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muzashi1963

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Everything posted by muzashi1963

  1. muzashi1963

    Multi-Session Operations v4.4 released

    Hi MSO dudes. I have recently returned to MSO from domination (which I still enjoy) and I want to recognize your efforts in getting the MSO to the state it is in. It is now *closer* ;) to where I wanted it to be when I played the first releases with AAF back in yesteryear. I have a borderline PC for arma 2 in the first place, and I suffered and ranted and raged when I tried to play MSO. So thank you all for enabling me and my clanmates to play this wicked gametype. I will try to join you on skype later tonight as I have some questions. (don't we all?) vos saluto
  2. Thank you Carl. Working through it now. Cheers Muz
  3. Hmm yes, thought it was you, my mistake. Too many pages and too many posts to remember who it was exactly, possibly CarlG. Ah well. No matter. I will read through the whole thread again. Aha, I have it! It was CarlG: If you are still around Carl, How far did you get with this? I am interested in doing something similar, and if possible, would like a peek at your mission to get an idea of how you implemented the grid system. Cheers Muz
  4. @Tankbuster, I know how you feel about the work you put in. I have modified so much now, I cannot even remember it all. I have a question for you regarding the arti system you were implementing, and your aversion to mapclick coords. Did you ever get it working with the grid system? If so, is it possible to let me have a gander at it? I have modded my arti system (including spotting rounds, Fire for Effect, Spread etc) and I would like to use something similar to what you were envisaging. (makes the spotting round more of a useful item) @Strikor, Thanks ever so much mate. I did think I had seen that somewhere, but I couldn't find it. Just love that little typos do this to us. Ha!
  5. Hi all. Firstly let me apologize if this has been answered, but I cannot find it. The closest I got was Nutta posting that he had a fix for this, although I do not know where to look to find the offending code. Using v2.28. (staying with it too, done way too much work on it to convert now, lol) Support buildings do not re-appear when Engineer starts the repair support building script. So you are stuck with no support buildings if they are destroyed. Help please.
  6. Hi all, I had the same problem with scud mission on v2.28. I fixed it without using an addon, the mission (x_m7.sqf) did not have a positive outcome result coded. In other words there was NO way to win the mission. Fixed that by adding the lines in bold type. Also the Launcher would ALWAYS find it's way into the water no matter how much I moved the spawn co-ords in the default location, so I moved the site to another WATERLESS valley :p. All good now.
  7. I have a similar query: Is it possible to monitor daytime in sidemissions and end the mission based on the time? I have tried (in dom 1.27, as I do not have OA) to no avail. I have been able to create 2 variables that select 2 mission arrays based on day or night hours, so that missions that are traditionally attempted in daylight hours, are selected for daytime, and vice versa. BUT, the missions I have selected to be Night only, are the "Officer in Kamyshovo" type. (side mission 12) No matter how I code the mission or missionsetup with: if (daytime > 6.25) then { d_side_mission_winner = -1000; // added to sidemissionwinner.sqf d_side_mission_resolved = true; } else {}; I cannot get it to work. I suspect it is due to the mission end being based on an event (officer "killed"). The officer is created and an addEventHandler is used: _sm_vehicle addEventHandler ["killed", {_this call XKilledSMTargetNormal}]; and in missionsetup.sqf: XKilledSMTargetNormal = { d_side_mission_winner = if (side (_this select 1) == d_side_player) then {2} else {-1}; d_side_mission_resolved = true; }; ANY ideas on how it may be possible to end the mission at dawn (daytime > 6.25)? Thanks
  8. muzashi1963

    SightAdjustment (windage+elevation)

    Hey Action Man, Thought about this, and I think what has happened is that you forgot to delete the GMJ_SA.hpp file which may be in your \Arma 2\Dta folder. Also make sure you do not have a copy of GMJ_SightAdjustment.pbo anywhere in your mod folders, or in your \Arma 2\Addons folder. BE VERY CAREFUL while working in the \Arma 2\Addons folder.
  9. muzashi1963

    RH Hk416 Pack ver 1.0

    Hi All, and RH Great mod, really I am a real nutter for these weapons. Now a few errors that I have noticed. If you use the mod with the ammo box included, there is no problem. (just doesn't load the weapons) However, when you add the weapons/ammo to a spawning (magicbox) box, in a dom mission, there are a few problems: There is no "RH_hk416glaeotech" in the config although there is in the weapons list in the config file, I suspected a typo, and corrected the spelling to "RH_hk416gleotech" and it is all good. This also occurs in the Mk18 config. "RH_Mk18glaeot", and "RH_Mk18dglaeot" become "RH_Mk18gleot", and "RH_Mk18dgleot". Also corrected and good. I think it was due to the old "copy-paste" bug as the acog variants "xx_xxXXglacog" are just before LOL. All that said, keep up the excellent work. Cheers Muz PS: I will send the updated cfg's if you want.
  10. muzashi1963

    cPBO will not extract?

    Hi Tank, I had EXACTLY the same problem (in XP). I had to remove cPbo, then do a regedit and delete all the references to .pbo. Reinstalled (ran cPbo.exe and selected the assoc) and hey presto all good. Found this solution on this site somewhere. Muz
  11. Thanks again Carl, Downloaded and installed Notepad++, searched for and found the references to MTSightedByEnemy, and the switch is "d_mt_spotted = true", so i can now trigger the flares on true. Thanks @Tankbuster, shot mate. I know it is a script. (shot means thanks btw)
  12. Thank you Carl, However, I must point out that I am very new to this scripting thing. I can find the class, ( and I am doing this old school, with notepad, and cross referencing) but I am a complete noob as to how the classes tie into scripts. (there is no execVM in the class in question, so I am stumped): Coding and learning at the same time.:o
  13. Hi guys, Read through this forum, as I have been modifying (actually picking it apart) Domination for our clan. Really interesting reading. Kudos to you all for the efforts you put into this. Here is a (hopefully relatively simple) :rolleyes: question I have. It is: How do I control the initialization of the flare script so that the "enemy" only fires flares after the "Enemy has spotted you at Main target. They will now call in reinforcements" ? I cannot for the life of me find what triggers this message. It does not make sense that flares are used indiscriminantly at a site, before the enemy is aware they are under attack. Just makes the target so much more obvious.(my opinion, btw) Thanks Muz
  14. Good day noamles, Firstly tx for all your effort with this mod, Good work. Now, I have a weird problem in that I cannot get the rangecard buttons (arrows and weapon list buttons etc.) on the rangecard to work, so I am stuck with a blank rangecard. cannot navigate around or add new or anything. When the rangecard is minimized I can sometimes get the buttons to work, but most times not. NO other mods besides @CBA running. Arma2 V1.07 I have ensured that the rangecards and rangecard_list.txt are in the @GMJ_SightAdjustment\Addons mod folder. I have checked and re-checked that the GMJ_SA.hpp is in the Dta folder. Any Ideas? Cheers Muz [edit] Ok more info. Figured out that what is happening is that the buttons are not getting focus when the mouse is over them. The "getFocus"?? (guessing at the term, I did VB coding a long while ago) seems to be offset in some way. So what happens is that the buttons/ list boxes/ data entry fields do not get focus on mouse over. Rather I have to move the cursor down and to the right and then the buttons etc get focus. The value I have to move to the right also seems to be incremental, as the buttons on the leftside of the rangecard the (focus area) is a way to the right of the button graphic, while the right hand side button (focus area) is directly beneath the button graphic. ????? [edit] figured it out: It has to do with the way the interface size (map/ui etc) is set up. (or in this case, NOT SET UP CORRECTLY) If you use NORMAL interface size, it is ok, but if you use SMALL, or VERY SMALL etc, the mouse "gains" when moving on the map. You can check this by setting interface to small, grabbing your compass or watch or radio and moving it across the map. You will notice that the compass will travel faster than your mouse. So it may start under your mouse, but will end up to the right (if you're moving right) or to the left (moving left). This also occurs when moving up or down. Sometimes I hate this game.
  15. muzashi1963

    Toggleable Ghillie suit

    Hi Woody, I have used a variant on your, and Cyborg's, code in a modded (highly) Domination mission. I have a total of 9 snipers of different factions that can choose 3 different ghillie suits each (Woodland, Grassland, and Urban) plus their default sniper outfits. Took some lateral thinking, but it is doable. Thanks to all for the ideas.
  16. Hi all, Is it possible to automatically load a DediServer System time at the start of a mission? For example, I want to create a series of missions that I want to cycle automatically on a dedicated server, but need the initial mission to start it's local time at a specific time, say Server time + 12. The rest of the missions then need to follow, but load the correct real time (based on the server time) This way it does not matter how long the sequence of missions takes, the time will always be in step with Real time. Thanks [edit] sorry, posted in the wrong forum. should go in the mission scripting forum
  17. Thanks guys, I will give it a try. muz
  18. @sxp2high It works mate, thanks, all that is needed now, is to update that missing .paa :) @JLea 1. You have to unpbo the domination mission. The folder thus created will have an init.sqf file included (also mission.sqf, and description.ext, and a host of others).....(I use: co40_Domination_2_11A2_West_R.Chernarus.pbo becomes co40_Domination_2_11A2_West_R.Chernarus) 2. Copy the BTK folder (the one with Cargo Drop folder inside) into your mission folder (e.g co40_Domination_2_11A2_West_R.Chernarus) 3. add the line execVM "BTK\Cargo Drop\Start.sqf"; to the very top of the init.sqf 4. save the init.sqf 5. good idea to edit your mission.sqf and alter the display name, as well as renaming the mission folder. That way you don't confuse the missions 6.pbo the mission folder (e.g co40_Domination_2_11A2_West_R.ChernarusII.pbo) afterwards 7. place this pbo into your MPMissions or missions folder to access it in SP or MP good luck. You can also try the mission out before pboing it, by placing the WHOLE mission folder (Your_Domination_Mission) into your MPMissions folder in arma2 or Arma2OA root folder
  19. Not a problem, sxp2high. I will try it tonight. Thanks for your prompt replies. Yes, I know OA is an addon. How many patches so far? :D Also, my clan has just recently started playing arma2, after many, many years of GRAW/Battlefield/BF2 (I may have had a lot to do with that, I kept promoting Arma2, hehe..) So not many of the guys have rushed out to buy OA. We will bide our time, get used to what we have before jumping in. Until then, it's ArmA2 original, then ACE2, then OA. slowly does it. so many things to catch up with. [EDIT] you may want to change your Settings_Transporter.sqf so that it is possible to use Arma2 without OA: //// XTRA Large if ( (_Transporter isKindOf "C130J_base")|| //OA plane class (_Transporter isKindOf "C130J") // Arma2 plane class // No OR || after the last entry!! ) then { _SelectedTransporterTypeXL = true; }; AND Settings_Objects.sqf //// Xtra Large //// C130J_base, C130J _ObjectsXL = [ "Misc_cargo_cont_net1", "Misc_cargo_cont_net2", "Misc_cargo_cont_net3", "Misc_cargo_cont_small", "Misc_cargo_cont_small2", "Misc_cargo_cont_tiny", "Motorcycle", "Car", "ATV_Base_EP1", "Truck", "Wheeled_APC",
  20. Hmm. did that originally Spy. AFTER the update. Did not work for me. Only after I used #include.... did it work.......SOOOOOO, I will leave it as is, until sxp2high tells me otherwise. It works, is ALL i care about. May have something to do with the subtle differences between OA and ArmA2 original. @sxp2high. Thanks dude. Only a problem for those of us who have not purchased OA,.....yet. Giving it time to mature, as I normally do. Ony bought ArmA2 about a 8 months after release. Learned my lesson about buying games at release early on. Keep up the good work.
  21. @spyhunter82 Ta, mate. Won't do me any good, but for checking scripts, as I don't have OA. It is working fine 'cept for the missing .paa. OK so to use it in the Domi maps, it has to be added as we have now done. by using the .......(#include "BTK\Cargo Drop\Start.sqf"; ) format, not execVM "BTK\Cargo Drop\Start.sqf"; Learning. LOL. my domi mission now has: mando missiles, BTK load, AC130 Spectre gunship, BalCa, and a Fire For Effect script for artillery I wrote myself.:eek: Pity I cant get the BalCa to work with Arma2's MLRS or Grad. Ah well, can't have everything, right? Thanks a lot for your assistance. [EDIT] The missing .paa looks like it DOES come with OA, unpbo'd the whole of CA in Arma2 v1.07, no such image. the image is: image='\CA\Missions_e\bootcamp\BootCamp_Shared\modules\img\img_line_ca.paa' now I am not a guru with scripts, or arma2 as a whole, as i said, but Arma2 vanilla has "missions_ew" not "missions_e".
  22. Tx Spy, Only, the link does not work, lol. More feedback, Arma 2 vanilla not OA, created a brand new mission with only C130J, Humvee, and myself on the map, created a Init.sqf, added the BTK folder, and the initialization line (execVM "BTK\Cargo Drop\Start.sqf"; ). Still the same, C130J does not load. Using the BTK as supplied with Arma2 vanilla gives: This vehicle does not support transport loads" once only. Checked the script and this is how I found that there is no "C130J_base" in the CFGVehicles for Arma2 NON OA, only a "C130J" That is easy to fix, which I did, so the C130J does get the option. but nothing happens when you click the option. It may have something to do with ramp anims? Not that clued up on scripts, just started. Cheers [EDIT] Ok Spy, I was able to get your mission off a previous link. Thanks I see what you did, using #include. I updated my init.sqf the same way, but used the "C130J" class not "C130J_base". It now works, but it is missing something. ( a .PAA, but not important, probably comes with OA). As long as it works. Thanks again.
  23. Hi sxp2high, good script, using it Domination 2.11 missions BUT, C130J does not allow load. (there is no C130J_base i can see in Arma2 vanilla) changed the script to look for C130J, and now the Load option does appear on the menu, only the C130J does not load when you click the button. All the other aircraft work fine. Any ideas?
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