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Everything posted by wraith_v
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ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
wraith_v posted a topic in ARMA 2 & OA - GENERAL
Hello, I recently bought this game and i have a couple of questions about how things work How do i get down ladders? every time I try my character just falls to his death Are the bombs on aircraft all GPS guided or something, they always seem to find their target. Is there any way to fire single rockets from aircraft (rocket pods) it currently fires 2 per trigger press. Are there no radar/missile lock warning on aircraft? its kind of annoying being suddenly swatted out of the sky because you didnt know there was a missile after you Warfare Mode How do i rearm my squad in warfare mode - tell them all to refill their ammunition Is it possible to destroy the enemy HQ? In the 'war welcome' single mission i've captured all objectives but it still does not complete. The only thing left standing is the enemy HQ that i've bombed, mortared, rocketed and fired shells at, and enemy units keep spawning there indefinitely - bug?. I somehow managed to 'distance' myself from my squad is there anyway to get them back. By 'distance' i mean on my portrait on the bottom left it has STOP, and when i tell everyone to return to formation it issues the orders, "ALL FOLLOW ALL" or "ALL FOLLOW 4". They will still respond to my commands but they won't follow me and it sill has STOP on my portrait. (in warfare mode) Is there anyway to create a new 'element', for example i build a new AH-1Z that is currently attached to my squad, can i make it a separate unit that is not in my squad? -
Hey, I'm not sure if this has been posted before, i tried searching and wasn't able to find any topics on this. It seems that Ammunition suddenly weighs more when loaded into your weapon than it does in your backpack. For some weapons this isn't much of an issue but for others like MG boxes and Missiles the weight increases substantially when loaded. This affects all weapon types and even weapons from mods. Was there a reason behind this or is it a bug? Unloaded on the left vs loaded on the right (no mods)
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Player looking for squad (not for squads to post looking for players!)
wraith_v replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hey guys Another Aussie here looking for a semi serious clan for coop gameplay. I've been playing OFP & Arma 2 for the last 8 years or so and im reasonably competent in most roles. Ive only just started using ACE so im a bit of a noobie when it comes to the ins and outs of it, but i'm liking what im seeing so far. im currently pretty flexible as far as times go too -
its possible that OFP won't work with widescreen monitors (which I assume that you are using), it did come out in 2001 after all. However Bohemia Interactive recently re-released operation flashpoint as 'Arma: Cold War assault' which is the same as Operation Flashpoint just with a slightly modified engine (I think it supports widescreen) It won't cost you anything to download and you just need to enter your Operation Flashpoint cd key. link to Cold War assault thread: http://forums.bistudio.com/showthread.php?t=121146&highlight=cold+war+assault
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51 now :D, sadly i haven't been playing much RO2 of late because of my uni assignments :(
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New to mission building BUT loving it, had a few questions.
wraith_v replied to xgp0006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey and welcome to the forums xgp0006, all of the things you have mentioned can be found somewhere on the forums you just need to know where to look. Most scripts come with a sample mission, download that and play around with it until you are familiar with how it works, then adapt it for your particular mission There are heaps of air support scripts on the forums (literally dozens), including medevac and reinforcement drops It would likely be much easier to just spawn the UAV already flying then update its flight path (not sure how i've never tried using UAV's), there are scripts for this There are dozens of scripts on the forums for this, but you don't need the aircraft to taxi as, there are a heap things that can go wrong during this process, sure it is a bit more realistic but in real life aircraft operate from bases that are hundreds of km away from the fighting. It is much easier to just spawn an aircraft a long distance away (say 3km), you could even put it on a time delay e.g. wait 2mins then spawn the aircraft to simulate travel time. Try searching for 'air support scripts' I believe that you can only see shells in flight on the Artillery fire computer from an artillery gun being used by the player but i wouldn't be surprised if someone has created a script for this Also a tip for searching, limit the search to the 'Arma 2 Editing' section that way you don't pick up every post where someone has mentioned 'air support' -
Hey guys i downloaded this mod about a week ago and i'm having a blast, you have really succeeded in capturing the feel of OFP. I am eagerly looking forward to the full release of CWR2, keep up the excellent work!
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Sorry, I meant M136 round/ammunition I checked it just then and it's only for the the Woodland marpat AT Specialist (M136), the desert marpat version has an M136 round
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I used the vanilla artillery module for the first time in a mission i was making yesterday, it was very simple to implement but lacked customization. You could only assign a single fire mission to a player and only add another after that fire mission had been used up. You should be able to assign a single battery to a player or number of players and it should be restricted by ammunition (number of rounds available to fire and type), time (before the battery is assigned to other units) and availability (is it already on a fire mission) currently batteries using the artillery module have unlimited ammunition, only limited by the number of fire missions assigned to players When calling a fire mission some simple features like - choose number of guns to fire - mission type (infantry, armour, smoke, precision etc) - rate of fire (fast, medium, slow) - duration of fire (short, medium, long, exhaust ammo supply) Combat mission shock force uses a similar system and it's very simple and effective, there are plenty of videos on youtube if you want to have a sticky beak. also you should be able to adjust the battery's fire mid mission or cancel it hope this is helpful
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Hey, loving the new models especially the desert ones :D Anyway just wanted to tell you that the 'AT Specialist (M136)' has an M136 launcher but no Rocket, he also has 8 M16 mags (IIRC) instead of the usual 6 which could be preventing the rocket from being added. Keep up the good work :D
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Arma 2 Addon request thread
wraith_v replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Removed -
20 here (21 this year), started playing Operation Flashpoint when I was 14 my brother also plays and he's 15
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Where to buy Reinforcements in Australia?
wraith_v replied to Yapab's topic in ARMA 2 & OA - GENERAL
^ EB games for $50, but it's much cheaper to buy from an online store, $10 per DLC -
Why official COOP missions often complete without Debriefing screen showing up?
wraith_v replied to Hanzu's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Just wanted to say that I'm having the same problem only it's with one of my own missions For me it seems that if I have more than one condition in my end trigger (e.g. task1done && task2done . . .) it flashes the debriefing only up for a split second. It works as intended if I make it a 'blufor present' trigger or only have one condition EDIT: running Arma 2 Combined Ops with PMC & BAF -
How to make an debreifing to show at the End
wraith_v replied to Vast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
oh wow, sweet thanks ill check it out :D ok testing it from the MP editor it still does the same thing to test it I put a trigger on radio alpha which completes all the objectives once called, it just jumps back to the server screen with no debriefing. I have "debriefing=1;" at the end of my description.ext file, do I need to do anything else? ---------- Post added at 07:11 PM ---------- Previous post was at 06:21 PM ---------- wait nvm its a problem on my end EDIT: Okay for some reason if I have more than one argument (e.g. task1done && task2done & . . .) on my end trigger it makes the debriefing flash up for a split second and then goes back to the server screen -
How to make an debreifing to show at the End
wraith_v replied to Vast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i'm not sure what you mean, as far as I know you can only get to the editor from the main menu via singleplayer -> Editor -
How to make an debreifing to show at the End
wraith_v replied to Vast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Until Vast gets back to us, does anyone have an answer to my question? -
How to make an debreifing to show at the End
wraith_v replied to Vast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm also having this same problem, when playing a mission I created it will show the debriefing in single player but whenever I play my mission coop it just returns to the lobby without showing a debriefing screen. -
New conversation system how-to
wraith_v replied to Jezuro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nevermind, got it working I just had to update the clients with: publicVariable "task1done"; -
New conversation system how-to
wraith_v replied to Jezuro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys just started using FSM a few days ago, managed to get everyone talking to eachother in SP but as I am converting my mission to coop i have run into a few problems. I put some code in my FSMs to update objectives once I have finished my conversation: _this kbTell [_from, _topic, "rescue4"]; task2done = true; But this is only being called on the server, even if one of the clients starts the conversation. I considered putting kbWasSaid in the condition line of the triggers but I made it so that everyone in my squad can talk to the person and I wouldn't know who initiated the conversation. init.sqf //note have done this next line for all members of talon (6 members) talon1 kbAddTopic ["briefing", "kb\briefing.bikb", "", {call compile preprocessFileLineNumbers "kb\briefing_talon.sqf"}]; roman kbAddTopic ["briefing", "kb\briefing.bikb", "kb\briefing_roman.fsm"]; p1 kbAddTopic ["briefing", "kb\briefing.bikb", "kb\briefing_pilot.fsm"]; //allows anyone in my squad to talk to the pilots p1 addAction ["Talk to Pilots", "talk_pilots.sqf"]; -
Interesting, I was going to do an assignment for uni about this a few weeks ago but ended up using call of duty instead (larger audience) I love Arma, but I wouldn't consider joining the army because of it
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deleting helicopter gunners
wraith_v replied to wraith_v's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks pbishop! I changed the helicopters to UH-60s for this mission but your solution helped me with another mission I was having trouble with :D -
Hello again, I am trying to delete the door gunners from a UH-1Z Venom Helicopter to make more room for my squad. I can delete one of the door gunners - the one in the 'gunner' position, but I am having some trouble deleting the second gunner, the code i am using to delete one of the gunners is: g1 = gunner helo1; g1 setpos [0,0,100]; deletevehicle g1; I would have simply created an empty huey with 2 pilots but they ignore the 'transport unload' waypoint, i could also use a vehicle with more transport slots but i don't want to.
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Empty UH60 still part of BLUEFOR??
wraith_v replied to mikeap's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just found the solution to this same exact problem: In the editor place a low ranking and manned UH-60 (blue icon), then create an opfor unit (any type) with the rank of colonel. Set the opfor unit's probability of presence to 0% and make the UH-60 and the opfor unit in the same squad then put this in the UH-60s init line g1 = driver this; g2 = this turretunit [1]; g3 = this turretunit [0]; g1 setpos [0,0,100]; moveout g2; deletevehicle g1; g2 setpos [0,0,100]; deletevehicle g2; g3 setpos [0,0,100]; deletevehicle g3; The opfor unit changes the blackhawks side to OPFOR, then we move the crew out of the blackhawk and delete them. Confirmed as working!! Special thanks to pbishop! -
EDIT: whoops, i may have misinterpreted the point of your post, i'm sorry for wasting your time. Tab is the default key for next target. If you want to rebind it for some reason there are two 'next target's in the controls menu, just add your new binding to both of them. I haven't played many domination or evolution missions so i can't help you there, hopefully someone else can