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MortisUmbra

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About MortisUmbra

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  1. MortisUmbra

    AC-130 Script for ARMA2 (0.3)

    Hey again, I've been having massive performance problems when using this script for some reason. Seemed to work fine last week and now it doesn't (not sure if it has something to do with the latest version of ACE or not). But when my player calls in the AC130 and you get the camera view change, you can see the plane shuddering constantly back and forth and it seems to slow the performance to a crawl. Any idea what could be happening? ---------- Post added at 09:48 PM ---------- Previous post was at 09:34 PM ---------- Hate answering my own questions but I've just reverted back to ACE version 1.7.0.442 and the problem I describe (the shuddering plane after transporting into the camera) doesn't seem to happen to such a high degree and performance is a lot better. Any idea what could be going on?
  2. Thanks for the reply Myke. Would the blah be the condition on which the script is activated? For this particular script it's meant to spawn the player with his previously selected gear. So what would the "blah" be?
  3. Hey everyone Firstly I apologise if the answer to this question is somewhere obvious, I've been looking for an answer to this for the last couple of days - yes I've used the forum search and got 500 results, I don't have forever to sift through for an answer. I've googled for ages and looked through the murphey editor manual but cannot find anything that's useful. I'm fully expecting a link to the answer within the first reply, if so then i'm sorry! Such a simple question...how can I put 2 init lines inside a units init box? I've got the unit's init line as: this moveInCargo [insert,0]; I want the unit to start inside the vehicle. However, I also want to run the following script too: player execVM "savegearrespawn.sqf" Basically I want the player to start in cargo on the vehicle (which works perfectly fine!) but I also want it to execute the script "savegearrespawn.sqf" as well. I've tried putting it in afterwards, I get told the script expects nothing. Tried putting in "and" or "&&" and the like but keep getting "missing )" or ";" etc. Is there a way that I can do this? Thanks
  4. MortisUmbra

    AC-130 Script for ARMA2 (0.3)

    Ahhh i finally figured it out! For any other noobs like me wondering how to make the AC-130 available after a certain parameter has been met: On your mission put down the "LDL AC-130 Init" logic and sync it to your player, but do not put down any other of the LDL logics (that's where i was going wrong!) Then create a trigger with a condition and enter one of the command LurchiDerLurch posted in the activation. Sorted! Time for some bombing, thanks for the awesome script!
  5. Thanks Demonized. Spent ages googling for it and never realised it was on the first page of this thread...oops. Thanks again :)
  6. I'm liking how this is working, but I've got a bit of a problem that I hope is nothing major. I've assigned patrol areas to enemy AI, then when i play the mission I keep getting scrolling text to the lower left saying "New Instance" or "Patrol to new position" etc. I also get some sort of table in the upper right of the screen upon start up. Does anyone know what these are and how to turn them off?
  7. MortisUmbra

    AC-130 Script for ARMA2 (0.3)

    Thanks for the reply. That doesn't seem to work though :( I installed the script using the addon method. Do i need to put any scripts inside my mission folder? All I have in there right now are: briefing.sqf description.ext init.sqf mission.sqm I copied and pasted the code posted earlier into the init.sqf file in order to change some of the settings (time until it arrives for testing purposes). I've got the "init" and the "call ac130" game logic (the player controlled one) synchronized to my player. When i preview it I am able to call an AC130 straight away. So I created a trigger, using: Condition: !alive car; On Act: player addAction ["Call AC130", "LDL_ac130\Actions\ac130_action_map.sqf"]; However when i preview again I can still call an AC130 straight away, even though the car is not dead. Any idea what I'm doing wrong? As you can tell, i'm a total noob! Also - I can't seem to destroy tanks...they're completely invincible...
  8. MortisUmbra

    AC-130 Script for ARMA2 (0.3)

    Loving this script, it's awesome. I've been trying to incorporate it into my mission and it works fine, I have the option to call in the AC130 and the UAV without any issues. However I would like give the player the option of doing this ONLY once a certain objective has been completed. I've been googling around now for ages and can't find anything of any use so any help would be greatly appreciated :)
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