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RomeoSierra

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Posts posted by RomeoSierra


  1. I'll post what I did in case you can't get it to work for whatever reason.

    I went into the editor(demo) and chose the desert map. I placed my unit, then an empty humvee with fuel, ammo, armor all at 50%. I saved it to user missions, then I went into documents\arma 2 oa demo\missions and placed the rearm.sqf file in my unpacked mission folder. I went back in the editor, loaded up my mission, and placed the trigger at 013,014, between the building and the pipes, and made it 10x10m. I previewed it, and drove the humvee into the trigger area and it started to repair/refuel/rearm the humvee.

    hope that helps any.

    Nope no joy. First I tried tweaking it in my mission (i.e. moving it away from everything, ensure I had set the trigger properly, etc). First I got script not found: rearm.sqf

    So I changed this:

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

    to this:

    Activation: {[_x] execVM "C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo Other Profiles\<name>\missions\first.TakistanLite\rearm.sqf"} foreach thislist;

    As before & again no joy.

    I then followed your example to the letter &......[wait for it!]......script not found: rearm.sqf

    So I extended the path again & predictably enough NO JOY! lol. Nothing, nada, zip! :j:

    I just don't understand where I'm going wrong!


  2. yep, I put it here:

    C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo Other Profiles\RomeoSierra\missions\first.TakistanLite\rearm.sqf

    I take it you only have the demo? & not a full version? :confused:

    This post refers to my problem in earlier post #102


  3. Originally Posted by ziiip

    If u send me them I'll gladly play with you. :D

    Thanks, OK cool so that could be an option if someone could help me get them to work in singleplayer then I'll export to MP. :o

    EDIT: This post refers to my problem in earlier post #102


  4. for problem 2, I think you only have to type respawn = 3; not "base."

    Thanks for the tip but the game won't send "description.ext" to the other players soo.....what do I do?

    Erm I was thinking (usually my first mistake!:p). How does the game know where "BASE" or "3" actually is on the map? Or is BASE/3 where I put the respawn marker?

    Cheers

    EDIT: Please note I need to solve these problems just using the editor & mission.sqm (if possible). Demo only remember. ;) For now.

    ANOTHER EDIT: Is there some way to add the data from rearm.sqf, description.ext & init.sqf into mission.sqm?

    This post refers to my problem in earlier post #102


  5. Hi all:bounce3:,

    I've been making a COOP mission with the OA demo editor. I had intended to use the singleplayer editor until it was finished & then copy it over to

    \My Documents\ArmA 2 OA Demo Other Profiles\RomeoSierra\MPMissions.

    But I've hit a few snags:

    Problem 1)

    I wanted to be able to repair vehicles at a H (emergency) pad so I did a search & found this:

    // 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{};

    So I made a txt file in notepad then I copied the above into it. Then I saved it as: My Documents\ArmA 2 OA Demo Other Profiles\<name>\missions\first.TakistanLite\rearm.sqf

    I then went into the editor loaded "first" mission & created the trigger as above. Upon testing it kept saying "script not found: rearm.sqf"; So I changed this: Activation: {[_x] execVM "rearm.sqf"} foreach thislist;

    to this:

    Activation: {[_x] execVM "C:\Documents and Settings\User 1\My Documents\ArmA 2 OA Demo Other Profiles\<name>\missions\first.TakistanLite\rearm.sqf"} foreach thislist;

    That stopped the error but unfortunately it didn't fix/rearm/refuel my vehicle either! Any ideas?:confused:

    Problem 2)

    I wanted to add respawn for BLUFOR at their base camp so....I searched for something on that, here's what I found/did:

    I made a txt file and saved it as "description.ext". In that file I put:

    respawn= "BASE";

    respawndelay= 30;

    Then I went into the editor & placed a marker with this info:

    name: respawn_west,

    Icon,

    Colour: Default,

    Icon: empty,

    Axis a: 1, Axis b: 1, Angle: 0,

    Text:,

    I tested this out before I added any of the first aid modules to avoid confusion but no dice. That didn't work either! :(

    Problem 3)

    I've been messing about with the Simple Support Module but with it's default settings it's a bit over powered for my mission. So I did a search &.......I found a post:

    Quote by Luomu

    scriptName "init.sqf: 1";

    if (isnull player) exitwith {};

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

    {

    //exclude anything but mortars and ammo drop

    BIS_SSM_AmmoDrop_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_AmmoDrop_AVAILABLE_WEST";

    BIS_SSM_UnitsDrop_AVAILABLE_WEST = FALSE; 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 = 5;

    //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

    };

    //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 haven't started problem 3 because I saw this:

    Originally Posted by Dwarden

    also You can edit the mission afterward in MP editor

    but please remember only the mission.sqm file is transfered to client so You need adjust Your scripting accordingly

    So has that rendered all of the above unworkable? :butbut: (at least in the above fashion) as rearm.sqf, description.ext & init.sqf wouldn't be sent to the client? (not that I can get them to work yet anyway!)

    How would I need to adjust these scripts 'accordingly'?

    How would I do this with just mission.sqm?

    So any ideas folks or am I too limited by the demo? (which is fine btw),

    I've already had more out of this demo than I thought I'd get. Every time I poke at something new you go 'ahhhhh it works!' or 'ummmm don't work but if....'

    I would love to get this working so I can hit the ground running when I get Combined Ops! Any help would be greatly appreciated.

    Cheers :D


  6. The Harrier pilots can certainly do it, and it was only through experimentation that they tried thrust vectoring in actual combat to out manoeuvre enemies. They have full manual control over the plane. The F35 may be more modern and computer based but it could well still allow you to do it. It's not even that risky a prospect if you are careful. It's far more dangerous to do low level flying which is what pilots are doing almost constantly these days.

    I imagine it would be computer assisted. The pilot may have manual control but if he makes a mistake, for example vectoring in such a way as to send the airframe into a spin or stall, the computer would 'auto-correct' to stop the fatal manoeuvre.


  7. I think the editor is a true gem, I think it is really great that BI included this in the game. I am also amazed at what it can do, basicaly anything is possible...if you know how to do it. And there lies a problem I think.

    For some one like me (one of many) that does not has a talent for scripting and never will be good at it and even has trouble getting it right with all the tutorials and guides it is very hard near to impossible to create a cool interesting mission with all the fancy smancy stuff the 'scripters mission creators' use.

    +1.

    While you may not need scripting it would be nice to have the features made available in a non-techy easy to use way.

    Cheers


  8. The problem with trying to simulate helicopter flight controls totally realistically is that you soon run out of controllers connected to the PC.

    Yeah & flying a heli takes a lot of skill, training, etc. You have to use the cylic, the collective & the pedals all in concert. So if you push the cylic (joystick) forward you have to increase the collective (throttle, to stop you dropping like a stone) & in turn then have to push on one the pedals more (rudder, to stop the airframe spinning as you increase torque.

    I LOVE realism but you have to draw the line somewhere. Otherwise people would have to go to flight school just to play a game!


  9. You probably can disable a helicopter, but you would have to be a DAMN good shot, because you would have to hit the rotor on a flying aircraft, or the pilot on a flying aircraft.

    Nah, I reckon a 50.cal would ruin a helicopters whole day but I do agree with you would have to be a bloody good shot & have a firing position to aim at said chopper without being knocked on your ass when you shoot.

    I was speaking to a british squadie about 50.cals (MG not sniper) & they call it the pink mist (you can guess why! ew). He reckoned if a 50.cal round passed within 6ins of you the inertia & air pressure would rip chunks off you! OUCH!


  10. Well I managed to get onto some servers, without black-screening, after I logged off this forum last night. BIG mistake! lol I've been up all night & I'm wired with adrenaline! It gets sooooo tense. love it love it love it! Well apart from the odd muppet here & there shooting friendlies etc. I suppose I had better get a lil shut eye...oh just one more round. :D


  11. are they expecting stupid ai or something? if i see someone run behind a bush' date=' I'm going to shoot the bush.[/quote']

    I'm sure that guy that just shot my buddy was here a minute ago......ah well, hmph Dave it's your round isn't it....BANG, POP, SPLAT Dave? FFS who shot Dave? Tim was it you? BANG, Tim?......RIGHT! I'm going to have a word with the grounds-keeper about this.

    :D:D


  12. Hi all, as you may have gathered from my previous posts I've recently dl'ed both demo's. They seem to run fine (apart from a bit of lag but then my system blows) in single player. But in the OA demo when I join a multiplayer game it allows me to choose sides. Then when I click on proceed (or whatever it is) it comes up with a loading bar & then the screen goes black. I can hear gunfire, 1 is down, etc. I tried a quick search for 'OA demo black screen' & it returned plenty of results but none that I saw seemed to match my case. So any ideas? :confused:

    AMD Athlon x2 dual core 3800+ (2ghz)

    2gb RAM

    9600 gt 512mb (driver ver 197.45)

    (I haven't looked at the a2 demo in multiplayer yet but I will report back on that tomorrow)

    Help greatly appreciated...thanks ;)


  13. I'm just trying to get used to flying helicopters in the demo's. I find myself fighting with the chopper to bring my cross-hairs onto target! You see I used to rip around in the lil bird from bf2 (bunny hop that mother f**ker!:mad:(WOW I won't need to say that any more!:D)). Obviously this being a sim-ish type game; I'm not so much ripping about as smashing n crashing about! I can't hit infantry to well either: I hover about 700-1000m away zoom in & open up missing them completely! :rolleyes:

    So I was just wondering if anyone has any hot tips other than practise, practise (because I'll be doing that too!). I love flying about in heli's even if it's just air-taxi but I suck at the moment so any hints will be greatly appreciated!

    Cheers ;)


  14. Cmon guys it's a game! Art imitating life maybe but for BIS to bring RL scenarios & politics into the game (IMO) would be almost suicidal. Many people don't buy the whole war on 'terror' deal (there are many shades of grey & history that people don't take into account). Also many wholeheartedly believe in the war on 'terror' & is clearly a VERY sensitive issue (especially considering the events that triggered all this).

    EDIT: Let's leave real life at the virtual door & let's carry out massive digitised wars guilt free!


  15. yeah think its a but weird to throw away a very expensive and usefull piece of kit just to get it bomed

    Ha ha. You think the military is bothered about wasting money! The bomb that they will drop on the IR strobe probably costs about £50,000 - £100,000. Not to mention the cost of the aviation fuel to get the plane over its target & back home.


  16. people would have a lot of fun with it for a long time and would only buy OA later.

    Yes I was surprised at how much you can do with the demo's. I was expecting a couple of small missions not the editor too! I have both demo's but I intend to pick up CO as soon as my cash flow allows. If this game was made by (insert big faceless developer) that doesn't care as much as BIS do; I would have dinned out on these demo's for as long as possible but these guys seem different. They actually pay attention to the community & care about the product. For those reasons I'm going to get CO (& British forces) as soon as I can!

    Keep up the good work BIS!!


  17. if moneys so bad that youre worried about spending so little of it... maybe you shouldnt be wasting it on buying computer games?

    Look mate he didn't say he was poor (he just might be careful with money, nothing wrong with that). Even if he is poor, what he shouldn't try & have any fun in his life!?! Sometimes us poor types NEED to escape into a fantasy to get a bit of R&R because not all of us can rush off to a sunny relaxing climate to chill.

    Spread love not hate (just make sure to use protection :p )


  18. Hi, I've just been playing on the demo & I thought 'gotta have this!' but then I checked the minimum specs. Unfortunately for me, my ageing rig doesn't quite cut the mustard! But the demo seems to run fairly well (a little stutter now & again), so will I get away with it? (please say yes! lol).

    AMD Athlon 64 x2 Dual 3800+ (2.01 Ghz)

    2 Gb RAM

    Nvidia GeForce 9600GT 512mb

    Demo benchmark in high : average 23 fps

    very high : 17 fps

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