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Everything posted by Joe98
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How to stop the name of the waypoint disappearing?
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I place 3 waypoints on the map and name them: ONE, TWO and THREE. Load the scenario and the name of and the distance to the first waypoint appears in orange text and I start to walk towards it. After a few seconds the name disappears. The orange waypoint marker is still on screen so I can still walk towards it. Only the name has disappeared. I reach waypoint ONE and on screen appears, in orange text the name of and distance to waypoint 2. I start to walk towards it and the name disappears. It is handy to know which waypoint I am walking towards. How do I keep the name on screen? -
help with the mission editor and waypoints
Joe98 replied to jpr29's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a whole section of the forum devoted to editing. Mysteriously it does not fall under "Arma 2 - Operation Arrowhead / Editing". Seek and ye shall find. -
How to use: setWaypointPosition
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is "group player" ? -
How to link a civilian with a random way point?
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I place a soldier on the map. I give him 1 way point. The way point has a radius of 500 meters. Every time the mission starts, the actual way point will be somewhere random within the circle. I place a civilian at the way point. The intention is to meet the soldier at the way point. Of course the civilian starts at the same spot every time whereas the way point is random! How can I connect the civilian to the way point? I have tried Group and Synchronize. -
I have a Retail CD of Arma 2 and Arrowhead on Steam. How do i activate CO?
Joe98 replied to dbx125's topic in ARMA 2 & OA - GENERAL
Operation Arrowhead needs to be installed in the same folder as Arma 2. You know you are successful when you start the game, open the editor and the maps of both games appear. -
My vote would be to expand the Eastern Front. Start with Poland 1939 then: - a number of famous engagements around the Eastern Front - maps covered in snow - maps covered in mud - then add British troops together with new Western Front map(s) and a North Africa map.
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We need a STICKY THREAD of working examples of the scripting commands!
Joe98 replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
On the Wiki, in a few commnds there is an example. However most commands do not have an example. The current Wiki is just fine as it is. Each command just needs one or 2 real life examples. With these examples people can mostly work how to complete our specific task. -
This is how I understand it. If you have a 32 bit computer, the computer cannot use more than 2Gig of RAM. If you have a 64 bit computer, the computer can use up to 8Gig of RAM. If you install a 32 bit programme on a 64 bit computer, the computer will use all the 8Gig RAM. Its not the application using the RAM, it is the computer using the RAM. Perhaps a PC expert can confirm this is correct.
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Infantry Combat-Boring and Unrealistic?
Joe98 replied to THEBLITZ6794's topic in ARMA 2 & OA - GENERAL
In real life you have a squad on patrol and bumps an enemy squad. If neither side has any support they will exchange a few shots and both bug out. If one side has another squad nearby that squad will typically try to flank the enemy. If both squads have a friendy squad nearby both try to do the same thing - Once the 2 commanders work this out then again fire a few shots and bug out. Close infantry combat can be everything from scary to boring. The game does this very well. The solution is that every patrol is scored with points of some sort. So, 2 squads of equal size on patrol, they bump, exchange a few shots and bug out. Both sides gain points for taking prisoners and killing the enemy. It is likely to end in a draw which is authentic. -
How to start a mission with an enemy as a prisoner.
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wish to start a mission with a prisoner being escorted to the rear area. The guard and the prisoner are both on foot. The prisoner of course has no weapons. How to create a man as a prisoner so that nobody will shoot him? . . -
How to start a mission with an enemy as a prisoner.
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This works just fine thank you. However the prisoners run away! I was trying to make a scene where prisoners are marching along a road. How can I stop the prisoners running away? . -
Any good program/tutorials for mission making?
Joe98 replied to Sakowski's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Search Youtube and there are some good videos. There is one series of 9 videos but I forget the name. Some tips for absolute beginners: Whilst you are opening the editor you will be asked to select a map. Do so. The first step is to Save the file. Select "Save". Here you name the mission. You might choose to name it Red Widget Seven. Later on, when you go to play the mission, you will see it named "Red Widget Seven" However, if you ever went looking for it on your hard drive it will appear as Red20%Widget20%Seven. Which is very confusing!. So, the best name is Red_Widget_Seven. Then, wherever you look, the mission will be named "Red_Widget_Seven" There is a drop down below with 3 options: User Export to single player mission Export to multi player mission If you select "User", you can't play the mission on your own computer rather, you can only play it from within the editor Instead you need to select "Export to Single Player Mission" at which point you can play it on your computer and or upload the mission to the forum ============================= Now click on the weather button. At the top is a cell where you can type a name. You can leave this blank. Or type any name you want. If you type a name here, this name will override ‘Red_Widget_Seven†and then you get confused so use the same name! If you leave it blank, The computer then adds the name of the map onto the name of the mission. On the Desert map the name is now "Red_Widget_Seven_Desert" This is useful but can also be confusing. So make sure the name is typed here as well! ========= = = = = ==================== Also here on the weather screen, you will select which side the independents are on ========= = = = = ==================== To zoom in and out of the map you use the mouse wheel just as you do in the game. To move around the map, hold down the right mouse button and drag the map around. ========= = = = = ==================== Select “F1†and double click on the map. Here you add individual soldiers to the map. One soldier on the map must be set as “Player†( that’s you). If nobody is set as “Player†you cannot play the scenario. Other soldiers can be set to “Playable†or set to “Non-Playable†as you see fit. ========= = = = = ==================== Again, select “F1†and double click on the map. Play with the drop down menus and learn that you can add fortifications, burnt out vehicles and a great list of items to the map. ========= = = = = ==================== Again, select “F1†and double click on the map. Place a second soldier on the map near to the first. Note a blue line is automatically drawn from the leader to the subordinate. Now select “F2 Groupsâ€. Now you can drag the blue line away so he is no longer subordinate. Now select "F1". You can no longer drag the blue line around. If you are not currently in “F2 Groups†mode you cannot drag the blue lines around at all. ========= = = = = ==================== Select “F4†and place 3 waypoints on the map. Now select “Preview†and have your soldier walk from one waypoint to the next. Exit and return to the Edit screen. Now double click on each waypoint. The screen opens and you can give each waypoint a name. Now hit Preview and again walk the soldier through the 3 waypoints. Note the names on the screen. ========= = = = = ==================== Again, select “F1†and double click on the map. Place an Opforce soldier on the map. There are now 2 x Blue Force soldiers and 1 x Opforce soldier on the map. Now click on each of the 3 soldiers on the map and give each a name. Blue1 Blue2 and Red1 will do as names. Now we are going to create triggers to end the scenario. The first ending is that you have killed the Opforce soldier. Select “F3 Triggers†and double click on the map. Name this trigger “Opforce_killed†From the drop down select “ending 1†In the cell named “ Condition" type (!alive Red1) including the brackets The second ending is that you are killed Select “F3 Triggers†and double click on the map. Name this trigger “I_Am_killed†From the drop down select “ending 2†In the cell named “ Condition" type (!alive Blue1) including the brackets The third ending is that the mission ends after 2 minutes. Select “F3 Triggers†and double click on the map. Name this trigger “Out_Of_Time†From the drop down select “ending 3†In the cell named “ Condition" type time > 120 Now avoid that Opfprce soldier for 2 mins and the mission ends ---------- Post added at 12:13 PM ---------- Previous post was at 12:06 PM ---------- A bit on triggers =========== Present: For example if a Blue force soldier enters the area Not Present: For example if a Blue force soldier starts in the area. The trigger fires if he leaves the area. Detected By: For example, a red force soldier who may or may not start in the area detects that a Blue force soldier enter the area of the trigger then the trigger fires. A bit on Synching = = = = = = = = = Place yourself on the map in a place where you can watch the action. Place 2 more men on the map Give each man some waypoints. For man 1: Waypoint 1 is 50 meters to his front: Waypoint 2 is 100 meters further on: Waypoint 3 is 50 meters further on: Waypoint 4 is 50 meters further on for a total of 250 meters For man 2: Waypoint 1 is 100 meters to his front: Waypoint 2 is 50 meters further on: Waypoint 3 is 50 meters further on: Waypoint 4 is 50 meters further on for a total of 250 meters Now Synch both of the waypoint 1's to each other and Synch both of the waypoint 3's to each other Both men start together but man 1 reaches his waypoint 1 first. Because they are Synched, he will stop and wait till man 2 has reached his first waypoint. Then with man 2 having a 50 meter lead they both continue to both their waypoints 2 and then onto their Waypoints 3. At which point man 2 will stop and wait till Man 1 has reached his Waypoint 3. Then both men will continue and reach Waypoint 4 at the same time. SET UNIT STANCE = = = = = = = = = = = = For this to work each unit must have a name. FRED setUnitPos “DOWN†- unit goes prone JACK setUnitPos “UP†- unit stands up HARRY setUnitPos “MIDDLE†- unit kneels REMOVE WEAPONS, REMOVE OTHER EQUIPMENT ADD WEAPONS AND ADD OTHER EQUIPMENT = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = removeAllWeapons this; {this addMagazine "20Rnd_762x51_B_SCAR"} forEach [1,2,3,4,5,6]; this addWeapon "SCAR_H_CQC_CCO"; {this addMagazine "HandGrenade_West"} forEach [1,2,3,4,5,6]; this removeWeapon "itemGPS"; this addWeapon "Binocular_Vector" Example 2 ------------------ removeAllitems this; removeAllWeapons this; Example 3 ------------------ this addWeapon "Binocular"; {this addMagazine "Handgrenade_East"} forEach [1,2,3,4] THE MORTAR UNIT = = == = = = = = = = = {this addMagazine "8Rnd_81mmHE_M252"} forEach [1,2,3,4,5] DELETE COPY AND PASTE = = = = = = = = = = = = = = = = = To delete a unit: select the unit, make sure the mouse remains centred over the unit, then hit Delete To copy a unit: Select the unit and Ctrl C To paste a unit. Ctrl V. It will be stacked with the original unit. Move one to separate them. How to make an object appear in a random location on a map = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Place a series of markers on the map Place an object (such as a chair) on the map Select F2 group mode. Group the chair with all of the markers. Every time the mission starts, the chair will start at random in its original location or on one of the markers. In Group mode you cannot see the markers. Select the chair and drag the group line near to the marker location. Move the mouse about till you find the marker. How to make a trip flare = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = In a trigger in the field named On Activation type this: flare = "F_40mm_White" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150]; Typing in the “init†line = = = = = = = = = = = = = = = place cursor in text and hit F1 and see a description F2 Groups = = = = = = = = = = = = = = = drag line from one subordinate to the leader now drag a line from the second subordinate to the first subordinate and we find that the second subordinate is actually grouped with the leader A trigger to detect if all 3 units are destroyed = = = = = = = = = = = = = = = = = = = = = = The 3 units are named tung1 tung2 tung3 In the Condition cell type: !(alive tung1) && !(alive tung2) && !(alive tung3) -
I have been searching the class list and searching this forum and I cannot find the name of the smoke rounds for the M252 mortar. Are there any smoke mortar rounds? What is it's class name?
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M252 mortar smoke rounds
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It tried WP. It has the same effect as HE. -
I have the class name for mortar ammo
Joe98 posted a topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
The class name for the mortar is: LIB_GrWr34 The class name for the ammunition is: LIB_8Rnd_81mmHE_GRWR34 I cannot find a smoke round either for the Operation Arrowhead mortar nor for the Iron Front mortar. -
Deep Silver announces“D-Day� DLC for Iron Front– Liberation 1944
Joe98 replied to jibemorel's topic in IRON FRONT: LIBERATION 1944 - GENERAL
And what will be the size of the download? I am interested so long as not too big -
Classnames
Joe98 replied to hellfire257's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
What is the class names for mortar ammo? That would be HE and smoke. . -
Cant post on Iron Front forums
Joe98 replied to Matt68046's topic in IRON FRONT: LIBERATION 1944 - TROUBLESHOOTING
Me three I have the same problem -
Learning to master the UH-1H
Joe98 replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
That is exactly what I do. With an A10 for example, having flown over the target I now need to turn, bank and return to the target. Flying at 400kph how long should it take to do this? In movies it seems to take a matter of seconds. With a helicopter flying at say 100kph how long should it take to do this? In movies they seem to turn on a dime. I am now flying a Little Bird helicopter on a heading of 180. I wish to turn right just a bit to a heading of 200. The helicopter rolls but it is near impossible to make the nose point in a different direction. The only controls available are: Bank Right Right Turn Right Pedal Nose down Nose up Which is the correct combination of controls to achieve the change in direction? . -
What mission is good to learn the game?
Joe98 replied to kolpo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Instead of the ffee version, once you buy the game ( get Combined Operations) there is an area called the Armoury. You are given lots of mini-missions, attack, defend and many others. It gives you the chance to try out every weapon, vehicle and aircraft in the game. Its great! . -
Learning to master the UH-1H
Joe98 replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Now flying on a heading due north. When turn any aircraft it will tend to roll. My aircraft hate banking. As a result I fly north upside down. Well no not exactly correct. I had always expected the controls to be cartoonish. Instead, I find each aircraft/helicopter has a different sized turning circle. I don't know what the turning circle of each aircraft is so.....instead of changing the heading the aircraft rolls. If I allow a turning circle that takes as long as 3 mins I can fly over a ground target, bank, turn and once again head for the target. As this is a game I had expected I could turn on a dime. Why is is that helicopters cannot turn on a dime? -
Learning to master the UH-1H
Joe98 replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
We know that the default key for Throttle Up is "Q". I have now learnt there is a "Throttle Down" - the standard is "A". Throttle Down on a helicopter causes it to lose height but it does not slow down. Throttle down on a fixed with aircraft causes the aircraft to slow - this makes it easier to fire on a ground target. . . -
Is there a command: Set Air Speed?
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I intend an AI pilot to fly an aircraft. I will be on the ground watching. Is there a command to set the speed of the aircraft? "SetSpeedMode" is restricted to Limited, Normal and Full -
Learning to master the UH-1H
Joe98 replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Fixed wing aircraft: If we keep the discussion to turn left then there are 3 keys that can be bound: Left Turn Bank Left Left Pedal (which controls the rudder) Originally I had all 3 bound to the joystick. I have now changed the binding. Left Turn and Bank Left are bound to the joystick My joystick has one sliding type button so this is now bound to Left Pedal. This allows me to move the rudder only a little or a lot as I see fit. It means I can make minor corrections in direction. The continuing problem I cannot resolve is that I over-steer and then I over correct. In the options screen Smoothing is “OFF†When I control a soldier I can have him change direction left with precision. When driving a vehicle I will over-steer and then over correct When flying an aircraft I will over-steer and then over correct. How to fix this? -
Learning to master the UH-1H
Joe98 replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I can't use Fraps :( What is the difference between Left Ruddder and Left Pedal ?