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fasterthanlight

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Everything posted by fasterthanlight

  1. I have heard of a script that will allow user maintained saved loadouts for each session on a domination map. Has anyone heard of seen of a script like this?
  2. fasterthanlight

    MP or DS script for loadout by UID

    Is there a way for ACRE to do this for all players at once? It seems as though the radio is added to any soldier model that is added to the server by default.
  3. fasterthanlight

    MP or DS script for loadout by UID

    The default save weapons in Domination works, but only if you don't disconnect. I really like the script you have made. It seems like it will work even if you disconnect and come back. This might be a good solution for us. Thanks Demonized. How about this....? How exactly can you swap the ACRE 343 radio for another without editing the init of each soldier? There must be a place where ACRE auto assigns it to each soldier that can be edited to another radio.
  4. Is it possible to force your character to have a certain item in it's inventory when not told to by the server? I am using ACE.
  5. fasterthanlight

    Can you force an object in loadout?

    So this will work if I want to have my player enter any ACE server to say select a certain radio? This is for MP servers.
  6. fasterthanlight

    Arma 2 Addon request thread

    Request for M1A1 or M1A2 or M1A1 CSAMM in desert and digital MARPAT.
  7. fasterthanlight

    Briefing.sqf help

    I was not sure about which ones to include. The task1 settaskstate "succeeded" works very well. Thanks all for your help.
  8. I am making a mission on Elephant Island and the first task is to kill the insurgents near Theo's house. I can do a task hint no problem, but I need it to come up in tasks under the map. Here is what the task hint says; taskhint ["Take your squad of Marines and proceed south to Theo's place. You will encounter heavy resistance. Eliminate them or scare them off.", [0, 0, 1, 1], "tasknew"] I have an init.sqf setup already. It says execVM "briefing.sqf"; What goes in the briefing EXACTLY? Also, this is a SP map.
  9. fasterthanlight

    Briefing.sqf help

    I put the waituntil in the briefing. It still says objective completed when we clear Theo's Place, but it won't activate the second task. Is this code right for the on act? "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2
  10. fasterthanlight

    Briefing.sqf help

    I also have this script that works well as a briefing. //task1 Task1 = player createSimpleTask ["Theo's Place"]; Task1 setSimpleTaskDescription ["Move your Marines south to Theo's Place. Eliminate the hostiles from his property", "Theo's Place", "TASK HUD TITLE"]; Task1 setSimpleTaskDestination (getMarkerPos "Task1"); taskhint ["Message from command:\nCheck your tasks for first assignment.", [1, 1, 1, 1], "taskNew"]; //task2 Task2 = player createsimpletask ["Airport"]; Task2 setsimpletaskdescription ["Move your Marines West to the airport and destroy the drugboss's F-14. He is planning on using it to kill the country's President", "Airport", "Task Hud Title"]; Task2 setsimpletaskdestination (getmarkerPos "Task2"); taskhint [:Message from command;\nCheck your tasks for your second assignment.", [1,1,1,1], "tasknew"]; //task3 Task3 = player createsimpletask ["Drugboss"]; Task3 setsimpletaskdescription ["Move your Marines NW into the grove and eliminate the drugoss", "Drugboss", "Task Hud Title"]; Task3 setsimpletaskdescription (getmarkerpos "Task3"); taskhint [Message from command;\nCheck your tasks for your third and final assignment." [1,1,1,1], "tasknew"]; However, it places them all at the same time in the tasks menu. What do I need in a trigger to activate 2 after 1, and 3 after 2?
  11. fasterthanlight

    Briefing.sqf help

    sxp2high you have been really helpful. I appreciate it. I have this in the On ACT trigger Task1Solved = true; Task2Create = true; The first task will resolve when the opfor are eliminated, but task 2 won't generate. Here is the code for task 2; [] spawn { // CREATE TASK waitUntil {!(isNil "Task2Create")}; Task2 = player createSimpleTask ["Task"]; Task2 setSimpleTaskDescription ["Move West to the airport and destroy the druglord's F14.","task waypoint text here"]; Task2 setTaskState "Created"; taskhint ["New Task:\nMove West to the airport and destroy the druglord's F14.", [1, 1, 1, 1], "taskNew"] // TASK SOLVED waitUntil {!(isNil "Task2Solved")}; Task2 setTaskState "Succeeded"; taskhint ["Task Solved:\nThe druglord was planning on using this F14 to kill his govenrment's president. Now he can't. Good job.", [1, 1, 1, 1], "taskDone"] player addRating 1000; What's missing? I seem to expect that the task 2 will generate right after task 2 completes.
  12. fasterthanlight

    Briefing.sqf help

    That had something to do with it. The file was named Briefing.sql.html. I removed the .html and resaved the game. Ran it and the task immediately shows up. Nice! It is also available in the M options. How can I get that task to stay up for more than 5 seconds or so? Also, how do I condition the task to complete once all enemies are dead? Then, a pause and have the task 2 come up? ---------- Post added at 01:23 AM ---------- Previous post was at 12:21 AM ---------- I have put this into a trigger; "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2 Is this right? condition is opfor; not present.
  13. fasterthanlight

    Briefing.sqf help

    All that did was add the date and time to the loading screen. No tasks in the M menu. Now I have a breifing and a briefing.sqf file in the mission folder. Sound right?
  14. fasterthanlight

    Briefing.sqf help

    Let me back up here. Are you saying that the init must say execVM "briefing.html"; AND the briefing.html must be named in the root?
  15. fasterthanlight

    Briefing.sqf help

    I confirmed that is what I have in the init. Any other ideas?
  16. fasterthanlight

    Briefing.sqf help

    I have pasted that code into the briefing.sqf and it still won't show in SP. I also exported it to MP and it won't show there either. There is no task option.
  17. fasterthanlight

    Briefing.sqf help

    Yes. The first one gets created immediately and the 2nd, 3rd, and 4th tasks get added only after the previous one is completed.
  18. fasterthanlight

    Add PRC-148 UHF to ammo box

    I am getting a NO ENTRY error. I see that in the ACRE addons it says acre_sys_prc148 I have tried the variants and it still won't add it to the USMC Ammo box. Here is the whole entry this addMagazineCargo ["acre_prc148_uhf" ,10]; ---------- Post added at 04:12 PM ---------- Previous post was at 04:02 PM ---------- It was addWEAPONcargo, not Magazine. I got it. Thanks Demonized and Wollie.
  19. fasterthanlight

    Add PRC-148 UHF to ammo box

    I believe that adds the default handheld radio in OA. The PRC-148 UHF is a radio added by ACE I believe. I should have added that first, sorry.
  20. fasterthanlight

    AI c130 take off problems

    I always had an issue getting the C-130 to land at the top right runway. It always crashes on auto pilot landing. I don't think you can have the plane take off on the other side of the runway either. Somehow it is coded to "enter" and "land" in the existing sides. Try putting the plane at the other runway and see what happens...
  21. fasterthanlight

    AI c130 take off problems

    What map and which airport?
  22. You should look into the Takistan MSO map. Multi Session is a good way to go since you can organize teams and do collective "missions" and since it never really ends, you can play almost forever. Also, adding a ton of AI WILL slow down the server. Syncing is also an issue with +200 players. I know what you are going for, but taking it down a notch may be more realistic. With your specs you may need a dual 2600k board with 48gb's of RAM and an OC192 :)
  23. fasterthanlight

    Satchel will is not useable

    Yes, I am using ACE. I guess I had not used the satchel in such a long time, I never knew this changed. Thanks for the easy answer.
  24. fasterthanlight

    End mission trigger?

    thanks. I had forgotten to name the SUV. wow.
  25. How can I end mission when an unmanned SUV is blown up? Since there are no men in it, I can't use the OPFOR detect.
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