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Spazo

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Everything posted by Spazo

  1. This is awesome and I'm enjoying it and I am not really a basic user of the ARMA universe! I did find a couple things that may need to be changed and I'll update this post as I find 'em... (I'm not including too many spelling/grammatical errors if they don't effect the point being made. PM me if you want 'em) Page 9 - Save this (make sure it is saved as hint.sqf). Now create another file inside the FockTest1.Stratis folder - called int.sqf. Should be init.sqf at the end. You refer to it correctly in the next line. Page 12 - Last line... realize not realise Page 22 - Use this webpage to assist with alignment and order of words!!!!!! ... It's assumed by "this" you mean "Wiki Scripting Topics Page" but could be slightly confusing. Page 24 - can also use || - left of your z key ... Shift is to the left of my Z key. | is to the right of my ] key. I'm US English keyboard. Page 38/39 - I may suggest adding (or at least mention in the text that it is located somewhere else) is in your section about creating units and grouping them, you don't give the code to add the AI to the PLAYER's group (just their own individual groups or a separate group). Looks great & looking forward to reading the next chapters!
  2. Where are you finding the updated Norrin Fast Rope scripts? I checked ArmaHolic and found only the 2010 versions... edit- sorry, just found them here. Are you still using 011?
  3. That's a cool idea on being able to change character models! Ok, just made the changes and found out two things. 1)In order to use an object as the place to choose your loadouts, you CANNOT have anything (except for the backpack line) in the init.sqf uncommented. Just the "_null = [this,"start"] execVM "loadouts\preset_weapons.sqf";" goes into the object's init. 2) Nothing needs to be added to the player's init with the "use object to select" method and the above line being placed in the object's init line. I'll get it up on the dedicated and make sure it works for everyone tonight. Thanks for your continued work! Edit - When I had the line in the init uncommented, I also had the multiple "I am ready" options but it was just me in the server. I didn't count (should have) but I wonder if there are as many "I am ready" 's as there are players defined in the preset_weapons.sqf?
  4. Ok, now I'm confused. I read and reread the readme but am still confused as to the new implementation of the "run via object" script... ----ORIGINAL POST----- First off, I need to change the line in my init.sqf from... _null = [this,"start"] execVM "loadouts\preset_weapons.sqf"; to _null = [weps_select,"start"] execVM "loadouts\preset_weapons.sqf"; (weps_select is the name of the weapon rack we're using) then I need to place the "_con..." line into .... what? I tried the init line but get an error (invalid number in expression)... I'm a noob, sry. :( ----EDITED POST------ OK, I just re-looked at your mission.sqm and think my first post is totally screwed up. So I don't need to add ANYTHING to my init.sqf file? I can take out all text relating to the Preset Wepons script? Just add... _null = [this,"start"] execVM "loadouts\preset_weapons.sqf"; to "weps_select" 's init line in my mission.sqm? Where would I place the "_con..." script to set the activation distance?
  5. JESUS! I didn't even have time to implement 1.3 before 1.4 was released!! ;) I've grabbed 1.4 and will hopefully have it on our server tonight and I'll post back! Great work Demonized!
  6. well, shoot, since Styxx says it works perfectly then there is no need for me to test it. I will update every single server I have control over (and maybe even some that I don't, muhahaha) and not test them before implementing the changes. Man, that makes my job A LOT easier! :p On a serious note, I'll see if I can grab it today or tomorrow and get it up on the server and try it out. Thanks Demonized!
  7. Yeah, I dunno where/how to put that in there. Place a trigger over my change-loadout-object and use that code in the "on act" section?
  8. Oh no worries Styxx! Yeah, Demonized has done some excellent work creating this! I'm appreciative of the fixes he's made and supplemental coding he's created to support (well, to be honest) my requests! We've been running the object-selected version on our hosted Domination server and it seems to work once on the player's initial joining of the server but after a revive, respawn, or player leaving then rejoining the server, we can't get it to work again. I'll test more extensively (no death & only teleporting, for example) and see when the option disappears. I have not done any editing in each player's init. I just included the following text in the init.sqf (notice I only uncommented the JIP one since we don't use it) ...
  9. First off, I (and the guys I play with) have loved the Dom modes since we've been playing. I've dabbled with modifying my own maps off other's designs and have finally ventured off the beaten path by taking on a new map that doesn't have a Domination (non-ACE that is) released yet (TMK). Obviously, I want to make it as region specific (aka infantry heavy) so I'm dropping most enemy armor and relying heavily on technicals for vehicles. Quick and mobile small forces taking small (prob 50 m) AOs (usually a city block or two). I have some pretty lofty goals and am slowly learning scripting but could use some of the expert help I've found available here. Here are some of my ideas... Idea 1- This is probably the easiest idea. I want to either remove the enemy camps or replace them with a building more appropriate for the location. Idea 2- Replace the radio tower for reinforcements to something "small and portable" like real terrorists use. A laptop or radio on a small table? Idea 3- Replace the array of secondary objectives to something more suitable for the region. Some could stay but if I can find the array that may open my brain to new ideas... (God forbid, right?) Idea 4- I'd love to be able to replace the choppers that drop in reinforcements with a pair of trucks. The transports would depart some building in town, drive to the AO, drop off the units, then leave (doesn't matter where to, maybe back to the starting building or keep the "straight line theory" of the choppers and enter one portion of the city and leave at another). Idea 5- Replace the D30s with smaller mortar squads (maybe 1 or 2 per AO). Again, light and quick is the goal. Idea 6- This is kinda the biggie. I've looked at the side mission to rescue the pilots and thought that may be a good starting point for this idea. Here's the timeline: side mission starts, "A gathering of tribal leaders is about to happen. Do not engage any targets but designate the house for a precision strike to eliminate them all", 2-5 minutes later (maybe have some technicals drive in? totally misc idea though) "All leaders have arrived. The meeting has begun.", in another 7-10 minutes "The meeting is breaking up, we're going to miss our chance!", approx 15 minutes after start, "The meeting has adjourned and the leaders have dispersed, we've missed our chance." I'd like to setup a radius of X meters around the house so that if units approach too close, the mission fails; maybe another "warning" radius telling the forces not to approach too closely? Idea 7- Is there a way to define the location of a Side Mission and have the "X" appear but not be co-located with the actual target? I'd like to "hide" a container (it'd still look different than the rest) within a bunch of containers and have the players locate it rather than just running to the "X". Maybe a "distance & radius" command of the "X" in relationship to it's actual defined location? Sorry for asking a ton of questions and having few answers. I know I'm asking a lot but I'd love to at least get some helpful pointers on where to start or where to go from here (or what ideas are totally not possible). I figure if I can't tackle these ideas with the help of you guys on here, I prob won't get 'em done! Thanks in advance!
  10. You guys were talking about new side missions. I've got a great idea (eerily similar to Tank's sniper mission) that I described in a different thread... http://forums.bistudio.com/showthread.php?t=115575
  11. Very nice! You saved me a BUNCH of time since that is all pretty much over my head! :/ Where did you put that, in the object's init in the editor or in the preset_weapons.sqf?
  12. Awesome, those should be great! I'll see if I can get those implemented. I'm hoping to include that code into an object on the base so that a player can walk up to it, "use" it, and have the options reappear. I'm busy the next couple days but will try and start punching holes in it over the weekend.
  13. no worries, i saw that the other guy posting said it worked so figured i bonked something up! Yeah, a new set of directions would help. I was just kinda putting files here and there until it "worked". Downloading your new one now... ---------- Post added at 06:32 PM ---------- Previous post was at 06:16 PM ---------- Works now. I'll see if I can throw it up on our Dedi tonight and see how it works. In your text, it says that a player cannot revisit the selection menu until scripted. How/what is that script if I wanted to include that on a trigger or something? ---------- Post added at 06:51 PM ---------- Previous post was at 06:32 PM ---------- Oh and is there a way to include multiple player id's in one line? I have an ID that is ArmA2 and one that is for OA...
  14. Ok, started playing around with this today and have some questions. Here is my line from the preset_weapons.sqf file in the loadouts folder within my mission folder... Obviously, I'm doing something wrong because when I choose "Standard Loadout" (which I have edited to my loadout via RPT file) or the other two presets left in there (you know, Michael Jackson may have been on to a sweet loadout), it says.. "Script preset_weapons.sqf not found" To my novice ARMA2 editing brain, it seems like there is a "loadouts\" missing somewhere. I thought, most likely, in the first "addAction" line but added the text and had the same failure. Details about how I'm running it, atm. I've got a working Dom version of a map and I added your script to the init field. It looks like this... The MP map is running on a locally hosted LAN game with just me as a player. I can upload to our dedicated tonight to see if the same error happens but I've found that any problems existent in a LAN version, exist in a Hosted version.
  15. Looking forward to trying this out. Got some guys (including myself) who HATE having to take the time to re-spec so this will be interesting to try out. I'll save my initial questions until I take some time to play around with it. ;)
  16. I understand and appreciate your solution to fixing the scud problem. However, the group of guys I design for don't use mods (against my constant urging) and I try and keep my maps as "open" to everyone as possible. I'm starting to shift away from that for my Fallujah map but I want to roll out maps that ANYONE can play.
  17. I guess I need to clarify. Nothing happens when I blow up the Scud. No failure, no completion, nothing. Are other people NOT getting this problem? I would think there would be more posts about it given the popularity of the Domination GM; maybe people just aren't playing the Takistan Doms...
  18. So, I reworked the sidemission file and made the scud mission come up. Yes it spawns in a new place (aka, not in the water). No it still doesn't work (both SMAW-ing it and satchel-ing it). I've also tried porting it over to a new map (Fallujah) that I'm working on making a non-ACE Dom and it doesn't work there either.
  19. That's VERY cool and VERY needed! I'd love to incorporate it into our server's DOMs when it's ready! If I can help out, just lemme know! (My scripting is basic at best but I've been able to figure some stuff out)
  20. @ Carl & Tankbuster - I personally got in and just changed the location of the spawn point for the scud mission. I'm still waiting for it to pop up so I can see if the new spawn point will move it far enough away from the drink to make it work. @ Hawk - Obviously I'm really new to all this so take it with a grain of salt. TMK, those particular missions (blow up bank or ball-bearing towers or whatnot) use the "ObjectID" criteria. Thus you would need to redefine the listed object id with the correct id of the building you want as the target. If your problem is only that you aren't getting markers but you still find and can blow up the building, I don't know what is going on. @ Dark - Yes, I have the same questions about FARPs. I've got a PBO of a really nice FARP setup but haven't had the time to tear into it and see how it works (let alone ask the author if I can pull it out and use it). They also have a really cool loading/unloading & c130 script (that I have received permission to extract) but it's really intertwined...
  21. Thanks for the update! I was too quick and grabbed the 2.0 and implemented it and everyone was like, "um, wtf! we see 'em but we can't grab 'em!" Downloaded 2.01 and it works like a charm. Thanks!
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