ZeeSquared
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Everything posted by ZeeSquared
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Adding a BAF backpack to an ammo crate ...
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, all! We run Domination on our server. It uses Xeno's x_weaponcargo.sqf script for generating weapons & ammo in the Domination ammo crate. Here's a code snippet: x_weaponcargo.sqf We use BAF soldiers in Domination and I notice that the models have backpacks on them; however, unless chosen from the editor specifically the soldier won't have a backpack option. I was wondering if it's possible to add a backpack to Xeno's ammo crate so players can choose one if they wanted? I tried adding this code below but it didn't work. (FYI: I'm a total newbie at scripting): _awc(US_Patrol_Pack_EP1,100) I also couldn't find the BAF backpack class name in the ARMA 2 library. In addition we have an ammo crate script separate from Domination's. The code is as follows: I tried adding: _this addWeaponCargo ["US_Patrol_Pack_EP1", 100]; ... but it didn't work as well. Would anyone know how to add the backpack to this script? Thanks in advance! -
Playing custom music when user starts / joins mission ...
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would anyone know how to play custom music once the mission starts like in Domination? So far I have the following in my description.ext file: description.ext class CfgMusic { tracks[] = {}; class vonBondies { name = ""; sound[] = {"sounds\acme\vonBondies.ogg", db+0, 1.0}; }; }; I noticed that playMusic is used in the Domination introduction file. But I'd like a simpler method if it's possible. I can't for the life of me figure it out. Below is how Domination does it ... x_intro_old.sqf // by Xeno #include "x_setup.sqf" if (!X_Client) exitWith {}; disableSerialization; d_still_in_intro = true; sleep 4; #ifndef __OA__ playMusic "suzieQ"; #else playMusic "suzieQ"; #endif #ifndef __TT__ titleText ["D O M I N A T I O N ! 2\n\nOne Team", "PLAIN DOWN", 1]; #else titleText ["D O M I N A T I O N ! 2\n\nTwo Teams", "PLAIN DOWN", 1]; #endif sleep 14; titleRsc ["Titel1", "PLAIN"]; d_still_in_intro = false; if (d_reserverd_slot != "") then { if (str(player) == d_reserverd_slot) then { execVM "x_client\x_reserverdslot.sqf"; }; }; sleep 10; #ifndef __ACE__ if (!isNil {__pGetVar(d_p_ev_hd)}) then {d_phd_invulnerable = false}; #else player setVariable ["ace_w_allow_dam", nil]; #endif (suzieQ.ogg is our custom music file defined in description.ext) ... I'll poke around some more but if someone has any ideas, please let me know. Thanks in advance! -
I recently started playing again and I was greeted with this error after loading the game once, closing it to change the default face to a custom one, and then reloading it again. I'm not sure what caused the problem as everything was fine before. This is what the ARMA 2 Report File shows: ===================================================================== == D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe == "D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -noSplash "-mod=EXPANSION;ca;baf" ===================================================================== Exe timestamp: 2011/07/16 16:30:13 Current time: 2011/07/16 16:31:56 Version 1.59.79384 Check failed, sizes are different I downloaded the recent ARMA 2 and ARMA 2: OA patches and installed them again to see if that'd fix it but it's still not working. No clue as to what's causing the error.
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ACE 1.9 (Advanced Combat Enviroment) for OA/CO
ZeeSquared replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Since the latest 1.9 Update 2 I haven't been able to use the changeable glasses (which includes masks, balaclavas, etc). In 1.9 Update 1 I was able to do so with the following settings in the ace_clientside_config.hpp file: /*////////////////////////////////////////////// //CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame //-------------------- //FEATURES: Lets you choose different glasses //--------- //TO ENABLE: Please ADD your Player Profile Name //---------- //EXAMPLE: //-------- //#define ACE_IDENTITY John Doe // // // // ////////--E D I T below THIS LINE--//////////*/ #define ACE_IDENTITY =AFC= ZeeSquared =AFC= ZeeSquared is the profile name I use and it's spelled correctly (including the space in between). Like I mentioned this worked in 1.9 Update 1 but in 1.9 Update 2 it stopped functioning. UPDATE: Did some more searching and found this: http://dev-heaven.net/issues/18343 Thanks for the fix, Sickboy! -
How to show a picture of a rifle in a hint via parseText?
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't for the life of me figure this out. I searched the forums via Google with: site:forums.bistudio.com cfgweapons picture Lots of good results came up, but I couldn't get either to work unfortunately. What I'm trying to accomplish is putting an image of a rifle on a hint pop-up. The code I have so far is this: hint parseText format ["<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "Rifle" >> M14_EP1 >> "picture")]; Everything shows up correctly with the exception of the image of the rifle. Could someone point me in the right direction? Thanks in advance! :D -
How to show a picture of a rifle in a hint via parseText?
ZeeSquared replied to ZeeSquared's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You rock, shk! You've helped me many times on here and I can't thank you enough. This did the trick: getText (configFile >> "cfgWeapons" >> "M14_EP1" >> "picture") The whole thing would look like this: hint parseText format ["<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "M14_EP1" >> "picture")]; -
How to show a picture of a rifle in a hint via parseText?
ZeeSquared replied to ZeeSquared's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Small bump. :o -
Thanks a ton for the hard work and dedication! Our squad is anxiously awaiting the Fallujah version. I tried using the coordinates from sowens's version found here, but failed miserably. The grid squares pop up, but the ammo caches do not spawn and the MHQ, while deployable, doesn't teleport the rest of the vehicles next to it. Will the Fallujah version be out next release? If not, is there a way to import it into the mission? Thanks again!
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Xeno, Thank you for all your hard work. We run a custom version of Domination 2.54. We love it because of its stable code. I was wondering if you'd have an estimate on the next stable version of Domination? Will it stop at 2.57z or 2.58? The reason I ask, is because we'd love to customize 2.57p with all the new features, but I see there are multiple updates to it so we'd rather wait for a stable version before we add our custom scripts / mods. Thanks again for feeding our addiction!
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Mission Rotation & Dedicated Server Showing Single Player Missions
ZeeSquared posted a topic in ARMA 2 & OA - Servers & Administration
We run three missions on our server, but sadly we can only initiate one at the moment. Here's part of our server.cfg: // VOTING voteMissionPlayers = 1; voteThreshold = 0.25; // MISSION CYCLE class Missions { class Domination_Chernarus { template = "ACME_Domination_BAF.Chernarus"; difficulty = "veteran"; }; class Domination_Takistan { template = "ACME_Domination_BAF.Takistan"; difficulty = "veteran"; }; class Evolution_Lingor { template = "GITSEvolutionLingor_v2.Lingor.pbo"; difficulty = "veteran"; }; }; When we log in as admin and do '#missions', the mission selection list shows the appropriate mission, but it also shows all the missions on the admin's personal computer. I'd imagine that it would only show the missions available on the dedicated server, no? If we select for example ACME_Domination_BAF.Chernarus, it'll load, but with the admin's ARMA 2 profile settings and not the server's. Would anyone know how to set it so that we can get a mission selection screen with only the dedicated server's mission list? That, as well as being able to vote on a mission? Because at the moment even doing '#vote missions' will throw you to the mission selection screen, causing the same problems as mentioned above. Is there a method to auto-rotate the missions, so that once the first one completes it'll auto load the next one without having someone needing to log in and hit 'Continue?' I've read the Wiki's server.cfg file, but for some reason we can't get it to auto rotate missions or even show a selection for the missions when we declare them under Class Missions. If this is how it's intended, then please disregard. :) -
Great work, Joehunk! I was wondering ... on our edit we're having a problem where the medic mashes don't allow the usual "Heal at Field Hospital / Mash" option when injured. Is this intended with ACE? We have ACE wounds enabled via the game logic in the mission. I notice that even with a combat medic, morphine, and epinephrine, we'll still get the occasional groan and moan when healed to 100%. This leads us to believe that we're still a bit injured and should heal at the field hospital / mash, but sadly we don't get the option to do so and still get the groans / moans. ... tad bit off topic. But thanks in advance! (We look forward to running your Warfare version soon!) :D
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
ZeeSquared replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We just started to run ACE in our squad and we love it. To be honest I can't even bring myself to play the game without it now. Thanks so much! -
ArmA II Photography I: Questions. Comments & Discussion
ZeeSquared replied to =Spetsnaz='s topic in ARMA 2 & OA - GENERAL
Would anyone know how to use the AH-1Z that Sabre has in his post? I have ACE and ACEX. -
How to attach a marker to vehicle, then fading it once destroyed?
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did a Google search via: site:forums.bistudio.com attach marker vehicle and a lot of good results showed up. Unfortunately the threads are old and I didn't want to necro them. ... plus I tried some of the methods in those threads and I unfortunately couldn't get them to work. (I'm still quite new at scripting). ... nonetheless I found kylania's Web site and managed to pick up a script snippet for a vehicle marker that seems to be working. It works by setting a marker on the map, naming it, and then calling it in the vehicle's init line. So far I have orange dot markers on 6 vehicles and it works. Here's the code below: null0 = [] spawn {while {not isnull yourVehicleNameHere} do {"yourMarkerNameHere" setMarkerPos getPos yourVehicleNameHere; sleep 0.5;}; }; I was hoping if someone could help me enhance it by: Set a mil_dot marker on a vehicle and color it orange. Have a custon name show up for the vehicle next to the marker. For example, our squad's A-10 shows up as an orange ACME A-10. (Already done, but not sure if there's a better way of doing it). Not have the marker show up on the map until a player gets in the vehicle. Then once the player exits the vehicle and abandons it, the marker stays visible on the map for 2 hours and then disappears, starting the process over. Or have it stay for 30 minutes after the vehicle has been completely destroyed. (Trying to avoid cluttering the map). I have a wonderful vehicle respawn script by Tophe where I set all vehicles to respawn to their original location after 2 hours once abandoned, 30 minutes once destroyed. My thinking is that if someone gets in the vehicle, a marker will attach to it, follow it, and once the person leaves the vehicle after it's been 2 hours it'll respawn, resetting the vehicle marker script and awaiting for someone else (or the same person) to enter it and start the marker process over again. I wonder if it's as easy as just making the marker script and executing it in Tophe's vehicle respawn parameters? Having the marker become 50% transparent once the vehicle is damaged. Having the marker turn gray once it becomes a wreck then adding "(Wrecked)" to the custom marker name followed by a 30 minute timer counting down before it respawns. Example: ACME A-10 (Wrecked) 00:25:30. Somehow sending a global hint letting the players know the vehicle has been wrecked with the type of vehicle and a picture. See below for an example (via kylania): Anyone up for the challenge? I hope it's possible. Heck, I'm starting to think that anything is possible in this game. I mean ... I saw kylania turn a Chinook into a tanker to refuel choppers mid-air. Talk about cool. If anything I would love to at least have some way to change the transparency on the markers to let our players know when the vehicle has been damaged and then a different color once it has been destroyed. :D I wish I knew the language that well to do this on my own. But for now I could use all the help I can get. Thanks in advance! -
How to attach a marker to vehicle, then fading it once destroyed?
ZeeSquared replied to ZeeSquared's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I understand that, CarlGustaffa. I hope the tone in that quote didn't come off as me being pretentious and demanding. I appreciate those who can script on here. I am very thankful for their time. You can search my posts and threads to see that I put a lot of thought into a post to make sure I make it as clear and concise as can be. (Which is why they are usually quite long heh). I'm a JavaScript developer and I know how much of a pain it can be seeing posts on a forum for people demanding stuff done for 1) Free. 2) Right away. I can assure you that I am not one of those users (like mentioned: feel free to read all my posts / threads). I do not for one second expect people on here to script exclusively for me. If I did, I'd offer some type of compensation for their time. Also, my original posts has no edits so I did not add this after the fact, but I do remember saying ... ... as you can see, I asked for help. I suppose the challenge bit can be seen as in bad taste, depends on how you read it. Oh, and I am indeed up for it as well. I asked kylania for some tips in a PM and I'm starting to read Taurus's tutorial on SQF scripting. Hopefully I'll be on the other end offering help on here once I understand the language. -
How to make the AI not killable while using an object?
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to make a static machine gun take no damage and also have the AI manning it not killable? I dropped a machine gun tripod that's manned by the AI and set it to not take damage. The tripod never gets destroyed but the AI manning it can take damage and die. Is there a way to prevent this? Thanks in advance. -
How to make the AI not killable while using an object?
ZeeSquared replied to ZeeSquared's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That works awesome for the BAF machine gun tripod and anti-aircraft pods. Thank you! I tried putting the code in an AI-manned Jackal which has 3 crewmen but only one of them was not able to be killed. Does it have to do with the 'select' command? Thanks again! (: -
I like how Domination makes the player names "digital" ... somewhat. It beats the default green text IMO. Would anyone know how to do this? I would love to somehow tie it to add the squad tag to the name as well. For example on our server I would have "=AFC= ZeeSquared (ACME Fighting Company)" show up as the player name in-game. Maybe have it to where it checks if the person is in the squad and then adds the full squad name to their player name. I'm new at scripting so unfortunately I can't do this. But I would love to learn how! Thx in advance.
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oa server auto load domination map
ZeeSquared replied to weedkiller's topic in ARMA 2 & OA - Servers & Administration
It seems that you're missing a left brace with a semicolon to end the class Missions statement. I'll highlight it in the code. It should look like this ... class Missions { class COOP_Domination { template = "1Para_Domination_2_BAF_54.Takistan"; difficulty = "regular"; }; [color="DeepSkyBlue"][b]};[/b][/color] The blue part is what you are missing I believe. Let me know if this works. -
Rotating / Cycling Missions
ZeeSquared posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
We use two custom versions of Domination on our server. One runs Chernarus and the other runs Takistan. What I'd like to do is have the Chernarus map play first and after 8 towns are taken have the Takistan map run. For some reason I can't figure out how to cycle / rotate these missions automatically even after editing the server.cfg to this: // VOTING voteMissionPlayers = 1; voteThreshold = 0.25; // MISSION CYCLE class Missions { class Domination_Chernarus { template = "ACME_Domination_BAF.Chernarus"; difficulty = "veteran"; }; class Domination_Takistan { template = "ACME_Domination_BAF.Takistan"; difficulty = "veteran"; }; }; When I log on to our server I don't see a mission list under Server Control. I logged in as admin and typed the command #missions and it gives me a screen to choose a mission. In there I can see our custom Domination maps, but it's full with other multiplayer coop missions that are not uploaded on our server. If I choose our custom Domination map, it loads, but I'm not 100% sure if it's loading from the server or from my personal computer. Any help is appreciated. Thanks in advance! -
Mando Missile ArmA for ArmA 2
ZeeSquared replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm glad to help! Even if it was accidental. :D I feel like a pest, but is it a feature for the MMA flares to not rearm at the chopper and jet service stations? I also notice that when rearming, the original flares / chaffs are removed (at least on the A-10). For some reason the MMA chaffs don't rearm still. The only way we can get them to do so is by using the MMA rearm feature via the ammo truck. Speaking of the ammo truck ... Once it gets down to 0% where do we execute this code in order for it to go back up to 100%? ammo_truck setVariable ["mando_source_level", 100]; On a hunch I put it in the ammo truck's init line, but it didn't work. (Then again I'm a complete noob at scripting hehe). Thx again for your time. [EDIT]: I figured it out. The rearming of the MMA flares issue was with Domination. We use the 2.11 version that has Chernarus and it doesn't include MMA in it, thus some variables were missing. What I did to "fix" it was open up the \x_common\x_reload.sqf file on an already compiled version of Domination that includes Mando Missiles in it. In there look for the code ... if (local _object) then { _samsleft = _object getVariable "mando_flaresleft"; _maxsams = _object getVariable "mando_maxflares"; if (!isNil "_samsleft" && !isNil "_maxsams") then { _object setVariable ["mando_flaresleft", _maxsams, true]; if (!isDedicated) then {[_object, "Reloading countermeasures..."] call XfVehicleChat}; }; }; ... then put that in your \x_common\x_reload.sqf file right after the code: _object setVehicleAmmo 1; I'm not sure if this is a sure-fire way to do it, but it works on our server and the MMA flares now rearm at the vehicle service station. In regards to the ammo truck ... It never occurred to me to just drive it to a vehicle service station. LOL. That fills her up back to 100%. -
Mando Missile ArmA for ArmA 2
ZeeSquared replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks so much, Mandoble. You rock! I was wondering if it's possible to set the BAF Wildcat as a laser designator? I tried putting in the code below in the init.sqf file, but it didn't work. mando_lasers = ["Laserdesignator","AW159_Lynx_BAF"]; I thought it'd be neat if you could transmit laser targets via MMA with the Wildcat. -
Mando Missile ArmA for ArmA 2
ZeeSquared replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks so much for replying, Mandoble, and thank you for your time! Ah, that makes sense then. So with MMA if a missile is used and a target is destroyed with said missile, it won't show a kill on the score chart? For instance right now on our server if we use the BAF AH1 and shoot an AGM Hellfire at a tank, the pilot / gunner can confirm the kill visually, but on the score chart nothing shows up at all. Not even a tally. The only thing that does show up are kills confirmed without using the missiles such as the cannon or rockets on the BAF AH1. Without MMA installed the missile kills register and show up on the score chart. If this is how it's supposed to be, then please ignore my ignorance. Still kind of new to all this. :D -
Mando Missile ArmA for ArmA 2
ZeeSquared replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We seem to be having the same problem on our server. I'm not sure if this is how Mando works either. We're running Chernarus Domination (version 2.11) and installed Mando version 2.4b92. Things are working quite well with the exception of the score count. In our case no scores are showing up when we get confirmed kills with missiles. If we shoot something with Hydras, we get a kill count. Would anyone know how to fix this? Thanks in advance! (: -
Editing, Expanding and Modifying Domination
ZeeSquared replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, all. New to ARMA 2 and editing / scripting in general. The squad mates and I love Xeno's Domination mission. We're having some trouble though. Here's a list - I'm hoping someone can help. Is there a way to set all Domination parameters in a file so it can be run once upon startup? Or does an admin have to come on and set them manually one-by-one under 'Parameters' when being the first to login to the server? Respawn time for vehicles. When a chopper wrecks the wreck will not show on the map and it'll respawn in no less than a minute (almost instant). We've set the parameters for Domination to have wrecks stay for 120 minutes but it doesn't seem to work. When I compile Domination with the Revive Script the mission, reviving, and healing all work with the exception of not having the 'Save Gear' option when near an ammo box. When I remove the Revive Script, the 'Save Gear' shows up again. Anyone having the same problem? How can this be fixed so that the Revive Script runs along side with the 'Save Gear' option? Squad only vehicles. I was on a server that restricted the AH-64D and A-10 to squad only. I thought this was clever! How would I go about doing this for our server with Domination's A-10 and AH-64D reward vehicles? Tips, MOTD, and hints. I saw a server have its rules on a specific object. For example there was a small bulletin object placed near the base and once you were near it you could click on it to view squad info, team speak info, etc. The server also had it so that once someone spawned in a transparent hint popped up with the server rules and I had to hit 'Continue' in order to proceed. Would anyone know how to make this? The default West mission is awesome. I do see some servers running a BAF version of Domination. Is this available for download? If not, how would I go about converting BAF units to Domination? NON DOMINATION QUESTION: Is there a way to have multiple admins on at once and not just one? Thanks in advance for all the help! I really appreciate it. I've been searching all evening via Google doing "site:forums.bistudio.com [search string here]" for most of these question and couldn't find anything. Going to give my eyes a break. :) Thanks again!