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Wobbleyheadedbob

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Everything posted by Wobbleyheadedbob

  1. Wobbleyheadedbob

    First Aid Module

    I tried this module in one of my multiplayer missions and ran into some really weird bug. Once I've been in a wounded state and respawned (Using the built-in respawn) the enemy AI completely ignore me. I can walk amoung them and even shoot them without any reaction from them. Has anyone else experienced this and how do I fix?
  2. Wobbleyheadedbob

    ZGM Mapmaking Tutorial

    Havent had a chance to read the tutorial yet but I look forward to doing so. Nice one!!!:bounce3:
  3. Wobbleyheadedbob

    BattlEye Installers (A2:OA, A2: RFT, A2)

    From what I've read 'Dwarden' and the lads are working on it, sure it'll be sorted soon.
  4. Wobbleyheadedbob

    BattlEye Installers (A2:OA, A2: RFT, A2)

    I found a weird thing in windows, right-click the 'BEClient.dll' >> Goto Properties then right down at the bottom was a message saying: "Security - This file came from another computer and might be blocked to help protect this computer." I clicked "Unlock" but still nada. I tried this on all the BEClient.dll's (both in OA and AppData
  5. Wobbleyheadedbob

    Taskmaster 2

    Thanks mate! think I'll start using this. nice bit of work!
  6. Wobbleyheadedbob

    DLC- What do YOU want?

    I would love to see more OpFor factions, weapons and units. We've been killing T72's, Mi17's and AK47-wielding soldiers for over 10 years... it's kinda dull now.
  7. Wobbleyheadedbob

    Upcoming big game needs tester/stressers

    I'm interested! Count me in. :)
  8. Wobbleyheadedbob

    Non-linear convoy Escort

    Geez I'm an idiot, yeah... I had a "hint" in the route 1 script to confirm it was firing properly. I just turned on debugging and realised I'd forgotten to terminate the "hint" with a ";" - shows what happens when staring at code for too long.Thanks for your reply though! Now to get him to move to the new waypoints Ok well now that I know the Script is being called correctly I've noticed _convoyLead isn't being passed through to the route script correctly. The 1st 2 lines of route1.sqf read: _convoyLead = this select 0; hintSilent format ["Convoy Leader: %1",_convoyLead]; When I run it it's saying "Any" :Oo: Can anyone help me out here? (or explain it to me)
  9. Hi all, I've been browsing and searching the forums to see if I can find a solution to my problem. The only thread I could find was one from 2002(http://forums.bistudio.com/showthread.php?t=19616&highlight=Waypoint+decision) which has now gone very cold... So starting a new one. I'm trying to do a convoy/escort mission, but having a bit of trouble. 1. When the convoy reaches a junction the waypoint calls a script. - WORKING 2. My script outputs a sidechat from the convoy leader saying something along the lines of "We are here, where should we go now?" - WORKING 3. The script also creates 3 Radio triggers (Hotel, Juliet, India) - WORKING 4. I then use the setTriggersStatements on each radio trigger to call a route1 - 3 script that creates the waypoints for the particular route chosen. - NOT WORKING _triggerRoute0=createTrigger["EmptyDetector",getPos player]; _triggerRoute0 setTriggerActivation ["HOTEL", "WEST D", true]; _triggerRoute0 setTriggerStatements["this", "[_convoyLead] execVM 'Routes\route1.sqf'", "hint 'trigger off'"]; _convoyLead is the group leader for the convoy. I'm thinking the issue might be that the variable I use to call the convoy lead is outside the scope of the "setTriggerStatements", if so how should I go about assigning the convoy leader or group to be a global variable? Can anyone tell me how to get this working? or if perhaps there is an easier way to accomplish this? Thanks for reading and any help would be greatly appreciated. (and yes I am new to this but have non-game programming experience so am familiar with OO programming concepts) Cheers
  10. Wobbleyheadedbob

    Waypoints tree

    I'm trying to do something similar for a convoy/escort mission, but having some trouble. 1. When the convoy reaches a junction the waypoint calls a script. 2. My script outputs a sidechat from the convoy leader saying something along the lines of "We are here, where to now?" - WORKING 2. The script also creates 3 Radio triggers (Hotel, Juliet, India) - WORKING 3. I then use the setTriggersStatements on each radio trigger to call a route1 - 3 script that creates the waypoints for the particular route chosen. - NOT WORKING _triggerRoute0=createTrigger["EmptyDetector",getPos player]; _triggerRoute0 setTriggerActivation ["HOTEL", "WEST D", true]; _triggerRoute0 setTriggerStatements["this", "[_convoyLead] execVM 'Routes\route1.sqf'", "hint 'trigger off'"]; _convoyLead is the group leader for the convoy. Can anyone tell me how to get this working? or if perhaps there is an easier way to accomplish this? Cheers
  11. I've give my left testicle for an english translation :pet5:
  12. Wobbleyheadedbob

    Ambient Combat Module

    Don't say it like it's a bad thing, I'd condsider it a credit to his work that they went and actually made it a polished part of their product. They've done that with a lot of people's work. (First-Aid, Artillery Module etc.) Would have been nice if they credited the original authors for the inspiration if anything. Just a thought though.
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