I would like to know why it is not enough to simply put this in the script to achive the same result: _chopper = ([getMarkerPos "spawnpos", 0, "UH1Y", west] call BIS_fnc_spawnVehicle) select 0; Do I need the trigger to initialize something? The script is in an external file which is called from within the initialization of the player unit using: _null = [] execVM "CreateRescueMission.sqf"; I'd really like to understand this as I feel that this trigger is unnecessary and many examples in the forum here show only the function call without any trigger. Thanks for any help! rosentorf
  8. All right!!! :D Thanks a lot!! Finally I can move on with making the mission. I have gotten really frustrated with this. I was assuming every thing gets initialized before the player is created. This knowledge will help me lots in the future I am sure.
  9. These are the contends of CreateRescueMission.sqf: I have found out just now that if use a trigger to start the "CreateRescueMission.sqf"; the chopper will spawn too. So it seems I should not use the player initialization field to call the script. But what else do you use to start the script in a mission when there is only one unit on the map?
  10. Thanks for your help...unfortunately that does not work either. Maybe I have a fundamental error in my setup? I created a mission in the editor with a player unit, the function module and a marker called spawnpos. Then I wrote the CreateRescueMission.sqf and call it from within the initialization field of the player unit. The script-file only holds the lines mentioned above. Do I need to make the script wait for something? EDIT: The lines that you gave me work. I tried them in a Trigger I manually created in the editor. They just won't work in the script file.
  11. That's what I thought, but if I omit the trigger stuff the Chopper won't be spawned. Edit: I assume the trigger does something so that the function call works.
  12. rosentorf

    Arma II: OA Demo Help!!!

    I totally get you. I used the demo to get a friend to buy Arma. Did not work unfortunately. It did not spark within him I guess. :rolleyes: I write this from the top of my head so if it does not work reply and I see if I can recreate what I did. 1. Create your mission in the editor 2. save as user mission 3. then copy the mission folder from C:\Users\"YourName"\Documents\ArmA 2 OA Demo\missions to C:\Users\"YourName"\Documents\ArmA 2 OA Demo\MPMissions if you use more than one nick that stuff might be found under C:\Users\"YourName"\Documents\ArmA 2 OA Demo Other Profiles\"YourArmaName" I believe that worked for me. Hope it also works for you. And good luck to get your friend to buy arma...the spagetti monster knows I have tried with mine. ;)
  13. Hi at least I know now it's not a problem with my mission. But on your note: I do think it was meant to be used in SP as the campaign Harvest Red employs warfare in the mission Dogs of War IIRC. And in the SP-Scenario Bear Rising the warfare module is used and there are specific variables in the Init_Common.sqf that show that it is supposed to be a warfare mission for singleplayer (also it is in the scenario section of the game). Extract: "BIS_WF_Common SetVariable["SPGame",true]; //If true game is SP only. //BIS_WF_Common SetVariable["SPGamePlayerIsCommander",true]; //If true player is the commander in SP game. BIS_WF_Common SetVariable["SPGamePlayerIsCommander",false]; //If true player is the commander in SP game." So how can I check if there is a ticket for this and how can I submit one? Can anybody do it?
  14. Hello, I am trying to create a small SP-Warfare-Mission to try some things out. As sources of information I go to: http://sandbox.darrenbrant.com/arma_ii/how-to-setup-the-arma-ii-warfare-module It is very helpful in understanding the setup process. One thing it does not explain. When I use the Warfare module on Utes or Chernaurs all the towns are capturable and "active"-part of the mission. I'd like to remove all towns and bunkers. I'd rather create my own layout of towns. :confused: Is this possible? Thanks in advance! --rosentorf EDIT: Just wanted to add: I unpbo'd Bear Rising. In there not all of the chernarussian towns are part of the mission. Though I do not know enough about the scripting and by scanning the files of the mission I did not come by any obvious parts that hint of how to get rid of towns. ---------- Post added at 08:36 PM ---------- Previous post was at 07:53 PM ---------- Wow sorry for starting this thread...totally found a way to get rid of the towns just now! I just found the marker in Bear Rising named "BIS_WF_InitRegion0" with this I can limit the initialization to a certain area. It just was a red line so I never saw it as I never zomed out enough I guess. Now the cool part is you can create as many markers like this and either put them over the towns you want or just create one and put it over empty terrain. This way only the Towns I create will be there! Again sorry for starting a thread and then finding the answer. I swear I searched and looked through all the files all day long. Anyway I hope it'll help someone else that just is starting to mess with warfare.
  15. rosentorf

    Spacial sounds

    Yep, I have that problem too. Any high volume sounds (e.g. shots fired from my squad) seem to be coming from the inside of my head. And I believe I should be able to tell the difference.
  16. Hey y'all, have yet to complete your mission bboy. Very intense mission. I kinda see where neofit is coming from... it is like a bunch of headless chicken charging a forest with rabies infested foxes. BUT!!!!...I have a lot of fun playing it. :D On second try I made it half-way through the mission... Maybe other the squad could wait a little bit so there is something like a line formation of the squads before entering the town. And also not everybody going through that one street. Still I very much like the intense fire fights going on. :) Thanky you bboy!!
  17. rosentorf

    Are AIs affected by supressing fire?

    That seems like something I experience when bullets of the enemy hit ground close to me: I hear myself breathing heavily and the aim gets shakey for a moment. That looks like what happens to the AI in the video. Actually I believe it also happens if you shoot the ground close to yourself. Can't check it befor the weekend. Maybe someone else could confirm or unconfirm it? I am using ACE2 so don't know if it is also implemented in vanilla.
  18. Hi there, does anybody know how to silence the idiot that is always me? I switch to my marksman in a stealthy situation ... to place him precisely alright?. But of course my teamleader (wich was controled by me a second ago) then decides to shoot some half-ass shots at the enemy which then is probably aware of our presence and not hurt at all cuase his shooting sucks bulls. Unfortunately as subordinate I can not order my teamleader to hold fire. what can I do?? rosentorf
  19. rosentorf

    How do I keep myself from messing things up?

    yeah...something like that would be great polar bear! but it'd also be necessary to make the unit if it has subordinates to not give orders and shoot. e.g. give a stop command a go prone command and a hold fire command.
  20. rosentorf

    How do I keep myself from messing things up?

    Of course a solution must allow for both. In many situations you'll need the teamleader to fight while you switch to a special unit. It is mostly the stealthy approaches...sneaking up on the enemy and position my men around them. the teamswitch is a way to put them in the positions so they have line of sight but are hidden enough. I'll just have to take my own unit in last and stay back with the teamleader.
  21. rosentorf

    How do I keep myself from messing things up?

    Thanks for the link, but those Videos are very long and I know most of that stuff already...do you know which video has an answer or is it just a suggestion to look?
  22. rosentorf

    How do I keep myself from messing things up?

    Yeah I know...it's so annoying, unless if I am in a firefight. I wonder if this could be moddable...link it to a key stroke that orders the player to hold fire so you can switch and then turn it off after switching back. Unfortunately I don't know anything about stuff like this. I guess I'll just have to send everybody in before me to set up an attack.
  23. Hey y'all, my wife just got me operation arrowhead for my birthday. Now I enjoy it quite a bit. IMO it looks better, runs smoother and I like the new weapons features and all that. All but one thing: are the nights darker than with vanilla?? In Arma2 without the expansion I could always see some of the ground. When I was a kid and living in a small village surrounded by woods, hills and woody hills with forests I remember nights with lots of stars to be bright enough to see at least the general shape of the ground. But in OA Editor I have a night with perfect weather (0 o'clock) and I can see a lot of stars. But I can not see the horizon or anything else. Is that real? :confused: or is it like that in takistan? maybe I have to try and look for a night with a moon...dates anyone? :o regards rosentorf EDIT: Ok nights with moon look awesome ^2 (7th of August, 0 o'clock). Still I wonder if it is correct with the super dark moonless but star rich nights
  24. rosentorf

    unrealisticly dark nights in OA/CO?

    Hey, I tried the gamma and brightness settings and with the highest brightness I could only see a few weeds on the ground. Theres is actually nothing to see there. If it's true and it is as dark as Nicolai read somewhere, it's fine for me. I was just surprised about the darkness. Good thing I always pack NVG! :D
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