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Devil Dogs SF

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Everything posted by Devil Dogs SF

  1. Probably because it was so brutal and bloody. I'm not saying all other wars were/are not brutal, but one has to admit, Vietnam was easily one of the worst wars in history.
  2. Devil Dogs SF

    Objectives won't work :'(

    EDIT: I just recreated it all and now it works, no idea what was messing it up. Thanks to all of you for your help.
  3. I am having issues with creating a mission. I am new to actually adding objectives to missions as usually I just used Triggers. Now I don't know what I'm doing wrong as I have my briefing.sqf: // A2BM W 110 // DO NOT EDIT THIS FILE waitUntil {!(isNull player)}; waitUntil {player==player}; switch (side player) do { case WEST: { player createDiaryRecord ["Diary",["Intel","Your objective is to spearhead the assault on the Iraqi occupied city of Avgani. While the highway is still under USMC control you and your team along with the other Force Recon squads need to take out the <marker name='Iraqi AA'>Iraqi AA</marker> so the AH-1W cover you from the air. Next you'll need to find the <marker name='Police Station'>Police Station</marker> and take out the Iraqi OIC leading the defensive operations. After you have completed these two objectives the main USMC forces can push into the city and clear out any resistance."]]; MAG_tskObj1=player createSimpleTask ["Eliminate the Iraqi OIC"]; MAG_tskObj1 setSimpleTaskDescription ["Find the <marker name='Police Station'>Police Station</marker> and take out the Iraqi OIC of defensive operations.","Eliminate the Iraqi OIC","Eliminate the Iraqi OIC"]; MAG_tskObj0=player createSimpleTask ["Eliminate Iraqi AA"]; MAG_tskObj0 setSimpleTaskDescription ["Eliminate the <marker name='Iraqi AA'>Iraqi AA</marker>, from any armor to any ground units capable of taking down the air support.","Eliminate Iraqi AA","Eliminate Iraqi AA"]; player setCurrentTask MAG_tskObj0; }; case EAST: { }; case RESISTANCE: { }; case CIVILIAN: { }; }; And my init.sqf: //begin init.sqf //Add briefing execVM "briefing.sqf"; if(true) exitWith {}; The Notes show up in game and so do the Tasks, but whenever I kill the units at the first objective (This is the trigger): Condition: !alive IraqiAA && IraqiAA2 && IraqiAA3 && IraqiAA4 && IraqiAA5 && IraqiAA6; On Act: "1" objstatus "DONE"; tskobj_1 settaskstate "SUCCEEDED"; player setcurrenttask tskobj_2; obj_1=true; publicvariable "obj_1"; Nothing happens....Ok, so I go on to the second objective: Condition: !alive OIC; On Act: "2" objstatus "DONE"; tskobj_2 settaskstate "SUCCEEDED"; It says Objective Complete, but looking at tasks it still says the task is active. I created my briefing.sqf using this: http://www.armaholic.com/page.php?id=6797 If someone could please help I'd appreciate it.:o
  4. Devil Dogs SF

    Objectives won't work :'(

    Ok, I'm about to give up. I've tried everything and it still won't end, I edit the briefing to what shk said (only just a little, tiny bit different) and now the notes and tasks don't even show up in the dairy. EDIT: Deleting this makes the tasks and note appear again for some odd reason, but the mission still doesn't end, and I honestly can't understand why.... waitUntil {player==player}; switch (side player) do { case WEST: {
  5. Devil Dogs SF

    Objectives won't work :'(

    So I have to change something in each file and trigger just to get the ending to work?
  6. Devil Dogs SF

    Objectives won't work :'(

    No problem, you've helped me a ton. I'd still probably be sitting there like I was earlier wondering wtf was going on. Thanks.
  7. Devil Dogs SF

    Objectives won't work :'(

    I just tried that and it had no effect, and I tried it with the code being tskobj_1 instead of obj_1 and it still didn't work, also tried it without the ForceEnd but nothing still. :confused:
  8. Devil Dogs SF

    Objectives won't work :'(

    Ah thanks, that seemed to do the trick. Thanks. Also, do the two objective triggers need to be synched with the end trigger, as it doesn't seem to want to end after the objectives have been completed.
  9. Devil Dogs SF

    Objectives won't work :'(

    Ok, I removed 'MAG_' from the objectives in the briefing file and even changed the numbers from "1" and "2" to "0" and "1" since that is how it is numbered in the briefing, and it still did the same thing, and mission didn't end. I'm going to change the briefing numbers from 0 and 1 to 1 and 2 to see if that makes it work.
  10. Devil Dogs SF

    Objectives won't work :'(

    Thanks, I'll try it and see if it works. EDIT: It fixed the problem with the killed units not being recognized, but it still doesn't set the Objective in Tasks to complete, for either task. I also noticed upon getting both 'Objective Complete' messages, my mission doesn't end, even though I have the trigger set up for it: Condition: obj_1 && obj_2; On Act: ForceEnd;
  11. Crysis didn't lag that much, and the only reason the jungle map on Arma (Razoreniya or something) lagged a bit was because of the grass.
  12. Devil Dogs SF

    Generation kill mod

    :cool:Makes sense. Those objects look very nice too, I'm going to see if I can find a dead dog in one of those screens.
  13. Devil Dogs SF

    Generation kill mod

    Will IEDs function automatically or will it require use of a module/script?
  14. Devil Dogs SF

    Arma 2 Addon request thread

    I was thinking about this yesterday. I think with proper permission and credits someone might be able to rextex the PLA units for the ROK Army and edit the meshes a little for the KPA.
  15. Devil Dogs SF

    Georgian Infantry

    Will you leave Woodland and MARPAT for those that recreated the Georgian War?
  16. Devil Dogs SF

    Generation kill mod

    Looks like an awesome map already. Final product may be the 'Avgani' of Arma 2, congrats.
  17. Devil Dogs SF

    Namalsk island, v1.10

    Map is amazing, thanks for update. Only issue I have (Like others) is the ambient wind sound on every map, and it really sounds out of place on maps like Duala and the numerous Desert/African style maps.
  18. Devil Dogs SF

    Rabbitys thread of projects.

    Very nice work on that camo Rabbity, although whoever thought up that camo scheme needs to be bumped on the head a couple of times.
  19. Indeed, that map looks to be amazing. Can't wait to see some US buildings and towns. After that we may start getting people making US police officers and SWAT or maybe some US civilians.
  20. Devil Dogs SF

    Russian Naval Infantry (Desert)

    I love these units, for the most part there are not many issues except the ones mentioned. PS: With ACE the units are already equipped with the AK74M instead of the AK 108.:D
  21. Devil Dogs SF

    Isla Terra

    Would you be making landmarks too? Like would mini Russia have the Kremlin or Lenin Library and mini USA has the White House or the Pentagon for example?
  22. Devil Dogs SF

    Urban Tunnel Objects (TKS)

    I sense large Metropolis map on the approach xD. Nice work on the buildings.
  23. Devil Dogs SF

    Namalsk island, v1.10

    I have same question, though I didn't use the batch and it still seems to work normally.
  24. Devil Dogs SF

    Russian Naval Infantry (Desert)

    I don't believe the Naval Infantrymen wear helmet covers with KSOR pattern on them, I believe they wear Flora and Flora body armour. Also, if you do make the undershirt, make sure it is Navy Blue and White and not Light Blue and White, Light Blue is only worn by the ВДВ, just as Black and White is for Army and Red and White is for Army Specnaz and GRU (I think, I may be mistaken about GRU).
  25. Devil Dogs SF

    Russian Naval Infantry (Desert)

    You could ask SARMAT about their camo texture, theirs wasn't that bad on their ВДВ (VDV) desert troops.
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