A-SUICIDAL
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Posts posted by A-SUICIDAL
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Sorry Demonized, I was pretty lit last night and did not read either of your last 2 posts at all. Sometimes I forget to refresh the page before I post a reply. Last night was one of those times obviously. I'm going to test it now. Oh, and I've never used any debugging before, mainly because I never knew how to, but I definitely have a few missions that could use some debugging.
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My first time flying the F-16. 4 days ago, and I sucked, but since then I got alot better. I never fly planes ever, I normally just fly choppers on occasion.
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That's what I thought, that it only worked with non addon planes. I still have no idea where they are going, but I guess they will spot me and come after me anyway.
Demonized, is there a way to fix the height? Direction doesn't matter so much since they will eventually head towards their marker.
This mission could be the makings of something very awesomely fun. A dog-fighting mission, where players respawn and jump back into a jet and get their ass back in the sky pronto. Unlimited enemy, and a mission end timer. Planes shot down respawn despite the crew that ejected and still remain running around. I'm an idea guy. I get bored with the usual and want something more. The brain power in this forum to make it a reality. Everybody loves to fly. And no, this isn't a realism idea, but it's more damn fun than anything I've done with Arma 2 since I digitally downloaded and impregnated my comp with it's engine.
I'm going to make this happen, but I need help from the scripting gods. If it works, I will pay for a dog server.
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oops, edit, didnt see that last post.
---------- Post added at 08:56 PM ---------- Previous post was at 08:09 PM ----------
With Demonized script, they were still spawning on the ground and the "_dir = 180" didn't seem to be working. I tried fixing the height a few different ways, but I'm not having any luck with that yet.
With F2k Sel script, I couldn't figure out the "_where" part, meaning where the planes were heading. Center of the map? Also I tried changing the planes to:
null=["planeGrp1Start",east,"east","RU","Air","RU_Su34FighterSquadron"] execVM "spawn_group.sqf";
but then I had comment out:
// _vehicle setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)];
to keep them from slamming into a mountain at mach 90, lol.
If I downloaded an enemy fighter addon to use in the mission, how would I get it to spawn? Like, how would I find out its Faction and group name?
And I'm still trying to figure out the best way to make them respawn. Maybe a timer that just keeps spawning them every few minutes? I'd prefer that after the plane is destroyed that another one respawns with a new crew, even if the old crew is still alive in parachutes, but I haven't ever seen this before, and I imagine it isn't possible. Maybe with vehicle damage detection script, where under a certain vehicle damage level that would cause them to bail, it would then activate a new plane group to spawn. Hmm.
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I really appreciate all the help your giving me with this. For some reason nothing seems to be spawning. I used the exact script from above and pasted it into a file called "spawnPlanes.sqf", then I tried testing it out by placing a trigger right in front of the player with - this exec "spawnPlanes.sqf" in the activation along with a hint message to make sure it was activating when triggered, then I placed a marker called "planeGrp1Start" right near the player, another marker named "planeGrp1Patrol" in the center of the map, then I placed a functions module in the mission figuring it might need it, then I tested it and walked over and stepped into the trigger radius and nothing happened, but the hint worked. No errors either. Then I tried using - nul = [] execVM "spawnPlanes.sqf" and that gave me errors so I went back to using - this exec "spawnPlanes.sqf". I also tried adding an east unit with 0% probability of presence. Is there something else I need to do, or I'm I going about this wrong?
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How can I make this start out flying?
planeGrp1 = [ getMarkerPos "planeGrp1Start", east,["Su25_TK_EP1","Su25_TK_EP1"] ] call BIS_fnc_spawnGroup;
I'd also like it to respawn a set amount of times if it is destroyed, but I'm not sure exactly how to do that. If it is possible to make it respawn, would any ejected crew need to be dead before the plane can respawn? Because I'd rather the plane respawn again even if the crew ejected and is still alive.
---------- Post added at 11:54 AM ---------- Previous post was at 11:44 AM ----------
Maybe I should have first explained what I am trying to do.
I am making a mission where 4 BLUFOR start out near the runway, run and hop in some F-16's, take off, shoot down some planes, which is all working, but once we shoot them all down it would be nice if more enemy planes showed up, lol. Then we shoot all of those down and then more enemy planes show up.
OR
As each enemy plane gets shot down, a new plane respawns far away taking its place and heads towards a "DESTROY" waypoint/marker in the center of the map.
I don't normally make missions like this, but Mykes F-16 addon is becoming quite addictive. In the end I want to replace the Su25_TK_EP1 with a more challenging fighter. Suggestions on a better enemy fighter would be appreciated.
---------- Post added at 12:40 PM ---------- Previous post was at 11:54 AM ----------
su34 works better
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Yeah, I found it right after I replied earlier. Been playing with it all day, lol. I don't have a joystick, nor would I want to use one, and I fly with freelook on the entire time, unless I switch to cannon for a moment. I watch movies people post of flying and hardly any of the movies I see show players using freelook. It pains my eyes to watch. Not using freelook is like wearing a neck brace, lol. I wish there were more hilly maps to fly in. Takistan is the only good place for dogfights, because it gives the ability to dive behind hills quick when a missile is heading towards your tail pipe. I'm having a great time with the F16. Thanks Myke. Dancing banana.
---------- Post added at 11:26 PM ---------- Previous post was at 11:25 PM ----------
I used to play infiltration too.
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I designed a ton of maps for a game called Tactical-Ops long time ago. When I released my maps for public download, I would first remove all of the brushes in the map - making it so others could never open and edit the map further and release it as if it were their own map. Some of the models I put into the map could not be protected, like stationary mortars that players could use. A few guys out their stole the mortar models and firing code out of my map and used the mortar in their own maps. At first I was pissed about it. Several years went by and the community dried up and hardly anybody still kept playing the game at all, but one day I reinstalled the game and got a few friends together to play it and I found out that there was a few patches that had come out since I last played the game and the patches prevented the ability to play any of my old maps at all, so we all joined some unknown server playing a bunch of maps I had never played before, and the first thing I noticed was my old mortar sitting on the ground in front of me in. Then I noticed that the map creator had placed about 20 mortars in his map and he even changed the physics of the mortar slightly. My friends that joined the server with me had never played the game before, and they were using the mortars like crazy. The map was designed by some amateur mapper and my friends thought the map totally sucked, but they also told me that they loved the mortars. It was then that I actually felt happy that somebody had stolen my work and used it in their own map. I kind of wished that I didn't remove the brushes from all the maps I released to the public. Even if somebody were to steal my work and butcher it and release it as their own, it would have at least been nice to have seen my work still being used. Since then I have released tons of maps, mission for a bunch of different games and I always give everybody full permission to use and edit it.
A million years ago I wrote a Med Kit script for Cold Crisis. I had only owned the game 2 weeks and I knew nothing about scripting. On my second day of scripting and trying to create an invisible landmine script, I wound up coming up with the crazy idea to create a Med Kit Script and it took me 2 hours to complete it. I tested it with the 007 Vets clan and it was bug free. I then released it to the public and I got bashed for releasing a cheat. Within 1 day there were like 10 pages of forum users bashing me to death, then some guy that worked for codemasters came to my defense and also asked me for my permission to use my med kit script in possible future patches or releases of the game. Everybody then stopped bashing me. lol. 10 years later I bought Dragon Rising and learned how to make missions for it. I made the coop mission "SHELL SHOCK", but I hated the editor and uninstalled the game after releasing my mission. Then I bought Arrowhead. I had no idea it used basically the same editor as Cold Crisis, the only problem was... I forgot how to script. So I tried creating a new Med Kit script like my old one. I finally got it working bug free and a few months went by and I found an old Zip Disk that had my old Med Kit script on it from over 10 years ago. I was amazed when I looked at it and noticed that it was identical to the one I scripted 10 years later. lol.
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I just want to download a U.S. F16. Right now I don't give a crap about how I get it, who made it, or where it comes from. I'll worry about thanking the person once I get my hands on it.
If somebody steels your work, changes it a little and wants to release it as their own work, whatever. Just tell them to give props where it's due. Sounds like somebody was trying to improve an already existing vehicle and the originator got pissed, greedy, slapped a few hands and tried to hide the candy. What a dick thing to do. You should work together and make it happen. I'm tired of flying this comi-version F-16 around. I need one with some stars and stripes on it like there is supposed to be GD it.
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That fixed it. I was hopping that the missile would go to the last position the laser was pointing at before the laser was turned off, but it didn't, but at least the option to use the radio to call in another airstrike became available again, where as before your fix - it did not. The fix you suggested should be updated in the script where ever it is being hosted for download. Thank you very much twirly.
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I tried the script that kylania mentioned and it works for me, but it also has a bug in it that I can't seem to get figured out. Basically, I call the missile and use my laser to guide it in, but if I turn the laser off for a moment, the missile never arrives, which means that the missile went towards a secondary target "invisible H pad" that is used when the rocket is not guided. The bug I then run into is... the option to call another airstrike never reappears on my actions menu ever again during the mission. I tried to change the script and remove the secondary target so the missile would hopefully keep heading to the position that the laser was last targeting before the laser was turned off, but that didn't work either. Again... if I turn the laser off before the missile arrives, I permanently lose the option to call another airstrike. Is there a way to fix this? Is there a way to remove the secondary target and make it so the missile keeps heading to the last position the laser was targeting before it was turned off?
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Great, I'm glad it's working for you.
I just bought a D-Link Xtreme N Gaming Router (DGL-4500) - hoping that it would magically fix my 2500 ping problem when I host Arma 2 OA from my PC. It's a wireless router, but I am plugged directly into the back of it. I have opened UDP ports 2032-2035 in my router settings. What else do I need to do?
If I plug directly from my PC to the modem, I do not get the "2500 ping" problem, but I need to use the router since I am not the only person in my home that needs online access.
If somebody knows what I need to do to fix this ping problem, please let me know.
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I haven't tried to do any of this stuff, mainly because I can't stand messages and conversations in the game, so I always have them disabled. I still see chat messages from players, but I never see scripted crappy messages on my screen, it just junk on my screen. Anyway... if you want to see your scripted conversation messages and you are wondering why you can't...
In game, hit escape, then select "Options", then select "Game Options", then you want to set "Subtitles" ENABLED, and also set "Radio Subtitles" ENABLED. Then it should work. Doi lol
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Thanks, I will definitely try that. I actually have a marker that stays on the team leader all thru the mission using a simple loop script, but I thought it might be overkill to apply it to each player, plus I didn't know how to get it to show the actual player names. I am also using a revive script that marks players positions when they are incapacitated, and I kinda didn't want at those moments for incapacitated players to have 2 markers, unless I can make different color text and make sure the text overlaps accurately, then it would still kind of look like 1 marker, if that makes any sense.
When you mentioned "adding a respawned eventhandler and run the same code on the respawned unit to start it again", I'm not sure how to do that exactly. I do know that the Marker that I have for the leader stays on him until he dies and then returns to his position when he respawns, but if the leader left the game, I would imagine that the marker would remain in the game where he last died before he left the game. That's why your script seems to make better sense and also sounds more helpful to have actual player name markers since my leader marker just says "Leader".
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Is there a way to be able to use your map, but have it so enemy do not appear on the map? For any skill level? It would be nice to be able to see players on same team on the map, as well as markers, but I would like it so the enemy do not appear on the map. Any help with this would be much appreciated.
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Wow, like 10 days later and no replies at all. lol
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I got it working Bon, you were right, it must've been something else. It works perfectly. I appreciate the help very much, you too Demonized.
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I am having this problem too. It seems as though the revive functionality remembers the action that was added to the player before they died and automatically re-adds the action back to the player when they respawn. So if I have a trigger that detects when the player is alive and then adds the action to them, then the player uses the action and the action is removed, but when the player respawns they then have duplicate actions on their menu, and when they die and respawn again, the action then appears 3 times on their menu. This only happens when I use the norrins revive script.
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I really appreciate all this help guys. This is good stuff. Very helpful for others that search for this.
Bon, your sample mission works great. I applied it to my mission and everything works perfect, but it seems to be conflicting with something. I am using Norrin's revive in the mission which was also working fine, but now that I've applied the "only pilots can fly" stuff to the mission, for some reason when I respawn I am injured. As the team leader I can see that it shows me as "red" the moment I respawn. I tested it a few times and it happened every time. I then removed the "pilots only" stuff and I stopped respawning injured. Is there something I need to do to make it compatible with Norrin's revive script?
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1 problem when I tested as a pilot... After I respawned it kicked me out of the pilots seat. Would it be possible to fix this?
---------- Post added at 08:12 AM ---------- Previous post was at 07:56 AM ----------
Never mind. It's working again. Not sure what the problem was, maybe the trigger wasn't set to repeatedly.
---------- Post added at 08:16 AM ---------- Previous post was at 08:12 AM ----------
Is there a way to make it so only the player that gets kicked from the pilot seat sees the hint message "You cannot operate this vehicle." ??? I don't want everybody seeing that.
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I've used this revive script before a while back, and had the same problem occur back then too. I test in editor and everything works fine, except I choose respawn at start and after I respawn at start - I am still bleeding and screen flashes and the option to use bandages is on my actions menu. Why is this happening? and I am not using any first aid modules.
Also, I followed the instructions on how to remove the sound stuff, since I just don't feel like listening to to the random speech files that players scream out when incapacitated, and this worked fine, except when I hit the "Call for help" option when I am incapacitated, then it tells me that a sound file is missing. I just want it to mark my downed position on the map and broadcast a chat message, I don't want to actually scream for help and play any speech files, so how can I get this to stop giving me a missing sound file error on the screen?
---------- Post added at 04:20 AM ---------- Previous post was at 02:51 AM ----------
...also, I can't get the respawn timer to appear. I'm trying to make it so there is a 2 minute wait before the the respawn location "buttons" appear. The 2 minute wait works fine, but the 2 minute timer doesn't appear at all. And I have it set to...
_respawn_button_timer = 120;
_visible_timer = 1;
Anybody know why the timer appearing?
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Thanks a million Riouken
It works like a charm. It is exactly what I needed.
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I forgot to refresh the page. Otherwise I would have read what you said to do. I'm trying it now.
---------- Post added at 04:34 PM ---------- Previous post was at 02:58 PM ----------
Thanks guys. At least I'm heading in the right direction now. I'll keep further questions regarding this in the other forum since this is not really mission editing stuff, although I started out thinking that it might be something I needed to script into my missions. lol.
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I host from my pc, not dedicated. Although I do own Combined Operations, I usually only host missions that I've created that are coop with 16 players or less and only require Operation Arrowhead to be installed and no addons or mods. I usually play with a few friends and allow public players to join if they wish. On a few occasions there have been public players that joined and hacked and ruined the game and I had to restart the mission from the beginning. I asked for help in the mission editing forum - thinking that I needed to script some sort of addon/mod blocker into my missions. I was given some help, but now I realize that I should've come here to ask for that help.
I created a server.cfg and placed it in my root folder.
Since I am not running a dedicated server, I figured that this is all I needed to add to my server.cfg:
hostname = "SUICIDAL COOP"; passwordAdmin = "z"; maxPlayers = 16; kickDuplicate = 1; verifySignatures = 1; equalModRequired = 1; disableVoN = 0; vonCodecQuality = 10; doubleIdDetected = "kick"; onUnsignedData = "kick (_this select 0)"; onHackedData = "ban (_this select 0)"; BattlEye = 1;
In my Arma 2 launcher there is a box that says "Additional command line parameters", so I added this into the box:
-config=server.cfg
My Keys folder only has these 2 keys inside it:
bi.bikey
bi2.bikey
I'm not really sure what those keys are.
I also have several addons in my root folder that I have created individual @folders for, so I can easily remove them if needed.
Do I have the server.cfg everything setup correctly? What else do I need to do? can my individual addon folders remain in the root folder even though I am not using them in any of my missions currently, or do I need to remove them from the root folder? Again, I am not running a dedicated server, but I was told I could still make this work for a non dedicated server. Any help would be much appreciated.
BIS_fnc_spawnGroup issue
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yeah, I edit removed that stuff because I was pretty bombed and later when I read it it sounded lame, so I just left a video link so people could just see that it's a lot of fun.
---------- Post added at 10:19 PM ---------- Previous post was at 09:06 PM ----------
Ok, I finally got a chance to test the script out, everything works great, except the planes keep crashing as if the pilot is missing. My brain is still on tilt from last night so trying to figure this out right now is a little difficult. After testing I removed the parts in red and right now I'm trying to keep the planes in the air.