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zuff

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Everything posted by zuff

  1. New (or old?) Bug found: After deploying an M3 tripod and then mounting the gun on it and then removing the gun, the tripod is unusable. You can't undeploy it. Unless I'm doing something wrong but the action menu comes up as "M3 Tripod > No Options" and now it's just stuck there. edit: Also the game crashed when using the artillery computer on the mortar.
  2. Gotcha. Would you still mind recommending me some good public servers to play ACE on?
  3. Glad to see great progress on an already great mod. Would anyone mind recommending some good public servers to play the latest dev version on? Also, is SixUpdater still the preferred method of installing ace?
  4. I know there are countless threads on this, but I'm still confused. I've downloaded the latest patch from the beta page and installed it. In steam I've added: "-mod=Expansion\beta;Expansion\beta\Expansion -nosplash -world=empty -skipintro" Then I right-click on Arrowhead and launch Combined Arms and the game seems to load the beta patch fine, except my version numbers are no where near what I was getting when running the beta shortcut out of the Arrowhead folder manually. Am I doing something wrong? I can join a few servers when running CA out of steam and they are thinly populated. Are there just not many servers supporting the beta version or what? Thanks in advance, I'm giving myself a headache here.
  5. Well not running the latest beta, there were still only 4 green compatible servers, the others were yellow but they were heavy populated. Am I missing something because there were about 50 servers that had yellow circles beside them.
  6. Amazing! Works like a charm except I see NO servers supporting my version (latest beta patch) Is this normal?
  7. Xeno, I've honestly searched through this thread as hard as I could but if you could please help me on this: I have both standalone Arma 2 and Arma2 OA bought separately on Steam. They are both in my "common" in "steamapps" folders. I would like to install ACE so I can play Combined Ops (through the option on Steam) Are these settings correct? Or should I be messing around in the Optional Presets "Setting" option? I just want to get this cleared up as it's very confusing.
  8. What is the best way to find a good public server that's running the new ACE beta? All of the ones I've found have been for Arma 2 standalone and I haven't seen any for OA.
  9. What would be the reverse of this code? {alive _X && !(_X in crew heli)} count (units groupname) <= 0 I got the code from this old thread: http://forums.bistudio.com/showthread.php?t=79235&highlight=group+heli What I'm trying to do is set this to a waypoint away from the insertion point so that the helicopter waits until all 'groupname' are disembarked before taking back off. The problem is sometimes when the 'player' or squad leader unloads at the point the helicopter takes off with the rest of my AI crew still on board. I've tried: {alive _X && !(_X [b][color="Red"]out[/color][/b] crew heli)} count (units groupname) <= 0 which failed. Then I tried: (not ({alive _X && !(_X in crew heli)} count (units groupname) <= 0)) which also failed. I appreciate your help in advance! :)
  10. I tried this statement and put it in the condition field and got a Type nothing expected bool error. Did I put it in the wrong place?
  11. I believe the Garbage Collector Module would help you out a bit. Anything that the module is connected to that's dead is cleaned up after the player is a certain distance away from it: http://community.bistudio.com/wiki/Garbage_Collector
  12. First Question: I'm at work so I can't try this now but why would you count allUnits? Wouldnt just this code work? waitUntil { {(group _x == my_grp)&&!(_x in my_chopper)} } I'm guessing that allUnits is counting all units in that group but I dont see where or how that's happening. Second Question: Say I get this to work, I would like the helicopter to wait like 5 seconds after the last person the group leaves it, so it gives plenty of time for units to clear the LZ. How would I go about this?
  13. No I didn't try this. Will this force eject them at the waypoint? I thought force ejects were only available by loading in scripts? ---------- Post added at 01:55 PM ---------- Previous post was at 01:54 PM ---------- I'm fairly new to editing so if you think I maybe able to grasp it then sure I'd love it if you could send it to me.
  14. I'm trying to make a simple mission (based off one I played earlier on a server) where a MH6J loads a 4-man Delta Force team and Drops them off at a specified location, then flies away (maybe even dismiss or disappear? I can start the mission with the men as "cargo" and the helicopter under that squad leaders command, but when the helicopter reaches the unload waypoint, the helicopter sticks around (I assume it's still under the squad leader's command) How can I get helicopter to unload those men, then leave the scene? ---------- Post added at 03:31 AM ---------- Previous post was at 02:36 AM ---------- Ok I searched the forums a bit harder and found this which helps: http://forums.bistudio.com/showpost.php?p=1359768&postcount=2 Should be good for now, I'll post again if I run into any more trouble
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