FelixK44
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Everything posted by FelixK44
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GBL Advanced Interaction
FelixK44 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, I looked at the readmes included but how exactly is someone a "suspect" the arrest options aren't selectable? "The arrest options only appear if the person has been arrested. These options let you move, release, hold or load (into vehicle) a suspect." :confused: -
I'm really interested in that, I use ACE and some other mods for MP missions ACE has a great "Help <unit> to start walking" action which basically is carrying the wounded unit, but there is no way of loading them into a car nearby is there anyway you could make it happen? ;)
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COWarModACE Release thread
FelixK44 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I downloaded this just to see what it was the changes to AI is really great! I do have a pretty serious problem tho the animations seem bugged every time I push Q or E to lean my player starts using hand signals... what mod is this so I can delete it? -
Multi-Session Operations v4.5 released
FelixK44 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
For some reason the loading screen isn't saying "Initializing Custom Locations (Namalsk)" it usually does like for Qom Province and Isla Duala? Is there something I was supposed to change other than fn_initlocations.sqf? EDIT:NVM, no idea what I did but its working again..... -
Multi-Session Operations v4.5 released
FelixK44 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Does setting custom locations not work anymore? I sorta prefer the "smaller" maps for MSO like tup_qom,clafghan, etc. and am trying to create an MSO for Namalsk using the code below in fn_initlocations.sqf, but it doesn't seem to create any locations and I keep getting "MISSION ABORTED" does anyone know whats wrong? case "namalsk": { [] call mso_core_fnc_createLocations; {createLocation ["Airport",_x,1,1]} foreach [ [5332.9,5752.93,0] {createLocation ["BorderCrossing",_x,1,1]} foreach [ [4332.9,4752.93,0], [7877.63,7619.13,0], [9068.61,10127.9,0], [4444.91,11287.5,0] ]; {createLocation ["StrongpointArea",_x,1,1]} foreach [ [3332.9,3752.93,0] ]; {createLocation ["FlatArea",_x,1,1]} foreach [ [6332.9,6752.93,0] ]; {createLocation ["RockArea",_x,1,1]} foreach [ [8332.9,8752.93,0] ]; {createLocation ["VegetationBroadleaf",_x,1,1]} foreach [ [3432.9,3452.93,0] ]; {_twn = (group bis_functions_mainscope) createUnit ["LOGIC", (_x select 0), [], 0, "NONE"]; _twn setVariable ["name", (_x select 1)];[[_twn]] call BIS_fnc_locations;} foreach [ [[7055, 11295, 0], "Vorkuta"], [[4019, 7573, 0], "Norinsk"], [[4344, 4736, 0], "Brensk"], [[7760, 7572, 0], "Tara harbor"] ]; [] call _initNeighbors; }; -
Part of script not working?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The script works thanks bigshotking! :o Going to post script for "Radio Requirements" just encase someone else wants to use it! just edit these parts pxs_satcom_oa\init_satellite.sqf and Operate Satcom for custom name/script. if(isDedicated) exitWith{}; WaitUntil{not isNull player}; //Specify weapons _RadioWeapons = ["ACE_ANPRC77","ACE_PRC119","ACE_PRC119_MAR","ACE_P RC119_ACU","ACE_P159_RD90","ACE_P159_RD54","ACE_P1 59_RD99","ACE_P168_RD90"]; _RadioWeapon = "false"; if(count _weapons > 0) then { {_RadioWeapon = _RadioWeapon + " || player hasWeapon " + str _x} foreach _RadioWeapons; } else{_RadioWeapon = "true"}; _RadioRequirement = _RadioWeapon; player addAction ["<t color='#FFCC00'>Operate SATCOM</t>", "pxs_satcom_oa\init_satellite.sqf[", ""], 1, true,true,"", _RadioRequirement]; -
//Halo2.sqs [Player,10000]exec "Modules\Halo2\Scripts\HALO_init.sqs"; _unit addWeapon "ACE_Earplugs"; _unit addWeapon "ACE_GlassesGasMask_US"; [_unit] execFSM "x\ace\addons\sys_goggles\use_earplug.fsm"; [_unit, "ACE_GlassesGasMask_US"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm"; _action = _unit addaction ["TEST2","Modules\HALO2\scripts\RemoveGear.sqs"]; exit //RemoveGear.sqs (different file) [_unit] execFSM "x\ace\addons\sys_goggles\remove_glasses.fsm"; _unit removeWeapon "ACE_GlassesGasMask_US"; _action = _unit removeAction ["Remove HALO Gear", "Modules\Halo2\scripts\RemoveGear.sqs"]; Well, I'm trying to create a Lite HALO script. Everything works up until the bolded line for some reason the action isn't added to the unit, and I'm really not sure what the problem is? :(
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Part of script not working?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have another problem and didn't want to start a new thread... this script is working but its adding the action even if the unit doesn't have the correct weapon what am I doing wrong? -
JTK HALO Script by Kempco
FelixK44 replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I get a new error with the new version while trying out the mission: JTK_HALO_Dlg.hpp not found, I played a different version earlier was a bit buggy but didn't have that error. EDIT: Fixed it, this version is a lot cooler :eek:! problem is the file is called HALO_Dlg and in descriptions.ext its asking for JTK_HALO_Dlg.hpp Also, a suggestion...you have a sea insertion how about an insertion with a land vehicle? like a dune buggy or hmmwv? -
Part of script not working?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: Script is working now! I have a question tho...in two of my scripts _unit = player; will the "player" thing work in MP also does "player" mean the player activating the script or all human players? //Halo3.sqf _unit = player; _action = _unit addaction ["Remove HALO Gear","Modules\HALO2\scripts\RemoveGear.sqf"]; //RemoveGear.sqf _unit = player; [_unit] execFSM "x\ace\addons\sys_goggles\remove_glasses.fsm"; _unit removeWeapon "ACE_GlassesGasMask_US"; _action2 = _unit removeAction ["Remove HALO Gear", "Modules\Halo2\scripts\RemoveGear.sqs"]; -
Secondary Ops Manager Module Discussion
FelixK44 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How exactly did you get this to work? I've tried everything and I keep getting this error Script scripts\custom_findSafePos.sqf not found. I have the triggers on the map and SOM but I always get script not found error. Oh and yes I have a scripts folder inside my mission folder with the .script. Init: EDIT: NVM still errors. -
ArmA II:CO Stops every 5-10minutes for about 10-15 seconds.
FelixK44 posted a topic in ARMA 2 & OA - TROUBLESHOOTING
So.. Just wondering if anyone has the same problem and fixed it. I can play fine with no lag but ArmA II:CO will stop for 10-15seconds every few minutes and I get smooth gameplay untill it stops again... really strange problem... And another problem which I think might be related if im loading a MP mission it will freeze halfway through and task manager says ArmA II isn't responding until the memory in usage hits 383,000KB ? Using ArmA II:CO v1.59 Tested without mods same problem with Vanilla. My parameters: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nosplash -cpuCount=2 -exThreads=1 -world=empty -mod=@CBA;@ACE;@ACEX;@ACEX_SM;@ACEX_USNavy;@ACEX_RU;@GL4;@zeus;@Custom;@fallujah; -
Multi-Session Operations v3.4 is released!
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Question... What would need to be changed for an OPFOR MSO? Example: Terrorists(PLAYER SIDE) vs USMC (AI SIDE) P.S. Already know respawn_US would need to be changed but is there anything that would stop MSO from working completely if your playing as EAST instead of WEST? -
Multi-Session Operations v3.4 is released!
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Yeah, I tried that but maybe im doing somthing wrong because if I change the factions nothing spawns but civs... :D Default MSO 3.4 code: MSO_FACTIONS = []; if(!isNil "faction_RU") then { if(faction_RU == 1) then { MSO_FACTIONS = MSO_FACTIONS + ["RU"]; }; }; edited MSO 3.4 code: MSO_FACTIONS = []; if(!isNil "faction_RU") then {[b][color="Red"]<--- see below[/color][/b] if(faction_RU == 1) then { [b][color="Red"]<--- pretty sure this is just for the parameters so it doesn't need to be changed right?(Russians Enabled)[/color][/b] MSO_FACTIONS = MSO_FACTIONS + ["[b][color="Lime"]I44_G_WH[/color][/b]"]; }; }; other MSO 3.4 Code I tried: MSO_FACTIONS = [[b][color="Lime"]"I44_G_WH"[/color][/b]]; (Deleted all the other lines faction_RU == 1 etc.) -
Multi-Session Operations v3.4 is released!
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Can someone tell me which files have the faction list and units for spawning enemies,vehicles, etc. ? -
Multi-Session Operations v3.4 is released!
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
EDIT: NVM Fixed it. :P -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
FelixK44 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there any place I can download WICT ACE2 missions for OA islands? I can only find Co-55 Hornets Nest for A2 Chernarus... ((I have A2:CO 1.59 but like playing OA islands more :P )) -
Well, I tried out a Warfare mission earlier and while its fun its not really my thing. What I did like was the shop like system for guns,vehicles, etc. Is there anyway to get that system in a different mission that has nothing to do with Warfare? Also, if its not possible to use the Warfare module scripts outside of a Warfare mission does anyone know of a nice script/example mission that has a gun shop type thing like Warfare? :yay::yay:
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Is it possible to use the Warfare shop stuff in a different game mode?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, the only scripts I know about that work like warfare is SPON Core&SPON Money problem with that tho is their ArmA 1 scripts, and it would take someone extremely good at scripting to convert them. I think I'll just rip a warfare mission apart until the only thing working is the shop and see how it works on a normal game mode like CTI, or Coop game modes. -
Make a shortcut of cpbo and add this to target line.. cpbo.exe -e NameofPBO.pbo another example: cpbo.exe -e co@117_WEST_ACE_Domination.pbo <<<----dont click this for some reason its saying tis an email :S
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Okay... I've been trying to figure this out for a while now if anyone's played JA2 you can order weapons etc. from some guy at an airport and the next day they will appear in a crate with everything you ordered... But what I need is a script that will allow certain units like mercenary units to order weapons and a plane will land and spawn crates,vehicles,etc. behind it then take off again. :) NOTE:Plane must be able to get destroyed by enemies and will just result you in losing money and maybe random debris containing your order but not all of it. ;) The only thing I've come close to is using CoIN as a "shop" and reward squad leaders money (supply points) then the leader can use CoIN interface and build ammo/weapon crates... So.....anyone have a better idea..trying to go for a JA2 type mission :)
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SOLVED :P I should really stop making threads cause I usally solve my own problems within 15mins of posting :P
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Better way of handling weapon crates?
FelixK44 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So the weapon script in the spolier is what im currently using to manage weapon crates but to be honest it sucks I need anywhere from 5-10 crates for every weapon/ammo in my current modified game and it can become very crowded.... So is there a better way for loadout selection during missions....? -
Trigger only activated by wheeled/tracked vehicle?
FelixK44 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
KK, So how can I create a trigger thats only activated by wheeled/tracked vehicles? P.S. needs to be global so any tracked/wheeled will activate dont wana place units with names..............:o -
Sorry if this is the wrong forum but..... A couple days ago I saw a post about how you can set textures for vehicles in the editor but it seems the post is gone or maybe searching the wrong keywords anyone know what im talking about?