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natethegreat

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Everything posted by natethegreat

  1. can someone tell me why the tripods dont work in OA or CO
  2. Hey guys I have ace for Combined Ops. I try to deploy the tripod but nothing shows up in the class interaction menu. just my standard goggles and spotting scopes etc. Yes I have it equipped in my gear, it is on my back, I just cant deploy it. Any answers will help, thanks
  3. natethegreat

    cant get AI to follow waypoint

    ****Nevermind dude I got it to work the problem was when I went into the trigger zone it was trying to exec the whole script at once so sometimes the waypoint was exec before all the units were spawned, all I did was put a sleep in for 5 secs and walla. Thanks
  4. natethegreat

    cant get AI to follow waypoint

    that move was a mistype and I forgot to take it out when I pasted it in here but here is the beginning of the script. GroupSquad1 = CreateGroup East; _leader = GroupSquad1 createUnit ["TK_INS_Soldier_TL_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_3_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_4_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_AAT_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_MG_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_AR_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_Soldier_Medic_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_Soldier_AA_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_TL_EP1L", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Warlord_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _unit = GroupSquad1 createUnit ["TK_INS_Soldier_MG_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"]; _leader = leader GroupSquad1; GroupSquad1 is declared and for the addwaypoint what should it look like. like this _wp = GroupSquad1 addwaypoint [getMarkerPos "s1"]; I want the waypoint to be the marker s1 right? But they just don't move/ ---------- Post added at 01:21 PM ---------- Previous post was at 01:21 PM ---------- thanks for responding :)
  5. natethegreat

    help with tasks

    thanks man. I got it to work. I have been working on this mission for a few hours and need to take a break and this is the reason why
  6. this is my code but the thing is is that the description does not show up, in the briefing section. I go to task and it shows carry wounded pilots and exfill ,but no description. //---------------------------------------------------------------------- tskObj2 = player1 createSimpleTask ["Exfill"]; tskObj1 = player1 createSimpleTask ["Carry Wounded Pilots."]; //---------------------------------------------------------------------- tskObj2 = player2 createSimpleTask ["Exfill"]; tskObj1 = player2 createSimpleTask ["Carry Wounded Pilots."]; //-------------------------------------------------------- // Second Objective tskObj2 setSimpleTaskDescription ["Once you have secured the pilots, move to <marker name=""expoint"">this</marker> point where a helicopter will be awaiting exfill you out of the hotzone.", "Extraction", "Extraction Site"]; tskObj2 setSimpleTaskDestination (getMarkerPos "Epoint"); // First Objective tskObj1 setSimpleTaskDescription ["Your objective is to get to the <marker name=""S"">downed helicopter</marker> and secure the <marker name=""f1"">downed pilots</marker>. After you have secured them, you will then move them to the <marker name=""Epoint"">exfill point.</marker>", "Secure the Pilots", "Secure the Pilots"]; tskObj1 setSimpleTaskDestination (getMarkerPos "f1"); ---------- Post added at 02:02 PM ---------- Previous post was at 02:02 PM ---------- any help will be appreciated ---------- Post added at 02:56 PM ---------- Previous post was at 02:02 PM ---------- UPDATE... For some reason if I play as the second player the tasks description shows up?
  7. natethegreat

    create unit to follow waypoint

    thanks I got it now i see what I was forgetting. +10
  8. Ok I have this _Unit4="USMC_Soldier_LAT" createUnit [getPos "obj01", WestGrp01, "", 0.5, "Private"]; I want the unto though after being spawned to follow a waypoint but I just can't seem to get it. Thanks
  9. natethegreat

    need help with cfgradio

    thanks man works perfectly
  10. Ok I can get the text to show up but my sound is not playing, am I missing something class CfgRadio { sounds[] = {r1}; class r1 { name = "r1"; sound[] = {\sound\BHD1.ogg, db+10, 1.0}; title = "Struecker and Gordon again request permission to secure untill convoy arrivers OVER"; }; }; i then type in my trigger helicopter globalradio "r1"; it shows the text but no audio?
  11. natethegreat

    name for ai gunners

    thanks it works but it is only just a second longer. I want it to be about 5-7 seconds. Can I just make a loop to do this?
  12. i have a helicopter that i move into cargo at the begging of the mission. I just want the name for the AI gunners. cause i just want them to randomly shoot but I cant seem to get it to work. this is what i have (gunner helicopter) action ["fire",M134]
  13. natethegreat

    name for ai gunners

    the helicopter is a UH-60m edit....... your code works but iI have to figure out a way for them to shoot for a period of time like say 5 sec then let off then again. I can do it with triggers but it only shoots out a quick spurt and thats it. any ideas?
  14. natethegreat

    need help with text on intro

    thanks man worked perfectly:bounce3:
  15. Hey guys I need help with this, I got it to work,but I want to be able to send two aircraft at the same time instead of one and each drop their own bombs on separate spots. I got the other one to spawn and follow the other aircraft but It doesnt drop and bombs or anything.
  16. this is his part of the script when it sends fixed wing aircraft _man = _this select 1; _arg = _this select 3; _type = _arg select 0; _man removeaction asf1; _man removeaction asf2; _man removeaction asf3; _man removeaction asf4; _man removeaction asf5; _man removeaction asf6; _man removeaction asf7; if(_type == "exit")exitwith{as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]}; switch (_type) do { case "jdam": { if (ASJDA == ASnumJDA) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill1 = true; }; }; case "lgb": { if (ASLGB == ASnumLGB) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill2 = true; }; }; case "cbuAP": { if (ASCAP == ASnumCAP) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill3 = true; }; }; case "cbuAT": { if (ASCAT == ASnumCAT) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill4 = true; }; }; case "cbumine": { if (ASCBM == ASnumCBM) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill7 = true; }; }; case "cas": { if (ASCAS == ASnumCAS) then { as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]; _man groupChat localize "STR_NOMORE"; kill6 = true; }; }; }; if(kill1)exitwith{jdam = false}; if(kill2)exitwith{lgb = false}; if(kill3)exitwith{cbuap = false}; if(kill4)exitwith{cbuat = false}; if(kill6)exitwith{cas = false}; if(kill7)exitwith{cbumine = false}; _man groupChat localize "STR_MAPSEL"; _asloc = createMarkerLocal ["asloc", [0,0,0]]; _asloc setMarkerShapeLocal "ICON"; "asloc" setMarkerTypeLocal "hd_destroy"; onMapSingleClick "'asloc' setMarkerPosLocal _pos,ASclick = true"; waitUntil {ASclick}; onMapSingleClick ""; ASclick = false; IPfixedAS = true; _grp = createGroup side _man; _spwn = getPos ASpad; _spwndir = getDir ASpad; _marker = createMarkerLocal ["aircraftmarker", position ASpad]; _marker setMarkerShapeLocal "ICON"; "aircraftmarker" setMarkerTypeLocal "b_plane"; _asloc = getMarkerPos "asloc"; if (side _man == EAST) then { "aircraftmarker" setMarkerColorLocal "ColorRed"; }; if (_type == "cas") then { airSupPlane = airSupFXDCAS; } else { airSupPlane = airSupFXD; }; _plane = createVehicle [airSupPlane, _spwn, [], 0, "FLY"]; _plane setpos [_spwn select 0,_spwn select 1,(_spwn select 2)+200]; _plane setdir _spwndir; _plane setVelocity [sin(_spwndir)*200,cos(_spwndir)*200,0]; _pilot = _grp createUnit [airSupPIL, _spwn, [], 0, "FORM"]; _pilot moveinDriver _plane; _plane flyInheight 200; if (!(_type == "cas")) then { {_plane removemagazine _x;} forEach magazines _plane; }; [_plane] spawn { _plane = _this select 0; while{IPfixedAS} do { "aircraftmarker" setMarkerPosLocal getPos _plane; sleep 1; }; if(true)exitWith{deletemarker "aircraftmarker"}; }; fwp1=_grp addWaypoint [_asloc, 0]; fwp1 setWaypointStatements ["true", ""]; fwp1 setWaypointType "MOVE"; fwp1 setWaypointSpeed "NORMAL"; fwp1 setWaypointCombatMode "BLUE"; fwp1 setWaypointCompletionRadius 30; _grp setcurrentWaypoint fwp1; fwp2=_grp addWaypoint [_spwn, 0]; fwp2 setWaypointType "MOVE"; fwp2 setWaypointStatements ["true", "IPfixedAS = false;"]; fwp2 setWaypointSpeed "NORMAL"; fwp2 setWaypointCombatMode "BLUE"; fwp2 setWaypointCompletionRadius 50; _lockobj = "HeliHEmpty" createVehicle _asloc; _lock = getPosASL _lockobj select 2; deleteVehicle _lockobj; nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; switch (_type) do { case "jdam":{ ASJDA = ASJDA + 1; _man groupChat localize "STR_FIXDJDA"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _b1 = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _b1 setDir ((_asloc select 0)-(getPos _b1 select 0)) atan2 ((_asloc select 1)-(getPos _b1 select 1)); _bombfall = sqrt(((getPosASL _b1 select 2)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _b1 select 0))/_bombfall; _bombvely = ((_asloc select 1)-(getPos _b1 select 1))/_bombfall; [_b1,_bombvelx,_bombvely] spawn nofricgrav; }; }; case "lgb":{ ASLGB = ASLGB + 1; _man groupChat localize "STR_FIXDLGB"; fwp1 setWaypointCombatMode "RED"; fwp2 setWaypointCombatMode "RED"; _plane addWeapon "BombLauncherF35"; _plane addMagazine "2Rnd_GBU12"; }; case "cbuAP":{ _man groupChat localize "STR_FIXDCAP"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _cbu = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _cbu setDir ((_asloc select 0)-(getPos _cbu select 0)) atan2 ((_asloc select 1)-(getPos _cbu select 1)); _bombfall = sqrt((((getPosASL _cbu select 2)-60)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _cbu select 0))/_bombfall; _bombvely = ((_asloc select 1)-(getPos _cbu select 1))/_bombfall; [_cbu,_bombvelx,_bombvely] spawn nofricgrav; waitUntil{getPos _cbu select 2 <= 60}; _charge = "Arty_Sadarm_Burst" createvehicle getPos _cbu; deleteVehicle _cbu; _FLAR1 = "f_40MM_GREEN" createvehicle getpos _cbu; _FLAR1 setVelocity [0,5,0]; for [{_n = 0},{_n <= 25},{_n = _n+1}] do { _blets1 = "g_30mm_he" createvehicle getPos _cbu; _blets1 setVelocity [(random 15),(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 25},{_n = _n+1}] do { _blets2 = "g_30mm_he" createvehicle getPos _cbu; _blets2 setVelocity [-(random 15),(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 25},{_n = _n+1}] do { _blets3 = "g_30mm_he" createvehicle getPos _cbu; _blets3 setVelocity [(random 15),-(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 25},{_n = _n+1}] do { _blets4 = "g_30mm_he" createvehicle getPos _cbu; _blets4 setVelocity [-(random 15),-(random 15),-(random 15)]; }; }; ASCAP = ASCAP + 1; }; case "cbuAT":{ ASCAT = ASCAT + 1; _man groupChat localize "STR_FIXDCAT"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _cbu = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _cbu setDir ((_asloc select 0)-(getPos _cbu select 0)) atan2 ((_asloc select 1)-(getPos _cbu select 1)); _bombfall = sqrt((((getPosASL _cbu select 2)-60)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _cbu select 0))/_bombfall; _bombvely = ((_asloc select 1)-(getPos _cbu select 1))/_bombfall; [_cbu,_bombvelx,_bombvely] spawn nofricgrav; waitUntil{getPos _cbu select 2 <= 60}; _pos = getPos _cbu; _charge = "Arty_Sadarm_Burst" createvehicle _pos; deleteVehicle _cbu; _tar = nearestObjects [_pos,["Car","Tank"],150]; _FLAR1 = "f_40MM_GREEN" createvehicle _pos; _FLAR1 setVelocity [0,5,0]; _tarpos = []; {_tarpos = _tarpos + [getPos _x]} forEach _tar; while{count _tarpos <= 5} do { _tarpos = _tarpos + [[(_pos select 0)-75+(random 150),(_pos select 1)-75+(random 150),(_pos select 2)-70]]; }; for [{_n = 0},{_n <= 5},{_n = _n+1}] do { _ntar = _tarpos select _n; _blets = "ARTY_SADARM_PROJO" createvehicle _ntar; sleep 0.5; }; }; }; case "cbumine":{ ASCBM = ASCBM + 1; _man groupChat localize "STR_FIXDCBM"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _cbu = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _cbu setDir ((_asloc select 0)-(getPos _cbu select 0)) atan2 ((_asloc select 1)-(getPos _cbu select 1)); _bombfall = sqrt((((getPosASL _cbu select 2)-60)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _cbu select 0))/_bombfall; _bombvely = ((_asloc select 1)-(getPos _cbu select 1))/_bombfall; [_cbu,_bombvelx,_bombvely] spawn nofricgrav; waitUntil{getPos _cbu select 2 <= 60}; _pos = getPos _cbu; _charge = "Arty_Sadarm_Burst" createvehicle _pos; deleteVehicle _cbu; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets1 = "B_556x45_Ball" createvehicle _pos; _blets1 setVelocity [(random 15),(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets2 = "B_556x45_Ball" createvehicle _pos; _blets2 setVelocity [-(random 15),(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets3 = "B_556x45_Ball" createvehicle _pos; _blets3 setVelocity [(random 15),-(random 15),-(random 15)]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets4 = "B_556x45_Ball" createvehicle _pos; _blets4 setVelocity [-(random 15),-(random 15),-(random 15)]; }; sleep 2; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets1 = "Mine" createvehicle [(_pos select 0)-50+(random 100),(_pos select 1)-50+(random 100),0]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets2 = "Mine" createvehicle [(_pos select 0)-50+(random 100),(_pos select 1)-50+(random 100),0]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets3 = "Mine" createvehicle [(_pos select 0)-50+(random 100),(_pos select 1)-50+(random 100),0]; }; for [{_n = 0},{_n <= 10},{_n = _n+1}] do { _blets4 = "Mine" createvehicle [(_pos select 0)-50+(random 100),(_pos select 1)-50+(random 100),0]; }; }; }; case "cas":{ ASCAS = ASCAS + 1; _man groupChat localize "STR_FIXDCAS"; fwp1 setWaypointCombatMode "RED"; fwp1 setWaypointType "SAD"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 100)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; [_grp,_plane,_pilot] spawn { _grp = _this select 0; _plane = _this select 1; _pilot = _this select 2; sleep 220; if(!alive _plane)exitwith{}; {_plane removemagazine _x;} forEach magazines _plane; removeAllweapons _plane; _pilot dowatch objnull; _grp setcurrentWaypoint fwp2; if(true)exitwith{}; }; }; }; waitUntil{(!IPfixedAS) or (!alive _plane)}; if(!IPfixedAS)then{_man groupChat localize "STR_FIXDDON";}else{_man groupChat localize "STR_FIXDDIE";}; IPfixedAS = false; if(alive _pilot)then{deleteVehicle _pilot}; deleteMarkerLocal "asloc"; deleteWaypoint fwp1; deleteWaypoint fwp2; if(true)exitWith{as0 = _man addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == player"]};
  17. natethegreat

    Airstike at specifed point?

    I downloaded drapers script and added my owntwist
  18. Ok I just need a little help. I have 3 f35 fly over me and I just want them to drop bombs or shoot rockets whatever at a certain spot on the map. How can I? Thanks ---------- Post added at 10:13 PM ---------- Previous post was at 08:21 PM ---------- i think I figured it out....
  19. Hey guys I have this error that I will provide in the picture. I have Windows7 64bit and using a Xbox360 Vision camera. The camera works in every other application I have including Flash media Encoder. I just need help to whomever has an issue like this. Thanks? Can't wait to try it out. http://i45.tinypic.com/178pvl.png 332 kb
  20. natethegreat

    Where/how/when to buy ARMA2:OA?

    steam made a update with most steam games now and steam is not required anymore to run with arma2. I have arma2 on steam and I just click a shortcut because I have ace and some mods running. Pretty much steam is just a download server and gives you a key. Some games are different though.
  21. natethegreat

    Update FaceTrackNoIR

    I need help here is a screenshot it says failed to register camera catagory ????
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