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-UF-

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About -UF-

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  1. Well I started to follow your driections and then noticed that the Team Leader has this in his initalization: nul=[this] execVM "cent_HCS2\cent_HCS2_init.sqf"; this moveinCargo H1; BIS_patrolLength = any[/Code] I changed the BIS_patrolLength = any to BIS_patrolLength = 60 and now the mission ends in 60 minutes. However I (as Team leader) get a fade to black in the helo but the other coop people dont fade to black the chopper flies and somethimes crashes. Anyway thanks again PELHAM, at least we get the extraction chopper now, and if anyone knows how to get the fade to black for the whole squad lemme know. Cheers.
  2. PELHAM You Iz da MAn! Rock and Roll HCS is enabled! Many thanks kind sir! I just added the the folder to my mission folder as you instructed and then double clicking the leader in Editor, I just added this line to the initialization nul=[this] execVM "cent_HCS2\cent_HCS2_init.sqf"; so my whole initialization reads... nul=[this] execVM "cent_HCS2\cent_HCS2_init.sqf"; this moveinCargo H1; BIS_patrolLength = any I got one more for ya. The mission doesn't end anymore. I noticed the trigger flags are all by themselves when I separate the big clump in mission editor. Do the "endings" have to be synced with something?
  3. I think it is called "Hybrid Commanding System" and creates a scroll wheel menu option under Communication called HCS which in turn has "Split Unit" and "Regroup" commands. I think this is the armaholic page: http://www.armaholic.com/page.php?id=6930 How do I change the mission to "High Command" and where/what scripting do I add to which file to enable HCS? This is a great feature for mixed human/AI units that often occur in COOP, as it allows the commander to give his human buddies control of various AI players....
  4. Thanks PELHAM. The original init.sqf file was in there but I still had to create a description.ext file with the applicable code in a text editor to get the squad spawn (ie. GROUP or SIDE) to work; My next challenge to to be able to split command of the squad when running coop. If I as leader select a human controlled squad mate and a few AI in mission, in other coop missions there is a scroll wheel ability to split them from my squad so they can operate independently under command of the human. (and as leader I have ability to reintegrate them all into the original group.) However I do not see this ability in my mission. I browsed the description.ext uses and did not see anything applicable. How to enable this ability?
  5. Ok thanks Duckmesiter. I had to create that file and it seems to be working; much appreciated!
  6. Thanks again PELHAM. I am able to play it COOP now just by saving to multiplayer with all units playable and a small adjustment: I had to add this moveinCargo H1; to each player's initialization in the Editor to get them in the chopper on ingress. However there is no description.ext file in the directory that creates the PBO from the editor. Not sure if this is necessary. Everything seems to be fine except for one critical thing I can't figure out. When myself or another human player dies; we spawn into a butterfly instead of into a surviving AI. I also think when I die as the mission host it ends the mission. My hope is to have any human be able to spawn into a surviving AI in the squad, if they are taken out. Any idea how to fix this???
  7. One last question if you don't mind. How can I save the mission as COOP?
  8. Guys I think I have this nailed and REALLY apppreciate your help. PELHAM thanks for all the guidance. And Kamakazi you are correct, I opened, edited and saved with new name and the resulting mission folder only had that single mission.sqm file. So I copied all the other files from the original into the new mission folder and, presto, I am good to go!
  9. Great thanks, and for the videos. I now have the ability to drag all the icons out. (I didn't know that after three waypoint drag outs I would get to the other stuff) I think I figured out the helicopter waypoint system also.... (Just choose the LZ for the first one and a safe spot far away from the combat zone for the second two waypoints). My only problem now is that, even though I have only manipulated the waypoint placement and infantry units, when I preview this mission I spawn with my squad on the ground under the helicopter, instead of in it???
  10. No matter what zoom level or where I point and wait for text pop up, nothing comes up except transport unload. And the only thing that comes up on double click is the transport unload dialog, or the insert unit shown in the screen shot I posted. Have you successfully separated the sec ops mission units? Wish I had this done sorry for more questions. :confused:
  11. Tried this and I can't drag anything or sepearate anything out of the clump. F1 was selected and I left clicked/held/dragged every spot. The only thing that reacts is the waypoint creater in the very center. I can drag that and waypoint lines are created. I can also draw a box around the whole clump and move it as one big clump.
  12. OK thanks, changed back to original mission.sqm and no more error that I can detect. However I cannot seem to select the soldiers, there is only a helicopter icon and a box on it. If I F1 and double click the box, I get the attached result. The intent is to mix classnames of different factions, classes, and units within the playable squad; where like the stock mission, one can switch playable members of the squad if there is KIA or injury or special needs.
  13. Alright did that and I am able to open the mission in editor. When mission loads in editor I get an error that gives a path to the mission and says "....vehicle class US_Delta_Force_Medic_EP11 no longer exists". After ignoring the error, when open in the editor, there is a helicopter symbol and it lands five troops (not 6 as in original combat scenario). Also the troops are all US army even though the mission.sqm file has specific classnames from both Delta and US Army??? I can't seem to edit the troops in the editor. Really appreciate the help.
  14. Thank you kind person and many thanks! :bounce3: I launched the Editor in single player game and there was no way I could see to select Secops.Takistian, only the various empty maps.???
  15. PELHAM, thanks for the info and sorry for breaching forum etiquette. I can imagine there are many nuances and knowledge required to mod efficiently. I unfortunately don't have time to really learn the system at this point. Are there any modders that work for hire? I could paypal... The objective is the stock sp combat scenario customized with mixed unit classname models substituting the playable units. Insertion chopper customization would be a bonus. That's it!
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