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Cougs

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Posts posted by Cougs


  1. So I have combined ops (A2 + OA retail version) and I did a mission. My mate has just OA (steam). He gets the below error msg when he gets to the 'roster' screen where you chose your role.

    fox-arma2oa.jpg

    I have a few vehicles (not many) but when was a USMC Soldier TL a vehicle? :confused:

    How do I identify this object and remove/replace it in my mission so my Arrowhead mission doesn't rely on A2 to work properly?

    Is there a way for me to start Arrowhead without starting/including A2 content?


  2. If you add one of the above solutions to the INI then it will be erased next time an XFIRE update is released.

    Since XFIRE updates include games I don't play 99% of the time (after all - is there any game other than A2 worth playing) can I copy protect or set the ini to read only or use some other windows or xfire setting to prevent the update?

    I like ingame xfire msgs so I can join my mates!


  3. Ih the time it took you to post that and then edit it and then check you could have found this

    http://forums.bistudio.com/showpost.php?p=1526545&postcount=1

    http://forums.bistudio.com/showpost.php?p=1379559&postcount=1

    Edit: and although I asked about on/off and not left/right, another useful post here.

    http://forums.bistudio.com/showpost.php?p=1707414&postcount=7


  4. All units placed in a group via editor or script will share information.

    A group won't share information with another group. They need to work it out for themselves. That's default A2 behaviour.

    From what I'm reading, this awareness script alerts all units across the map regardless of grouping or distance - to the presence of enemy forces.


  5. Thx - I got the pos of a marker, put the light source on the marker, then raised it by a height of 2.2 mtrs which is about the height of the average roof. I'm sure there is a better way to do this with arrays and loops.

    _light1 = "#lightpoint" createVehicleLocal (getMarkerPos "houselight1");

    _light1 setpos[(getmarkerpos "houselight1" select 0), (getmarkerpos "houselight1" select 1),((getmarkerpos "houselight1" select 2) + 2.2)];

    _light1 setLightColor [1,1,1];

    _light1 setLightAmbient [1,0.5,1];

    _light1 setLightBrightness 0.006;

    _light2 = "#lightpoint" createVehicleLocal (getMarkerPos "houselight2");

    _light2 setpos[(getmarkerpos "houselight2" select 0), (getmarkerpos "houselight2" select 1),((getmarkerpos "houselight2" select 2) + 2.2)];

    _light2 setLightColor [1,1,1];

    _light2 setLightAmbient [1,0.5,1];

    _light2 setLightBrightness 0.006;

    _light3 = "#lightpoint" createVehicleLocal (getMarkerPos "houselight3");

    _light3 setpos[(getmarkerpos "houselight3" select 0), (getmarkerpos "houselight3" select 1),((getmarkerpos "houselight3" select 2) + 2.2)];

    _light3 setLightColor [1,1,1];

    _light3 setLightAmbient [1,0.5,1];

    _light3 setLightBrightness 0.006;


  6. This has a lot of great features but what I'm really after is for two groups to "talk" to each other so they act as a coherent force - which this script claims to do.

    How do I get the units to talk? What are the requirements? Do they need to be working off the same patrol area (marker) or is it simply a distance thing where they will 'alert' any friends within a set distance, even if they are not controlled by the UPSMon?

    If I have a group in one patrol area and another group in a different patrol area like this

    Group Alpha Init

    nul=[this,"warlordpatrolmarker", "noaiâ€] execVM "scripts\upsmon.sqf";

    Group Beta Init

    nul=[this,"footpatrolmarker"] execVM "scripts\upsmon.sqf";

    Will the two groups alert each other or do they need to be working off the same marker?


  7. Can it be done? There are posts and examples on house animations and chimney effects for A2 but what about Takistan and other building in Arrowhead?

    There are streetlights and runway lights but the entire town is pitch black at night which is not realistic at all.

    If you can't turn on house lights then is there a way to create a light source and POS it or ATTACH it to a building?


  8. I've adapted Big Dawg's script and made a random weapon script. I use this to arm civilians with a range of different weapons without me having to set them one by one.

    It will destroy a unit's default weapons and add a random weapon and three compatible magazines. There is a section at the end that adds 'accessories' but this can be removed if you like.

    Weapons can be changed in the array but make sure you get the correct magazine type in the correct position in the array.

    Put this in a sqf file and call from unit's INIT line.

    _unit = _this;

    //if there are x weapons then make sure there are x magazines

    _weapons = [“AK_74â€,â€AK_47_Mâ€,â€AK_47_Sâ€,â€AKS_74",â€FN_FALâ€,â€LeeEnfieldâ€,â€PKâ€,â€RPK_74",â€Sa vz.58V Acogâ€];

    _magazines = [“30Rnd_545x39_AKâ€,â€30Rnd_762x39_AK47â€,â€30Rnd_762x39_AK47â€,â€30Rnd_545x39_AKâ€,â€20Rnd_762x51_FNFALâ€,â€10x_303â€,â€100Rnd_762x54_PKâ€,â€75Rnd_545x39_RPKâ€,â€30Rnd_762x39_SA58â€];

    _i = random floor count _weapons;

    // sets how many magazines to load

    _c = 4;

    removeAllWeapons _unit;

    while{_c > 0}do{

    _unit addMagazine (_magazines select _i);

    _c = _c - 1;

    };

    _unit addWeapon (_weapons select _i);

    _unit selectWeapon (_weapons select _i);

    //Can comment out or leave in this bit

    _unit addMagazine “HandGrenadeâ€

    _unit addweapon “NVGogglesâ€


  9. If I use the script on the first post will I have every unit on the map zeroing in on my location instantly? There is mention there is no distance check so will I have to be extra careful on the waypoints and use GUARD waypoints carefully?

    If there is a compound on the other side of the map I won't want them walking 10km across the map to get me. What are the limitations? Thx.

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