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RomeoSierra

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Posts posted by RomeoSierra


  1. Help might be more forthcoming if:

    a) You weren't being a dick about it. (I understand your probably very annoyed but that will not help to solve your problem, so deep breaths! ;) )

    b) If you told the forum users what your problem actually is; cannot get it working is not exactly descriptive is it? :confused:

    Also what's going to happen in 24-48 hours if your demands are not met?!

    :don 14: dzadzey is coming for you RAHHHH lol


  2. Hi there,

    I don’t own ARMA II.

    I want to start playing on a local server. I want to buy the right version of ARMA II.

    Now I’m confused as to which version to buy… do I buy

    1) Arma II OA Standalone

    2) Or, Arma II CO?

    I guess what i'm wanting to know is, if I buy OA Standalone, is there any content available in Arma II standard that wont be available in Arma II OA, that would prevent me playing with people just running Arma II (Standard)?

    Much thanks, i've searched the forums, but i haven't find an answer just yet.

    To have ALL the content available you want CO. Online some servers will be using ArmA 2 content with the new OA stuff, if you don't have ArmA 2 you won't be able to join. ( I think?, I've only just got CO myself!) (also just to let you know: Arma 2: British Armed Forces is a DLC pack due for release very soon!, which will require either A2 or OA (or CO of course))


  3. Yes - both executables for Arma2 and OA should be in the same folder after the installation of OA, so point OA to your C:\Program Files\Bohemia Interactive\ArmA 2 directory when asked for install location of OA. In that way you get Arma2 and OA content in the same folder and not in 2 separate folders.

    OK thanks mate! IMO this should all be automatically done really tsk, tsk, lol. I hope it's something BIS sorts out in the future just to make it smoother for new users.

    Cheers


  4. When installing OA you should point it to the directory where you have Arma2 installed so all A2+OA content goes into one folder.

    When this is done, use the OA .exe (and not a CO .exe as I said before, sorry :o) to launch the game and it should be running as a combined game.

    Happy gaming, RomeoSierra. :)

    So would the path for OA be this:

    C:\Program Files\Bohemia Interactive\ArmA 2\

    OR are the current paths ok both Arma 2 & OA folders are in C:\Program Files\Bohemia Interactive\

    I just want to get this right! thankyou very much for your help! ;)


  5. Thanks for the reply!

    They are both sprocket just bought & dl'ed as CO.

    I installed to the default locations, I guess this was wrong as I have no CO.exe.

    Arma 2 install path:

    C:\Program Files\Bohemia Interactive\ArmA 2

    OA install path:

    C:\Program Files\Bohemia Interactive\ArmA 2 Operation Arrowhead

    So should I uninstall OA & when I reinstall direct the install dir to:

    C:\Program Files\Bohemia Interactive\ArmA 2

    Thanks for any help. I just wanna play whhaaa :p lol


  6. Not a programmer nor do I work in IT so the first post makes 0 sense to me!

    Just installed CO (arma2 then OA). I did so in the default directory (on XP). So how do I know they combined?!? No confirmation box, no CO shortcut (HOW DO I START CO ?!?!??) (HINT HINT BIS!, Should be automatic IMO)

    I'm not the most tech-savvy individual. So it would have been nice if there was SOMETHING just to let you know it went OK, oh & BTW here's how to start your game combined but no....so here I am.

    Do I need to apply patches or will my package be up to date as it was just freshly dl'ed from sprocket? (Are CO patches available that patch the whole package or are patches applied to a2 & OA separately?)

    Would really appreciate some help, thanks!


  7. Just installed CO (arma2 then OA). I did so in the default directory (on XP). So how do I know they combined?!? No confirmation box, no CO shortcut (HOW DO I START CO ?!?!??) (HINT HINT BIS!, Should be automatic IMO)

    I'm not the most tech-savvy individual. So it would have been nice if there was SOMETHING just to let you know it went OK, oh & BTW here's how to start your game combined but no....so here I am.

    Do I need to apply patches or will my package be up to date as it was just freshly dl'ed from sprocket? (Are CO patches available that patch the whole package or are patches applied to a2 & OA separately?)

    Would really appreciate some help, thanks!

    EDIT: started OA went to editor only takistan, desert & zargabad NO utes or chernaus (apologies for spelling!)

    UPDATE: Have learned from another user that you do not have a CO.exe shortcut. You must install arma 2 & then OA but point the OA install directory to the arma 2 directory (default for me on xp is: C:\Program Files\Bohemia Interactive\ArmA 2\ ). Then start via the OA short cut which renames itself to Combined Operations.


  8. Hi, I'm now in the middle of downloading CO from sprocket & have a few questions :confused:

    Questions:

    1)I've finished dl'ing & installing arma 2. Just started the OA dl. As I understand it I just install OA it detects A2 & combines into CO, is this correct?

    2)What do I need to do as far as patches are concerned? Will the versions I'm dl'ing right now be updated already? If not what ones do I need?

    3)When I do patch: Are arma 2 & OA done separately or is there a CO patch?

    4)To get onto most servers what mods will I need? (I can't install stuff that puts more strain on my system, cos it's old).

    PC Spec:

    Win XP SP3

    AMD AMD Athlon 64 X2 Dual Core Processor 3800+ 2010.2

    NVIDIA GeForce 9600 GT 512mb

    2GB RAM

    On-board sound

    Erm & I think that's it....anything else a noob should be aware of? (apart from prepare to be schooled! lol). See you on the battlefield! :D

    Cheers ;)

    EDIT: Installed a2 then OA into their default dir's but no CO shortcut.....any help guys

    UPDATE: Have learned from another user that you do not have a CO.exe shortcut. You must install arma 2 & then OA but point the OA install directory to the arma 2 directory (default for me on xp is: C:\Program Files\Bohemia Interactive\ArmA 2\ ). Then start via the OA short cut which renames itself to Combined Operations.


  9. Well I have been playing both demo's & hanging around this forum for a few weeks now. (Downloading CO on sprocket right now! :yay: ) I can tell you the game isn't without it's flaws but BIS do listen to their community & fix problems.

    Rome wasn't built in a day & such a complex open ended animal that ARMA 2 is won't be either but even with it's flaws (which every game has but I'm sure you know that!); IMO from playing the demo's its awesome!

    As for multiplayer its seems to be a little tricky for us noobs (what with all the adds/mods that servers run).

    That's really all I can tell with my limited experience

    Hope that helps a little, perhaps a more experienced user can chime in.....


  10. For anyone who wants to:

    Limit support from the simple support module just change this around as needed and save as init.sqf & pop it in your mission folder:

    scriptName "init.sqf: 1";

    if (isnull player) exitwith {};

    if (isserver) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER

    {

    //exclude anything you like.

    BIS_SSM_AmmoDrop_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_AmmoDrop_AVAILABLE_WEST";

    BIS_SSM_UnitsDrop_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_UnitsDrop_AVAILABLE_WEST";

    BIS_SSM_Airstrike_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_Airstrike_AVAILABLE_WEST";

    BIS_SSM_Mortar_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_Mortar_AVAILABLE_WEST";

    BIS_SSM_Artillery_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_Artillery_AVAILABLE_WEST";

    BIS_SSM_CeaseFire_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_CeaseFire_AVAILABLE_WEST";

    //number of mortar rounds that fall

    BIS_SSM_Mortar_ROUNDS_WEST = 4;

    //by default, supports can be called infinitely. To limit them, we need to add separate checks.

    //each support has an EXPRESSION that is called when the support is called.

    //here we use it to disable ammo drop after one use.

    BIS_SSM_AmmoDrop_EXPRESSION = {

    BIS_SSM_AmmoDrop_ENABLED_WEST = FALSE;

    BIS_SSM_AmmoDrop_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu; //update list

    };

    BIS_SSM_UnitsDrop_EXPRESSION = {

    BIS_SSM_UnitsDrop_ENABLED_WEST = FALSE;

    BIS_SSM_UnitsDrop_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu; //update list

    };

    //for mortar we want three available strikes. To count that we need

    //to use a separate variable.

    mortarsAvailable = 3; publicVariable "mortarsAvailable";

    //CONDITIONs are used to check if a support can be called.

    BIS_SSM_Mortar_CONDITION = "mortarsAvailable > 0";

    //we need to decrement the mortar counter each time it is fired

    BIS_SSM_Mortar_EXPRESSION = {

    mortarsAvailable = mortarsAvailable - 1;

    //we need to add yet another check to hide the icon

    if (mortarsAvailable <= 0) then {

    BIS_SSM_Mortar_ENABLED_WEST = FALSE;

    BIS_SSM_Mortar_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu;

    }

    };

    //update should be called any time the variables are changed. Leaving it out

    //here seems to have no effect but BIS scripts always have it.

    call BIS_SSM_fnc_updateMenu;

    }

    I didn't write it, I copied 'n' pasted from the editing forum but it was last week sometime & I can't remember the author! So sorry about that. ;)


  11. That script will only rearm the current mag, it won't fill expended vehicle magazines. You'd need a script like Xeno's from Domination that refills everything.

    Oh OK sorry for that! :o Is there some sort of 'script centre' where lots of scripts are stored? Because I like the idea of making my own missions but lack the scripting knowledge. I know you don't NEED to script to make missions but from the scripts I've seen, they add some really nice touches to missions.


  12. I place the ammo & fuel trucks more for props/eyecandy. I use this script (which I found in the editing forum, so thanks to author) that adds a rearming bay for vehicles (fuel/ammo/repair). Open notepad, paste in below code & then save as click the drop down to change from .txt files to all files & save the file as: rearm.sqf. Then drop the file into the mission folder you intend to use it on & create a trigger of appropriate size as instructed below (I also place a emergency H object to identify the rearm pad):

    // Written by Weasel [PXS] - andy@andymoore.ca

    // This script rearms, refuels, and repairs vehicles.

    // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the

    // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels.

    //

    // Setup a trigger area to activate this (F3 in map editor) with the following settings:

    //

    // Trigger REPEATEDLY, BLUFOR, PRESENT

    // Name: Rearmlist

    // Condition: this;

    // Activation: {[_x] execVM "rearm.sqf"} foreach thislist;

    //

    // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes

    // things don't work as planned. Keep this seperate if you can.

    _unit = _this select 0;

    // Don't start the script until the unit is below a height of 2, and make sure they hold that

    // height for at least 3 seconds.

    WaitUntil{(getPos _unit select 2)<2};

    sleep 3;

    if((getPos _unit select 2)>2 || not (_unit in list Rearmlist)) exitWith{};

    _unit setFuel 0;

    _unit VehicleChat "Repairing...";

    sleep 15;

    _unit setDammage 0;

    _unit VehicleChat "Rearming...";

    sleep 10;

    _unit setVehicleAmmo 1;

    _unit VehicleChat "Refueling...";

    sleep 5;

    _unit setFuel 1;

    _unit VehicleChat "Finished.";

    if(true) exitWith{};

    Hope this helps! ;)

    EDIT: Also when your hovering near fuel trucks etc. Push right ALT to free look at the truck the action *should* appear in the menu

    Oops I see it's for a scenario!, sorry for some reason I had it in my head that it was a user made mission.


  13. There is no problem getting it to work, it's getting it to work RIGHT! (Maybe somehow you missed that. :p )

    I didn't miss anything thanks. Well as I said above I only have the demo at the moment but when I used the ACM it did NOTHING (yes, I synchronised!).

    Thankfully finding this thread let me experience ACM & I thought it might be helpful to make a demo for other non-whizz kid types like myself! he he. :rolleyes:


  14. When I started trying to use the ambient combat module (ACM) after synchronising the module to my player nothing would happen! So I had a poke around in the editing forum & discovered if the ACM was initialised with a bit of script saved as an init.sqf & placed in the mission folder it works fine (in fact, it's awesome!, you should try it!).

    So with that in mind I thought I'd make a simple ACM demo using the OA demo:

    It is very basic:

    1x mission.sqm

    1x init.sqf

    1x named acm module (BIS_ACM) (synchronised to player)

    1x USMC motorized infantry (player as team leader)

    1x large elliptical marker (named: BIS_ACM_1)(this acts as a no spawn zone, units spawned by the ACM will not set waypoints here either (although their path may cross the area if waypoint is on other side))

    If you want more no-spawn zones just add another marker named: BIS_ACM_2, BIS_ACM_3, etc. (do not skip numbers must be in succession)

    To use in your own mission: Create mission, place player, save. Then copy the init.sqf to your mission folder. Load mission then create an ACM module in the name field type: BIS_ACM. Sync to the player, create no spawn zone marker if desired (create marker: rectangle or ellipse, adjust axis a & b to a decent size. Then name it: BIS_ACM_1).

    init.sqf:

    waitUntil {!isNil {BIS_ACM getVariable "initDone"}};

    waitUntil {BIS_ACM getVariable "initDone"};

    //Sets frequency and number of patrols (0-1). BIS_ACM is module name

    [1, BIS_ACM] call BIS_ACM_setIntensityFunc;

    //min max spawn distance

    [bIS_ACM, 150, 600] call BIS_ACM_setSpawnDistanceFunc;

    //factions to be spawned

    [["BIS_TK_INS"], BIS_ACM] call BIS_ACM_setFactionsFunc;

    //Skill range for spawned units

    [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;

    //Amount of ammo spawned units possess

    [0.5, 1, BIS_ACM] call BIS_ACM_setAmmoFunc;

    //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.

    ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

    ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

    You can change many parameters by editing the init.sqf. If you need help with that look here:

    ACM thread

    & here:

    BIS Wiki: ACM - Functions

    RomeoSierra's ACM demo mission

    7-zip archive 1.34KB hosted on mediafire

    MADE & TESTED ON OPERATION ARROWHEAD DEMO VERSION

    :cc: ACM ROCKS :cc:


  15. For anyone who still can't get ACM to work:

    Here is a very simple demo mission for the ACM. It was made on the demo version of OA using the script that was posted on this thread (I just changed the factions from "USMC" & "RUS" to "BIS_TK_INS" so it would work with OA). The init.sqf has been tweaked to only allow takistani militia at maximum intensity just to let you know it's working he he! (which can all be changed very easily, just read this thread if you don't know how).

    It is very basic:

    1x mission.sqm

    1x init.sqf

    1x named acm module (BIS_ACM) (synchronised to player)

    1x USMC motorized infantry (player as team leader)

    1x large elliptical marker (named: BIS_ACM_1)(this acts as a no spawn zone, units spawned by the ACM will not set waypoints here either (although their path may cross the area if waypoint is on other side))

    If you want more no-spawn zones just add another marker named: BIS_ACM_2, BIS_ACM_3, etc. (do not skip numbers must be in succession)

    To use in your own mission: Create mission, place player, save. Then copy the init.sqf to your mission folder. Load mission then create an ACM module in the name field type: BIS_ACM. Sync to the player, create no spawn zone marker if desired (create marker: rectangle or ellipse, adjust axis a & b to a decent size. Then name it: BIS_ACM_1).

    RomeoSierra's ACM simple demo.

    7-zip archive 1.34KB hosted on mediafire

    MADE & TESTED ON OPERATION ARROWHEAD DEMO VERSION

    :cc: ACM ROCKS :cc:


  16. Hi, I've recently dl'ed the demo of OA & I'm trying to familiarise myself with the editor. I ran into a few problems. So I made a post in the general section under "ArmA 2: Operation Arrowhead - DEMO!" but as this concerns editing too; I asked the OP of this thread if it was OK to put a 'signpost' post rather than double posting.

    ArmA 2: Operation Arrowhead - DEMO! - RomeoSierra's demo scripting post

    I have no prior knowledge of programming/scripting! So talk slowly! he he :rolleyes:

    Thanks in advance for any assistance. ;)

    & thankyou kheiro


  17. ok, it looks like it's in the right place. also, I did use the code you posted, since it was there. now, what about my second question?

    Yep, that doesn't sound familiar! lol. Yes, yes that was it. I haven't tested yet but if it worked for you then........

    I've changed "BASE" to 3 in problem 2 but haven't test

    Thanks man, I'll report back later to tell you whether they worked.


  18. if you're getting "script not found," then the trigger is working, right? so are you sure you have the rearm.sqf where it's supposed to be?

    Yes I think your right about the trigger. Well rearm.sqf is in:

    Test Mission:

    C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo Other Profiles\RomeoSierra\missions\testrearm.Desert_E\ rearm.sqf with mission.sqm

    My Mission:

    C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo Other Profiles\RomeoSierra\missions\first.TakistanLite\ rearm.sqf with mission.sqm & description.ext

    The above path are for my profile but here's the default path in My Documents:

    C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo\missions

    The demo's are installed in the default locations in C:\Program Files\Bohemia Interactive\ArmA 2 Operation Arrowhead DEMO\

    Did you copy & paste rearm.sqf from my post? Also I have XP sp3 If that makes any difference.

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