A-SUICIDAL
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Everything posted by A-SUICIDAL
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Image Intro??
A-SUICIDAL replied to chatterbox360's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Images usually get scaled down in size about 50%, so I use these settings: x = -0.5; y = -0.5; w = 2; h = 2; This is what I am actually using right now in one of my missions: x = -0.5; //side to side y = -0.35; //top to bottom w = 2; //x2 size h = 1.8; //little less than x2 height (works well for cinema border scenes) I have the image appear during my very short sqf intro movie. -
setskill aimingShake for AI question
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, thanks guys. That's pretty much the way I had it set in my mission, I just wanted to be certain. -
setskill aimingShake for AI question
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
All of the following setSkill types when set to a high value will improve the AI's ability to perform, aimingAccuracy aimingSpeed endurance spotDistance spotTime courage reloadSpeed commanding except... I not sure about aimingShake. I was assuming that by setting aimingShake to a high value - that the enemy would shake more, which would decrease their accuracy if they are experiencing any kind of stress. Does anybody know for sure if a high aimingShake value would make them shake more, or less? -
I'm looking for an MG42 (or similar)addon for Arma 2 CO
A-SUICIDAL posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The closest thing I found to an MG42 was an MG69/MG3/MG42 that was part of the Trizonesian weapons pack that I found at Armaholic: http://www.armaholic.com/page.php?id=15802 The only real problem I have with the weapon is... after adding the weapon to an enemy's loadout, I tested it out and the enemy would not fire at me at all if I was 50 meters are farther. The moment I stepped within 49 meters of the enemy, the enemy started firing like crazy. Then I took a few steps back and he stopped firing again. I tried to find out what the cause was. If I test the same enemy with arma 2 weapons, the problem doesn't occur at all. It seems like it just happens with that one gun. I tried using pboView to look at the config.bin and I found some info about the MG69, and the range settings seemed a little low, but I don't really understand that much about addons other than how to install them. My specialty is making missions, not addons. It sucks, because I really wish I could fix the gun. I don't want to remove it from my mission, but I kind of have to I guess since it's no fun shooting at enemy that don't shoot back. Is there a way I could fix the gun? I tried taking some low/mid/max range code from another gun and adding it to the MG69, but every time I pack the addon and drop it into my arma 2 addon folder, I then launch the game and get errors. I've read a bunch of tutorials, but now I'm getting nowhere. So before I give up, I wanted to ask around and see if anybody knows where I can find an MG42 for Arma 2 co that actually works. Or maybe a replacement machine gun for the PKM. I'm looking to give the enemy some good machine guns for a coop mission. I'm not looking for anything for the west team. Or if somebody knows how I can fix the MG69, please help me with it. Thanks in advance. -
assignAsTurret moveInTurret workaround
A-SUICIDAL replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My teleport to leader script only teleports players into the gunner seat if it is available, but it would be great if it was possible to teleport them into the other available turret positions. For instance, my mission uses Chinook HC4 that has three gunner/turret positions. Just yesterday my friend teleported to leader and wound up in the back of the Chinook and then he said, "Ahh man, this sucks, there are 2 empty gun seats and I'm stuck sitting back here". So I thought maybe you could help. Flag Pole Init: this addAction ["Teleport to Team Leader", "teleport_to_leader.sqf", [], 51, true, true, "", "player != s1"]; teleport_to_leader.sqf: _unit = _this select 1; if (!alive s1) then { hint "The Team Leader is currently dead."; } else { if (vehicle s1 == s1) then { _unit setDir direction s1; _unit setPosATL [getPosATL s1 select 0,getPosATL s1 select 1,getPosATL s1 select 2]; _unit setPos (s1 modelToWorld [+0.75,-1,((position s1) select 2)+0]); } else { if (vehicle s1 != s1) then { _freePosGunner = (vehicle s1) emptyPositions "gunner"; _freePosCommander = (vehicle s1) emptyPositions "commander"; _freePosCargo = (vehicle s1) emptyPositions "cargo"; _freePosDriver = (vehicle s1) emptyPositions "driver"; if (_freePosGunner > 0) then { _unit moveInGunner (vehicle s1); } else { if (_freePosCommander > 0) then { _unit moveInCommander (vehicle s1); } else { if (_freePosCargo > 0) then { _unit moveInCargo (vehicle s1); } else { if (_freePosDriver > 0) then { _unit moveInDriver (vehicle s1); } else { hint "The Team Leader's vehicle currently has no empty seats to teleport to."; }; }; }; }; }; }; Would it be possible to add a turret array and check for available turret positions and use moveInTurret instead of moveInGunner? -
Random Tasks (need help)
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks I will give that a try. I did manage to get my random tasks working well. I examined somebodys random script and then tried their script, but it gave me errors and did not work correctly, so then I tried to fix it and use my own tasks and this is what I came up with in the end that worked well for my mission. This same method of using randomness is applied to other things in my mission as well. I have not had any problems so far at all and I have tested online with friends, but not on a dedicated server. randomize_tasks.sqf if (! isServer) exitwith {}; sleep 60; // 1 minute delay at mission start before tasks are assigned taskscompletedcount = 0; while {taskscompletedcount < 10} do { n1=round(random 10); if (n1 == 1 AND !task1_completed) then { sleep 20; task1_started = true; publicVariable "task1_started"; waitUntil {task1_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 2 AND !task2_completed) then { sleep 20; task2_started = true; publicVariable "task2_started"; waitUntil {task2_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 3 AND !task3_completed) then { sleep 20; task3_started = true; publicVariable "task3_started"; waitUntil {task3_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 4 AND !task4_completed) then { sleep 20; task4_started = true; publicVariable "task4_started"; waitUntil {task4_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 5 AND !task5_completed) then { sleep 20; task5_started = true; publicVariable "task5_started"; waitUntil {task5_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 6 AND !task6_completed) then { sleep 20; task6_started = true; publicVariable "task6_started"; waitUntil {task6_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 7 AND !task7_completed) then { sleep 20; task7_started = true; publicVariable "task7_started"; waitUntil {task7_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 8 AND !task8_completed) then { sleep 20; task8_started = true; publicVariable "task8_started"; waitUntil {task8_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 9 AND !task9_completed) then { sleep 20; task9_started = true; publicVariable "task9_started"; waitUntil {task9_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; if (n1 == 10 AND !task10_completed) then { sleep 20; task10_started = true; publicVariable "task10_started"; waitUntil {task10_completed}; sleep 2; taskscompletedcount = taskscompletedcount + 1; }; }; sleep 4; hintSilent composeText [parsetext format["<t size='1.4' align='center' color='#6698FF'>MISSION COMPLETED%1</t>"]]; sleep 6; taskhint ["MISSION COMPLETE\nGood Job!", [1,1,1,1], "taskNew"]; sleep 6; endMission "end1"; the "tasks#_started" condition triggers my other "taskmaster" triggers. -
I am working on a new mission and I am using murk_spawn to spawn my enemy at the objective areas. I did this with another mission and it worked great, but my friends all told me the same thing... that they wished that the objectives were random. The mission takes several hours to complete and most times when I play it with my friends, we never finish it. Some of my friends have never even seen the last few objectives. In that mission there are 5 tasks. After completing task 1, task 2 is then assigned and the enemy in the task 2 location are then spawned using the murk_spawn method. What I would like to do is make it so that the 5 tasks are assigned randomly, so maybe task 1 is actually task 3. I've never done random scripting before, so I decided to ask for help here. I've done quite a bit of searching, but I have not found anything helpful at all, so I was hoping that maybe somebody could point me in the right direction and possibly post a link to a tutorial or sample mission that deals with random tasks or similar, then I could study it and learn from it. Thanks in advance.
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Changing the color of a menu action
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've figured out how to change the color of a simple menu action, like this repair action that appears in red... this addAction [("<t color=""#FF0000"">" + ("Repair Vehicle") + "</t>"),"vehicle\veh_repair.sqf",nil,+1,true,true,"","(!canMove _target or (damage _target>0 and damage _target<1)) and player distance _target<7"]; ...but I am having trouble changing the color of an action that already uses "Format" in the action. The action color that I wanted to change is the action "Weapon to Backpack", which normally appears as a light grey action on most servers that use the script. I've managed to change the color of the action everyplace in the script except this very long line. The last part of the line has the "addAction that I want to change to a light grey color "EEEEEE". _trigger setTriggerStatements["primaryWeapon player != prim_weap_player","prim_weap_player = primaryWeapon player;if (pbp_id != -1 && count player_backpack == 0) then {player removeAction pbp_id;pbp_id = -1;};if (pbp_id == -1 && count player_backpack == 0 && prim_weap_player != """") then {pbp_id = player addAction [format [""%1 to Backpack"", prim_weap_player], ""scripts\x_backpack.sqf"",[],-1,false];};",""]; so just the last part of that line that contains the action that I want to change -would be this: pbp_id = player addAction [format [""%1 to Backpack"", prim_weap_player], ""scripts\x_backpack.sqf"",[],-1,false]; How would I change it to appear as light grey? I've tried many times to do it myself, but I kept getting errors, so obviously I am doing it wrong. There are other actions in my mission that I would like to apply this to as well, so knowing how to do this would help alot. -
Changing the color of a menu action
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got it working. pbp_id = player addAction [(""<t color=""""#DDDDDD"""">"" + format [""%1 to Backpack"", prim_weap_player] + ""</t>""), ""scripts\x_backpack.sqf"",[],-1,false]; I made a typo the first time I tried getting it to work. Guessing that I might have made a typo the first time around - I then tried scripting it the same way again and suddenly it worked. It was probably missing a double quote someplace. You gotta admit - that is one very unique addAction. -
Changing the color of a menu action
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I tried adding it before the format and after and also made sure to use the double quotes, but I still had no luck with it. If I could find a domin west mission download that uses the "Weapon to backpack" script, I could simply take a look at how they scripted it, but I can only find old domi missions that did not start using the script yet. The 18th Vanilla server uses it. They play "co64 DomiOA! West 2.68". I wish I new where I could download that mission. -
Throw/Drop satchel charge from a chopper?
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania. -
Throw/Drop satchel charge from a chopper?
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wouldn't it be cool if - instead of having to land and get out and run over and place the satchel near an object that needs to be destroyed - if you could simply throw a satchel out the window of a Littlebird or Blackhawk chopper while still flying and then detonate it. I searched around and found nothing like this anywhere for Arma 2. I'm guessing it would be a little difficult to script. I'm kind of busy tackling many other mission related scripts, so I thought I would come here and mention it just in case it has already been done before and maybe somebody could point me in the direction of where I can find a script that already does this. If I can't find anything like it I will start trying to script it myself. When I used to play BF2, players used to throw mines and C4 out the side door of the Blackhawks all the time, so I thought it would be cool to be able to do the same in Arma 2. That's all. -
Is it possible to implement food/water system from DayZ in custom missions?
A-SUICIDAL replied to AlphaKappa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Over 90% of the servers run DayZ. No offense to the creators, but if I wanted to play a Zombie game, I wouldn't buy Arma 2. I guess the words "Tactical Realism" go right out the window the moment somebody installs DayZ. I've seen a few youtube clips of DayZ to know that I definitely do not have any interest in playing it. When I come to these editing forums to read and learn stuff about scripting editing, I honestly do not want to see a bunch of threads about scripting for DayZ, since things like money and food have nothing to do with Arma 2 or Arrowhead - and it just looks rediculous to me in this section of the forums. Maybe one of the admins could please create a new section for DayZ, so the people out there that still consider Arma 2 to be a realism game don't have to stumble across completely irrelevant threads in the "ARMA 2 & Operation Arrowhead - EDITING" section. Just a thought. Thanks you. -
How do I find classnames for houses on a map?
A-SUICIDAL replied to James222's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know. Try "ANY" and pray your pc doesn't explode. lol. -
Arma II Best user made Island
A-SUICIDAL replied to nettrucker's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I am still trying out different islands, so I have not yet decided what island I like the most, therefor I have not yet voted. Seeing that Podagosrk received the most votes, I am a little confused as to why. I designed a huge mission in Podagosrk and I was very happy with the entire design. It took me a couple of weeks to finish creating the mission. When I finally started playing it with friends I started to notice that on way too many occasions the enemy was shooting at us through the trees. We could not see the enemy at all through the trees, yet the enemy could see us and accurately kill us through the trees. Many times the trees would get knocked over by enemy tanks, which made spotting the enemy even more difficult and we would still continue to get killed by enemy shooting through the fallen trees. I scrapped the mission. I will never use that island again. It's not the island that is the problem really, the real problem is how the AI can see you right through the trees and they will shoot you. I just finished building a mission using the island "Faysh Khabur Iraq", which has almost no trees and it is a huge island, but I ran into some problems where my RPT file shows the following errors: opxbuildings\little mosque.p3d: house, config class missing opxbuildings\shack.p3d: house, config class missing Apparently the opx addon is the problem and I can't seem to get it sorted out, so it looks like I will be scrapping another 2 weeks worth of hard work. If somebody knows a way that I could fix my opx errors, like if there is a more up-to-date version of the opx addon, please let me know. I did a search for "Arma 2 best Addon Island" and it lead me to this thread. I am going to try some of the other islands that received alot of good votes. I'll come back and vote here when I have more experience with the different islands. -
Local Trigger Hint Question
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to make a repeating trigger that will give a hint that can only be seen by the player that steps into the trigger radius. I thought that by adding "vehicle player == player" as one of the trigger conditions might work, but I am not sure since I have not had the chance to test it yet. Condition: this && vehicle player == player Will this show a hint to only the player that steps into the trigger? if not, then how would I do this? -
Local Trigger Hint Question
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. -
Respawn/Spectate Script Question
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This works well for a 30 sec respawn timer. I just wrote it :) It beats the hell out of 30 seconds of black screen. It slowly pans out on your dead body to about 50 meters high while turning your screen to an nice alpha red color while at the same time fading to black and fading all sounds. After the 30 seconds is over and you respawn, the black screen fades back in and all sounds fade back in within 3 seconds. In my sample mission I recorded 2 sound clips that get played when you die to add more of a dramatic effect, but here's the script without the added sounds, but it still fades all sounds. Sample Mission player init: this addEventHandler ["killed", {(_this select 0) execVM "death_cam.sqf"}]; death_cam.sqf: showcinemaborder = true; private "_cam"; 30 fadeSound 0; titlecut["","BLACK OUT",30]; ppColor = ppEffectCreate ["ColorCorrections", 1999]; ppColor ppEffectEnable true; ppColor ppEffectAdjust [1, 1, 0, [1.5,-1,-1.5,0.01], [1,0,0,-0.01], [1,0,0,-0.01]]; ppColor ppEffectCommit 15; _cam = "camera" camCreate [position player select 0,position player select 1,2]; _cam camSetTarget player; _cam cameraeffect["internal","back"]; _cam camCommit 0; _cam camSetPos [position player select 0,(position player select 1) + 50,50]; _cam camCommit 30; waitUntil {camCommitted _cam;}; player cameraeffect["terminate","back"]; ppEffectDestroy ppColor; camdestroy _cam; 3 fadeSound 1; titlecut["","BLACK IN",3]; -
Respawn/Spectate Script Question
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I'm working on another 14 man coop mission that does not use a revive script, but instead you simply respawn at base after 30 seconds. I was looking for a spectate script that will show the countdown timer on the screen until you respawn, but instead of a black screen with a counter, I wanted to have the camera spectate your own dead body and pan out, maybe play some sort of dark music or ambient sound and show the screen in a different color, like red or brown something. Honestly I wouldn't know where to begin exactly if I tried to write this script myself, but it seems pretty basic, so I thought I would throw the idea out there and see if somebody might want to tackle it. Spectating the enemy that killed you: might not work well in case you killed yourself somehow or got TK'd. Spectating other teammates: might not work well since there are 13 teammates and only 30 seconds to spectate them before you respawn and it would require some sort of GUI to cycle through them. I even thought of having a camera spectate a blackbird, with a red screen, some sort of dark music or ambient sound playing and still show the "Respawning in.... seconds". Anything other than 30 seconds of black screen would be an improvement. -
I'm looking for an MG42 (or similar)addon for Arma 2 CO
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I never got a response back. The mission I am making cannot wait, so the enemy machinegunners in my mission will be using default guns. If Marseille77 ever fixes his addon, I might go back and add the guns to the mission, but for now I won't be using his addon. If anybody knows of an addon that has heavy machine guns that I could add to the enemy machinegunners in my mission, please let me know or PM me. Thanks. -
German Weapons Pack by Marseille77
A-SUICIDAL replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tested some more today. I am still having a few problems. This reply is long, but I am trying to help out, so please don't jab me for the long reply. The MPi KMK won't appear at all in the crate(error). The RPD shows only the name in the crate, but there is no picture and the gun is still invisible(error). The MG42 still does not have a icon gear picture for the magazine in the crate(error). The PSL rifle shows no ammo when you take the weapon, yet it shows full ammo on your remaining ammo count in the top right corner of the screen, which is really weird(no error, but there should be an error). My RPT files shows this: Warning Message: No entry 'bin\config.bin/CfgWeapons.KPFS_MPi_KMK'. Warning Message: No entry '.scope'. Warning Message: '/' is not a value Warning Message: Error: creating weapon KPFS_MPi_KMK with scope=private Warning Message: No entry '.displayName'. Warning Message: '/' is not a value Warning Message: No entry '.nameSound'. Warning Message: '/' is not a value Warning Message: No entry '.type'. Warning Message: '/' is not a value Warning Message: No entry '.picture'. Warning Message: '/' is not a value Warning Message: No entry '.Library'. Warning Message: No entry '.libTextDesc'. Warning Message: '/' is not a value Warning Message: No entry '.model'. Warning Message: '/' is not a value Warning Message: No entry '.simulation'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightDuration'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightIntensity'. Warning Message: '/' is not a value Warning Message: No entry '.weaponLockDelay'. Warning Message: '/' is not a value Warning Message: No entry '.weaponLockSystem'. Warning Message: '/' is not a value Warning Message: No entry '.cmImmunity'. Warning Message: '/' is not a value Warning Message: No entry '.lockingTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.lockedTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.muzzles'. Warning Message: Size: '/' not an array Warning Message: Picture \kpfs_weapons\data\icons\w_rpd_ca.paa not found Warning Message: Picture \kpfs_bw_retro\weapons\data\icons\m_mg1_ca.paa not found My goal wasn't to just make an ammobox and stick it to my mission. The enemy in my coop mission are Russians and there are a few ammoboxes in the enemy objective areas that contain strictly enemy weapons that cannot be obtained from any of the ammoboxes at my base. I've gone ahead and edited the loadouts of all of the enemy so they use a lot of addon weapons. I wanted very badly to give the enemy machine gunners a deadly machine gun, like the MG42. The problem is... they won't use your addon machine guns correctly at all. With the MG42 they will not fire it until you are within 165 meters and they fire it in wimpy single shots with long pauses between. As you run closer they shoot faster, but they never seem to fire bursts and often it still sounds like a single shot was fired but you might see 3 muzzle flashes and three bullets ricochet near you. The whole point of shooting that gun is to rip everything in half, so single fire just doesn't cut it, nor does it scare anybody at all. They enemy also need to fire at me even if I am 400 meters away or more, just like a normal Russian machinegunner would with a standard PKP or a Takistani with a PKM. They need to start firing longer bursts as I get closer. I actually prefer the MG69 from your Trizonesian weapons pack more, but the enemy won't fire the MG69 at me at all unless I am within 50 meters or less, but at least once you are within 50 meters the enemy will fire the gun in long bursts, which they will not do with the MG42 at all. I much prefer the look of the MG42, but I do not like the white dot reticle and it doesn't sound much like an MG42 at all even when fired full auto, but I do like the fact that it has a 120 round magazine, but there is no icon picture for the magazine when you look at your gear - it just shows a green stripe (error). The Trizonesian MG69 sounds much more like an MG42 and it does not have a white dot reticle(I prefer that it doesn't), it also only has a 100 round magazine, unlike the 120 round MG42 (I wish they both had 200 round mags - wish list) and when you look at your gear it shows a brown shoulder stock, which the MG69 does not have, but the MG42 does(they both use the MG42 icon picture). I've never heard of an MG69 before. Google images comes up with nothing for an MG69, lol. You should call both machine guns MG42 and get rid of the 69 and the MG1, it's just confusing, especially when the MG42 is showing 2 different weapon names for 1 gun in the crate. I think you should merge the MG69 and the MG42 from both the addons. Use the MG42 model, the MG69 sounds, the MG42 120 round magazine (or make a 200 round box), use the MG69 magazine icon picture, remove the white dot reticle, fix the range so enemy will fire at you from far away and change the burst rate so they will fire longer burst. You should maybe steal the sound from the Invasion 1944 MG42 if you can, it's sounds friggin amazing. Sounds are very crucial to making a good weapon addon, if it doesn't sound awesome - then it isn't. Invasion 1944 even uses a different fire sound when you hear the gun from far away - it's sounds more realistic like a muffled echo of the gun. I can even supply you with several sounds since I used to make sound packs for other games and I do have several good MG42 sounds recorded from a real MG42. I also have the Day of Defeat: Source MG42 sound files which are very nice too and would probably work great. To get the errors to go away I had to comment out: KPFS_MPi_KMK KPFS_RPD KPFS_120Rnd_MG1 I added an ammobox to my mission and put this in the init: null = this execVM "german_weapons.sqf"; this is my german_weapons.sqf (with errors): while {alive _this} do { clearMagazineCargo _this; clearWeaponCargo _this; _this addWeaponCargo ["KPFS_MP44", 8]; _this addWeaponCargo ["KPFS_HK4", 8]; _this addWeaponCargo ["KPFS_P220", 8]; _this addWeaponCargo ["KPFS_P226", 8]; _this addWeaponCargo ["KPFS_glock17", 8]; _this addWeaponCargo ["KPFS_P88", 8]; _this addWeaponCargo ["KPFS_P225", 8]; _this addWeaponCargo ["KPFS_HKP7", 8]; _this addWeaponCargo ["KPFS_P99QA", 8]; _this addWeaponCargo ["KPFS_HKP30", 8]; _this addWeaponCargo ["KPFS_MP5A3", 8]; _this addWeaponCargo ["KPFS_MP5A3SD", 8]; _this addWeaponCargo ["KPFS_G3SG1", 8]; _this addWeaponCargo ["KPFS_HK416_Aim", 8]; _this addWeaponCargo ["KPFS_P1", 8]; _this addWeaponCargo ["KPFS_G1", 8]; _this addWeaponCargo ["KPFS_MG1", 8]; _this addWeaponCargo ["KPFS_MP2", 8]; _this addWeaponCargo ["KPFS_MP2A1", 8]; _this addWeaponCargo ["KPFS_P52", 8]; _this addWeaponCargo ["KPFS_G3A2", 8]; _this addWeaponCargo ["KPFS_G3A3", 8]; _this addWeaponCargo ["KPFS_G3A4", 8]; _this addWeaponCargo ["KPFS_HK32", 8]; _this addWeaponCargo ["KPFS_Makarov", 8]; //this next line gives errors _this addWeaponCargo ["KPFS_MPi_KMK", 8]; _this addWeaponCargo ["KPFS_PM63", 8]; _this addWeaponCargo ["KPFS_PSL", 8]; //this next line gives errors _this addWeaponCargo ["KPFS_RPD", 8]; _this addWeaponCargo ["KPFS_KarS", 8]; _this addWeaponCargo ["KPFS_TT33", 8]; _this addWeaponCargo ["KPFS_G3A2", 8]; _this addWeaponCargo ["KPFS_G3A3", 8]; _this addWeaponCargo ["KPFS_G3A4", 8]; _this addWeaponCargo ["KPFS_HK32", 8]; _this addMagazineCargo ["KPFS_30Rnd_762x43_STG44", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x17", 100]; _this addMagazineCargo ["KPFS_9Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_15Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_15Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_16Rnd_9x19_para", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19_P1", 100]; //this next line gives errors _this addMagazineCargo ["KPFS_120Rnd_MG1", 100]; _this addMagazineCargo ["KPFS_32Rnd_MP2", 100]; _this addMagazineCargo ["KPFS_32Rnd_MP2", 100]; _this addMagazineCargo ["KPFS_25Rnd_pm", 100]; _this addMagazineCargo ["KPFS_10Rnd_PSL", 100]; _this addMagazineCargo ["KPFS_100Rnd_762x39_RPD", 100]; _this addMagazineCargo ["KPFS_10Rnd_762x39_SKS", 100]; _this addMagazineCargo ["KPFS_8Rnd_762x25_TT33", 100]; _this addMagazineCargo ["7Rnd_45ACP_1911", 100]; _this addMagazineCargo ["8Rnd_9x18_Makarov", 100]; _this addMagazineCargo ["8Rnd_9x18_MakarovSD", 100]; _this addMagazineCargo ["KPFS_10Rnd_PSL", 100]; _this addMagazineCargo ["15Rnd_9x19_M9", 100]; _this addMagazineCargo ["17Rnd_9x19_glock17", 100]; _this addMagazineCargo ["20Rnd_762x51_FNFAL", 100]; _this addMagazineCargo ["20Rnd_762x51_DMR", 100]; _this addMagazineCargo ["30Rnd_762x39_AK47", 100]; _this addMagazineCargo ["30Rnd_762x39_AK47", 100]; _this addMagazineCargo ["30Rnd_556x45_Stanag", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5SD", 100]; _this addMagazineCargo ["HandGrenade_dm41", 100]; _this addMagazineCargo ["Mine_DM11", 100]; sleep 3600; }; Here's a sample mission I made that you can test yourself to see how the enemy fire the MG42 and the MG69. Of course you will need to have both the German weapons pack and the Trizonesian weapons pack addons installed. sample mission In the sample mission I placed 4 prone enemy machinegunners far away. ^You have a waypoint where they are located so you can see the exact distance. One enemy is holding an MG42, another with an MG69, another with a standard PKP and another with a standard PKM. You are unable to take damage, so fire a few rounds to get their attention. Only the PKP and PKM will shoot back at you. Move closer and the MG42 will start to fire slow single shots at 165 meters. Run towards the enemy and you will notice how they increase their rate of fire. The PKP and PKM begin to fire longer bursts but the MG42 does not. When you are 49 meters away the MG69 will finally begin to start shooting at you and he will fire very long bursts. Walk a bit closer and the MG69 will fire nonstop, while the MG42 is still firing single fire. I had to remove the sidearm Skorpion 9mm from enemy that uses the MG69, because he would usually switch to his sidearm when I got to close to him - and when I would back away he would switch back to his MG69, but for some reason it would still show his Skorpion in his hand, yet you could see his MG69 on his back firing (really weird bug) lol. I think you should dedicate a mod to just the MG42. A lot of people would use it. Right now there are very few addons that offer Heavy machine guns and the ones that do offer mostly just MG's for WEST and not OPFOR. We need more OPFOR heavy MG's, or at least one really badass MG like the MG42. Watch this and you know what I mean: Facing the German MG-42 Machine Gun! Honestly, I wish I knew how to make addons so I could help. -
German Weapons Pack by Marseille77
A-SUICIDAL replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome. Thanks Marseille. You too Fox, thank you. Sorry I came off sounding like such a dik, lol, I get like that sometimes when I spend over 30 hours missions creating and banging my head against a wall. Oh, I also had some strange issue with the Trizonesian weapons pack, which has similar problems. I asked for help about it a couple of days ago in this thread. If you could take a moment to check out that page it would be greatly appreciated. Thanks again. ~ thumbs up I will try the updated German Weapons Pack right now. -
Editor based AI spawn script by trigger
A-SUICIDAL replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In testing your sample mission, I wanted to try something a little different, but an error occurred. I placed an unnamed enemy Russian pilot in the sample mission and gave him 3 move waypoints and a cycle waypoint. I then placed an empty UH-1H "Takistani Locals" chopper named "ch1" and set it to "Flying". I put this in the init of the Russian pilot: this assignAsdriver ch1; [this] orderGetIn true; this moveInDriver ch1; nul = [this,"trigger1","wave",2,30] execVM "murk_spawn.sqf"; When I step into the trigger zone it spawns the enemy and the chopper in the air flying to their waypoints. 30 seconds later another chopper spawns and does the same. Everything seems to be working fine, but I receive this error: File C:\Users\SUICIDAL\Documents\ArmA 2 Other Profiles\SUICIDAL\missions\demo_1.utes\murk_spawn.sqf, line 206 Error in expression <Turret = _path + [_turretIndex]; (_crew select _currentCrewMember) moveInTurret > Error position: <select _currentCrewMember) moveInTurret > Error Zero divisor So my question is... is there a way to fix this so the error will not appear? Maybe add some extra bit of script to detect a situation where the ai was moved into an empty vehicle? I thought maybe there might be a way to change the spawn script a little so the error won't appear, but I wouldn't know how to change it nor would I feel right in doing so. I'm making a coop mission with Russian enemy, but I want to let them use the Takistani Locals chopper and the Takistani mi-8 chopper to transport troops. I'd rather not have Takistani pilots in this particular mission, lol. Also, on another note, I noticed that the script did not work for spawning boats, so I added "Ship" to the list of vehicles in the spawn script. I think it's line 85. I changed it to look like this: if ( (vehicle _unit) isKindOf "LandVehicle" OR (vehicle _unit) isKindOf "Air" OR (vehicle _unit) isKindOf "Ship") then { It worked great so I thought I would mention it to you in case you might want to add it to your next update. Also, I had problems when trying to paradrop enemy from more than 1 chopper in my mission. Your sample mission uses a C130. I had to do a bit of poor-mans scripting to get it to work in my mission. I was wondering if maybe in your next update you could also maybe try to add to your sample mission a chopper that drops troops and then after like 30 seconds another chopper spawns and does the same. I know that is asking a lot, but it would be extremely helpful. I'd like to be able to have 1 chopper drop troops and then another single chopper wave spawns and does the same, but the only way I could get it working was to place 2 choppers in the editor and 2 groups of para troops (paras1 & paras2) - and I had to make them eject using an sqf eject script, which is also something I would rather not have to use, but I could not get them to eject correctly by using the eject script in the waypoint. It worked for 1 chopper, but it did not work when I tried adding 2 choppers. And I did change the name "paras" to "paras1" and "paras2" in both the group names and waypoint eject activations. So then I tried using 1 sqf file and executing that when they reach their bail out waypoint and it worked, but sometimes online their chutes are empty and the ai fall to the ground while their chutes float slowly to the ground without them. Makes no sense, sometimes it works and other times it doesn't. The most important part of the mission is the para dropped enemy. Without it working correctly, the mission kind of sucks. That's one main reason why I am asking you to make a sample of a chopper dropping enemy and then wave spawning and doing it a 2nd time. I have 10 random AO tasks and 2 transport choppers that drop 16 troops each at each of the 10 objective areas. So that's 20 transport choppers that I would prefer to reduce to 10 and have them spawn in waves of 2. Any help would be much appreciated. Thanks Murklor. I honestly don't think I would bother making missions at all if your murk_spawn.sqf didn't exist. -
I'm looking for an MG42 (or similar)addon for Arma 2 CO
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I sent Marseille77 a pm asking for help. Hopefully I will hear back from him soon. Thanks for taking the time to help point out the cause of the problem. I appreciate it. -
I'm looking for an MG42 (or similar)addon for Arma 2 CO
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Your funny Pd3. That is the same exact addon and MG69 that I have been discussing and having problems with. Again, enemy units that carry the MG69 will not fire at you unless you are within 49 meter distance of them. Since I am usually much farther away, the enemy never fire at me at all. This is what I wish I could fix. The MG69 is basically the same type of gun as an MG42 or MG3, that is why I mentioned that I am looking for an MG42 or similar type of MG to add to my enemy machinegunner units in my new coop mission - because the gun is terrifying, lol. The Invasion 1944 MG42 was scary as hell. I wish there was a way to throw that into my mission. The Iron Front MG42 is probably even better, but I haven't played that game yet. I will contact Marseille77 and ask for his help. But if somebody out there feels like proving to me and the rest of the world that they are the most awesome Addon God in all the universe, then yeah, please help me create a replacement config addon based on Marseille77's Trizonesian weapons pack addon that fixes the MG69 so that enemy units that carry the weapon will shoot at me even if I am 600 meters away. Then this world will be a better place and we can all rest much easier.