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zuff

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Everything posted by zuff

  1. If you could give me a list of items you want me to cover I will do a new video tutorial. The one I made was directed towards the shacknews community and I'll gladly make one more that's more generalized and covers all topics.
  2. Awesome code34, thank you very much!
  3. Add this (including quotes) to your parameters: "-mod=D:\Program Files (x86)\Steam\steamapps\common\arma 2;EXPANSION;CA" You may need to change the path, but have it link to your arma 2 folder
  4. Fantastic! Thanks for fixing that smoke evac bug a version back as well :)
  5. code34 Is there any way I can choose what helicopters can air lift and what vehicles they are able to airlift? I've tried adding other 3rd party air lift scripts and they seem to be overwritten by one of your scripts. I know a while back you said that only the Chinook can airlift, is there a way I could change this? I was trying to use BTC Logistic Script and I got everything else working in it except for the air lift function. http://forums.bistudio.com/showthread.php?126076-BTC-Logistic-Script
  6. Alright that eliminated the errors and I can now drag ammo boxes but I am not getting the option to turn on the lift hud in helicopters. I fear another part of the War in Takistan script may be interfering with it. Thank you for your help, I don't know if there's anything else you can do about it. I'll go bug code34 about it :D I did test it out with the example mission and it is a fine script! Wish more mission makers would use it.
  7. It's defined in the description.ext
  8. now the error is the same but with "RscTitles" :(
  9. Trying to run this script with code34's War in Takistan and it's giving me this error: "warcontext\dialogs\define.hpp, line 59: .RscPicture: Member Already Defined" I imagine it's conflicting with the warcontext engine's preexisting define.hpp Here's Warcontext define.hpp: Is there any way I could combine these to make it work? Thanks!
  10. code34 I'm trying to setup base defenses with invulnerable men inside them but they keep dying. On the M2 Minitripod named "m2_defense_2": this allowDamage false; {_x allowDamage false} foreach crew this; On a BLUFOR rifleman nearby it: this moveInGunner m2_defense_2; this allowFleeing 0; this allowDamage false; Now in the editor preview, this works. The gunner is unable to die. When running the mission on a dedicated server, this does not work, and the gunner dies when damaged. Any clue what I could be doing wrong? PS Glad to see you still working on this magnificent mission. EDIT - Nvm, this works fine. I didn't have "this allowDamage false;" on the rifleman as well.
  11. Nilmerg, I've made a video tutorial for Armarize: JVXsysRM3bI It was made for the gaming community "Shacknews" but it is still a tutorial for anyone interested in learning more about the program. Thank you very much for making this great utility.
  12. Hrm it's working for me now, too lol. Do you use the six-network/dev heaven? Since your script is now a mod, it would really benefit from being on there. I use armarize and it keeps all of my six-updater mods synced and updated. I love it! NVM as I was looking for a link to Six Network submission page I saw you already have an account there! Looks like I wasn't the only one having problems trying to download the mod earlier :P http://stats.six-updater.net/portal#comment-555238180 You should let him know the link is working now, too! :D
  13. Good to hear! Download link isn't working, though :(
  14. Nice! That worked perfectly. Thank you very much!
  15. I have this trigger setup: ({alive _x} count units opgroup) < 1 And the group, opgroup has the First Aid Modules attached to them. So if all the group is downed but not dead, the alive count still considers them to be alive even though no one could possibly be revived. Using the "Not Present" on the trigger page works in this case, but I was wondering if there's a script method I could use instead of the alive check that would work. Thanks in advance!
  16. Where am I supposed to put that? I tried in multiple places and I've yet to get it to work.
  17. I'm trying to get triggers to end my PvP mission. One is setup to check if a civilian named "President" is alive, and if killed, fades the screen to black, plays music and shows text. I setup a secondary trigger to check if the "President" is alive and after a 5 second countdown, end the mission by having its Type set to "End #2". This way once the president is killed, music will play, the screen will fade to black, text will pop-up, then 5 seconds later the mission will "officially" end and go to the debriefing screen. It's not working. It seems the "BLACK OUT" effect on the first trigger overwrites anything the second trigger wants to do. Any help?
  18. Quick question, Bon. I'm trying to use your bon_getbackpack script in a mission I'm making. I have the "bon_getbackpack" folder in my mission folder, and in my "description.ext" I have: #include "bon_getbackpack\dialog\Common.hpp" #include "bon_getbackpack\dialog\getbackpack.hpp" on the backpack pile I have this in the init line: this addAction ["<t color='#FFFFFF'>Get Backpack</t>","bon_getbackpack\openmenu.sqf"]; I can even select "Get Backpack" from the action menu. I see the list of packs and their pictures, but when I click on the picture nothing happens. Nothing is equipped. Am I missing something? I think it may have to do with me calling the "common.hpp" in the backpack folder instead of another folder, but I don't know.
  19. Quick question, I'm using Bon's ammo box script ammo.sqf (http://pastebin.com/FqirWLef) on a vehicle ammo box I've placed in-base with 0 = this execVM "scripts\ammo.sqf"; in its init line (and that's all that's in there) I then put the ammo.sqf mentioned above in the scripts folder of the mission. The box isn't spawning any weapons, any clue what could be conflicting with this in MSO?
  20. Hey Shay any idea when you'll be releasing the next version?
  21. Nice! My tutorial was getting pretty dated, but I do thank you for linking it in each of your threads ( )Did you happen to figure out what was up with the smoke grenade landing bug I was having?
  22. Yah the helicopter says "Waiting For Smoke" and then immediately "Golf 1 Touchdown!" before any smoke is thrown. I then throw the smoke and the heli points its nose down as if to move forward but just hangs in place.
  23. Hey Shay! Glad to hear this mod is still going strong. Having a problem with the smoke landing for the evac helicopter. I'm throwing smoke over and over and the helicopter is refusing to land. Is it an ACE only feature? Is there a certain smoke grenade I should be using?
  24. Sad to hear. The units aren't what really do it for me (though they do look great), it's the fantastic island you've created. Think you'll release a "lite" version of just the island without so many dependencies?
  25. Hey just wanted to pop in and say I very much enjoy this mod. The stability is fantastic and plays nice with my other mods. Just finished "Alert", very fun so far. Keep up the good work!
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