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-UF-

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  1. EDIT: I solved this but am leaving here for others reference. This thread also deals with how to convert it to COOP. Hello all, I often play the single player combat sceanrio in OA because it is dynamic. I have created a few missions using custom maps using this feature and add weapons caches at the LZ so that I can customize loadout once on the ground. The default character model in the OA combat scenario are German troops in desert uniform. I would like to change the character model and am told I must do some modding for this but I am a total noob :( A representative of Bohemia Interactive was kind enough to send me this email but I can't seem to get it to work. Can someone help me out? > hope you're doing well! There certainly is a way, as you can mod > everything in Arma 2. As I understand it, you are using the > "Combat" template mission (via Singleplayer> Scenarios> My missions> > New mission> 04:Combat). > > If you own BAF DLC, you may use the version with the British troops > (same place, mission "B02: Combat"). > > If you would want to modify the template, I suggest to use the > community tools to unpack the Missions_E.pbo (found in > Expansion/Addons subfolder) to get a sample of the template > (Missions_E/Templates/SecOps.West). The class names of soldiers in > mission.sqm ("vehicle" lines containing values with "GER_soldier"-like > values) need to be changed to (e.g.) US classes. Such template would > probably have to be packed in the PBO with its own config file and put > into game's "Expansion/Addons" folder. You can learn from the config > of Missions_E (if it would be binarized after unpack, I can send you a > sample). The addons are packed using our community tools suite ([url]http://community.bistudio.com/wiki/BI_Tools[/url]). > > I realize this might be too complicated unless you are a skilled > community modder, however, there is possibility to tamper with the > extracted mission.sqm file and run it just locally. > Inside the game, create "CA" folder. > In this folder, create > Expansion/Addons/Missions_E/Templates/SecOps.West > subfolder structure. > Put the modified mission.sqm into SecOps.West. > > As you might have difficulties finding the right classes, here is the > list of US Special Forces from Arrowhead: > US_Delta_Force_EP1 > US_Delta_Force_TL_EP1 > US_Delta_Force_Medic_EP1 > US_Delta_Force_Assault_EP1 > US_Delta_Force_SD_EP1 > US_Delta_Force_MG_EP1 > US_Delta_Force_AR_EP1 > US_Delta_Force_Night_EP1 > US_Delta_Force_Marksman_EP1 > US_Delta_Force_M14_EP1 > US_Delta_Force_Air_Controller_EP1 > > I hope this helped you a bit. If you woudl run into troubles, I > suggest to ask around on our forums ([url]http://forums.bistudio.com/[/url]) or > check the community wiki ([url]http://community.bistudio.com/wiki/Main_Page[/url]).[color="Silver"] ---------- Post added at 07:50 PM ---------- Previous post was at 07:21 PM ---------- [/color]
  2. 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.
  3. 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?
  4. 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....
  5. 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?
  6. Ok thanks Duckmesiter. I had to create that file and it seems to be working; much appreciated!
  7. 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???
  8. One last question if you don't mind. How can I save the mission as COOP?
  9. 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!
  10. 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???
  11. 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:
  12. 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.
  13. 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.
  14. 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.
  15. 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.???
  16. 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!
  17. Alright I have made progress but hit a wall. Here is the mission.sqm file and I have jungle camo Delta Force, however the mission uses all Delta Force even though I've subbed in some other classnames as you can see. Is the unit in this misison bound to the Lieutenant's specific unit type? or is this mission file dependent on another file? :( Sorry for 101 questions version=11; class Mission { addOns[]= { "cacharacters_e", "ca_missions_secops", "ca_missions_ambientcombat" }; addOnsAuto[]= { "cacharacters_e", "ca_missions_secops", "ca_missions_ambientcombat" }; randomSeed=3792899; class Intel { briefingName="@STR_TEMP_SECOPS_NAME"; briefingDescription="@STR_TEMP_SECOPS_DESC"; startWeather=@_weather; forecastWeather=@_weatherForecast; hour=@_hour; minute=@_minute; startFog = @_fog; forecastFog = @_fogForecast; year = @_year; month = @_month; day = @_day; viewDistance = @_viewDistance; }; class Groups { items=7; class Item0 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 1000}; id=0; side="WEST"; vehicle="US_Delta_Force_TL_EP1"; player="PLAYER COMMANDER"; leader=1; rank="LIEUTENANT"; skill=1.000000; synchronizations[]={6,7}; init=@"format [""BIS_patrolLength = %1"", _PatrolLength]"; }; class Item1 { position[]={@_Insertion_X + 5,@_Insertion_Y,@_Insertion_Z - 1005}; id=1; side="WEST"; vehicle="US_Delta_Force_AR_EP1"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; }; class Item2 { position[]={@_Insertion_X + 10,@_Insertion_Y,@_Insertion_Z - 1005}; id=2; side="WEST"; vehicle="US_Soldier_Marksman_EP1"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; }; class Item3 { position[]={@_Insertion_X + 15,@_Insertion_Y,@_Insertion_Z - 1005}; id=3; side="WEST"; vehicle="US_Soldier_Sniper_EP1"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; }; class Item4 { position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z - 1005}; id=4; side="WEST"; vehicle="US_Delta_Force_M14_EP1"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; }; class Item5 { position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z - 1005}; id=5; side="WEST"; vehicle="US_Delta_Force_Medic_EP11"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 1000}; special="FLY"; id=8; side="WEST"; vehicle="UH60M_EP1"; leader=1; skill=0.600000; text="H1"; init="this setCaptive true"; }; }; class Waypoints { items=3; class Item0 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z}; type="TR UNLOAD"; combat="STEALTH"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 8000}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z}; type="LOAD"; expActiv="H1 land ""GET IN"""; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X + 10,@_Insertion_Y,@_Insertion_Z + 20}; id=7; side="LOGIC"; vehicle="AmbientCombatManager"; leader=1; skill=0.600000; synchronizations[]={0}; init=@"format [""BIS_acmIntensity = %1; BIS_civLifeValue = %2"", _ACMIntensity, _CivilianLife]"; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X + 5,@_Insertion_Y,@_Insertion_Z + 20}; id=6; side="LOGIC"; vehicle="SecOpManager"; leader=1; skill=0.600000; synchronizations[]={0}; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X + 15,@_Insertion_Y,@_Insertion_Z + 20}; id=9; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; skill=0.600000; synchronizations[]={0}; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z + 20}; id=10; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; skill=0.600000; synchronizations[]={0}; }; }; }; class Item6 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z + 20}; id=11; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; skill=0.600000; synchronizations[]={0}; }; }; }; }; class Markers { items=1; class Item0 { position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z}; name="Insertion"; text="@str_temp_secops_insertion"; type="mil_start"; colorName="ColorGreen"; }; }; class Sensors { items=6; class Item0 { position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z - 20}; a=0.000000; b=0.000000; interruptable=1; type="END1"; age="UNKNOWN"; text="Good ending"; expCond="BIS_ending == 3"; class Effects { }; }; class Item1 { position[]={@_Insertion_X + 30,@_Insertion_Y,@_Insertion_Z - 20}; a=0.000000; b=0.000000; interruptable=1; type="LOOSE"; age="UNKNOWN"; text="Bad ending"; expCond="BIS_ending == 1"; class Effects { }; }; class Item2 { position[]={@_Insertion_X + 30,@_Insertion_Y,@_Insertion_Z - 25}; a=0.000000; b=0.000000; interruptable=1; age="UNKNOWN"; text="Player squad destroyed"; expCond="{alive _x} count (units (group player)) == 0"; expActiv="BIS_ending = 1"; class Effects { }; }; class Item3 { position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z - 20}; a=0.000000; b=0.000000; interruptable=1; type="END2"; age="UNKNOWN"; text="Moderate ending"; expCond="BIS_ending == 4"; class Effects { }; }; class Item4 { position[]={@_Insertion_X + 35,@_Insertion_Y,@_Insertion_Z - 20}; a=0.000000; b=0.000000; interruptable=1; type="SWITCH"; age="UNKNOWN"; text="All disembarked"; expCond="({(vehicle _x) == H1} count (units (group player))) == 0"; expActiv="BIS_handle = [] spawn {sleep 10; BIS_SOM_mainScope setVariable [""paused"", false]}"; class Effects { }; synchronizations[]={0}; }; class Item5 { position[]={@_Insertion_X + 40,@_Insertion_Y,@_Insertion_Z - 20}; a=0.000000; b=0.000000; interruptable=1; age="UNKNOWN"; text="Leader disembarked"; expCond="(vehicle player) != H1"; expActiv="(units (group player)) orderGetIn false; {_x action [""GETOUT"", H1]; unassignVehicle _x} forEach (units (group player))"; class Effects { }; }; }; }; class Intro { randomSeed=6304771; class Intel { startWeather=0.250000; forecastWeather=0.250000; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroWin { randomSeed=5998595; class Intel { startWeather=0.250000; forecastWeather=0.250000; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroLoose { randomSeed=4592131; class Intel { startWeather=0.250000; forecastWeather=0.250000; year=2008; month=10; day=11; hour=9; minute=20; }; };
  18. Hello all. Is there any resource to lookup what a character or object looks like? For example what do the SEALS in the ACE Navy mod look like? I know I could add every object and look in game but seems like this would be a tool the community would have available?
  19. Hi All, in my opinion dynamic missions are the gold standard. No one know EXACTLY what to expect. The stock single player combat scenario is awesome but cannot be played coop. Cipher missions are excellent but have limitations and should be expanded. At the very least I am hoping that there is a thread or sticky that lists the current dynamic missions available. I wills start with my limited knowledge. EDIT: I AM NOW ADDING FEEDBACK FROM THE COMMUNITY INTO THIS FIRST POST SO IT WILL ACT AS A RUNNING LIST. PLEASE LET ME KNOW IF YOU SEE AN ERROR. CHEERS. COOP 1. Cipher Vanilla and OA 2. MCC Sandbox 3. Cobalt File Singe Player 1. Stock Combat Scenario (My Missions) 2. Cipher Vanilla and OA 3. Flashpoint Chernarus 4. Flashpoint Takistan 5. MCC Sandbox Can anyone else add to this list?
  20. -UF-

    Dynamic Missions

    Added a new dynamic mission http://www.armaholic.com/page.php?id=15848
  21. -UF-

    Dynamic Missions

    Just added a new one to both COOP and Single: MCC Sandbox is a mission createor which allows you to create patrol "zones" for enemies, which gives the opportuniy for a decent degree of dynamicism. http://forums.bistudio.com/showthread.php?t=112854
  22. Hello, in the single player combat scenario I cannot choose my units or initial loadout. It defaults to a German unit with G36k's. I love this stock mission because it is dynamic, but is there anyway to change the default unit and loadout in some kind of config file or mod? Thanks!
  23. Thanks for the feedback everyone. I got some answers in another thread. http://forums.bistudio.com/showthread.php?p=1878005#post1878005
  24. Hello, in the single player combat scenario I cannot choose my units or initial loadout. It defaults to a German unit with G36k's. I love this stock mission because it is dynamic but is there anyway to change the default unit and loadout in some kind of config file or mod? Thanks!
  25. Excellent - this is very helpful. I will try it soon. Thanks. EDIT: Works like a charm wow what a difference.
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