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=242= CPT. Helios

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Everything posted by =242= CPT. Helios

  1. =242= CPT. Helios

    Merging Missions?

    Ah! Willdo. Where do I post these tickets?
  2. =242= CPT. Helios

    Moving units on top of buildings

    I'm not sure that the AI will properly path on top of structures, waypoints aren't really just straight lines AFAIK.
  3. =242= CPT. Helios

    Issues regarding scenario folder & unit attributes

    Are you using an underscore when you put the unit name into the init field?
  4. =242= CPT. Helios

    Opening Mission.sqm as text file

    Thanks guys
  5. =242= CPT. Helios

    Merging Missions?

    We lost all the synchronizations though, not fun :(
  6. =242= CPT. Helios

    Cannot set faction specific respawn templates

    I thought description.ext was ignored by 3den and that we lost this functionality.
  7. I need EnableSimulation to run on all clients for my spectators. I have a script that creates a new unit at [0,0,150]ASL and switches the player to that unit. However, when I hide the object and enablesimulation false on the unit, everyone else can still see him! How do I use EnableSimulationGlobal on this unit at a specific time?
  8. My implementation of spectator requires that 1. Players respawn when their faction and personal storage has 0 or fewer tickets. 2. When players respawn, there is no trace of their respawned character anywhere on the map except for position [0,0,150] 3. Virtual spectator units are at position [0,0,150] so they can talk to each other in direct chat without being underwater or appearing in game. Here are the issues. 1. Units respawn and are Visible to admins and other players. 2. Units are not moved to position [0,0,150] 3. Units bodies stand there but are not OnPlayerKilled.sqf private ["_Ticketsremaining"]; _Ticketsremaining = [playerSide] call Bis_Fnc_respawntickets; hint format ["Your faction has %1 tickets remaining", _Ticketsremaining]; [player] join grpnull; //When you die, you're ejected from you group! if (_Ticketsremaining <= 0) then { cutText ["Spectator Mode Initializing, You will respawn as a SPECTATOR", "PLAIN"]; hint "Your Next Respawn will be as a SPECTATOR"; sleep 2; [player] join grpnull; _playerRespawnSpectator = player addEventHandler ["Respawn", { ["Initialize", [player]] call BIS_FNC_EGSpectator; _playerKilledAsSpectator = player addEventHandler ["Killed", { ["Terminate", [player]] call BIS_FNC_EGSpectator; }]; player enablesimulation false; player allowdamage false; hideobject player; [player] join grpnull; player setposasl [0,0,150]; removeallweapons player; removeallassigneditems player; removeBackpack player; removeVest player; removeHeadgear player; removeUniform player; removeGoggles player; }]; [player, 1] call Bis_Fnc_respawntickets; };
  9. =242= CPT. Helios

    Virtual Spectator and TFAR

    Edited question and bumped
  10. =242= CPT. Helios

    Insurgency

    Thanks for your help but defines.sqf in the mission root folder only defines the center position, the AO radius, cache house positions, gun roof positions, illegal houses, etc. EDIT: Nevermind, it was in the "common" folder. I've reduced it down to thermal weapons, javelins, and the m24 as intended for squads. Thanks.
  11. =242= CPT. Helios

    Insurgency

    Post some code snips of everything that you've done so that I can see what you're missing and we can go over possible solutions
  12. =242= CPT. Helios

    Insurgency

    Still wondering about this.
  13. =242= CPT. Helios

    Insurgency

    You should paste code snippets of everything that you've defined so far so that we can see what's missing. I suggest referring back to page 59 and the answers that I had received there as some of them pertain to your issue.
  14. =242= CPT. Helios

    Insurgency

    Wow guys! Thank you so much for this help! JonBon's solution was the missing variable for this problem and now that this array has been expanded to 56 slots from the old 25 the problem has basically evaporated! Thank you for this solution! Now, I have a 2nd question. I am seeking to remove ALL bluforce vehicles from the mission so that I can spawn default vehicles that are always static. This is being done for balance purposes as well as making the bluforce stuff fit in our FOB. How do I properly remove all vehicles. Finally, is there a way to remove limitations on weapons? With these new 9 man squads, each squad now has 2 ARs and can theoretically carry 2 AT weapons because the teams are condensed. How do I remove these limitations? I have been messing with this issue for a long time but always return errors.
  15. 242nd Night Stalkers Volo esse hic Hello, and Welcome to the 242nd Night Stalkers! http://www.youtube.com/watch?v=RX2DzHSF8Zk&feature=relmfu http://www.youtube.com/watch?v=Bu_8np_TxzQ&feature=relmfu [Preamble] The 242nd night stalkers is a fresh North America based unit founded upon the ideals of mutual respect, teamwork, and fun. The unit was founded in an attempt to replicate the fascinating tactics of a modern Stryker Combat Team, and uses proper military ranks in order to facilitate the best possible organization for the unit. We do not replicate a real military unit for a number of reasons: we are not soldiers, as simulators we hold a great deal of respect for the men and women who perform these tasks and missions in reality, and it is dubious enough to replicate their ranks as it is. However, due to the clear and demonstrated organizational efficiency of these systems, they are replicated in the 242nd. [Our objective] As a new simulation unit, we pride ourselves on teamwork and respect. We construct missions and our organize ourselves in a way to provide the optimal balance between realism and fun for all those involved. Our structure is based around a standard Stryker company, and our missions are built to represent this. While we are still a small unit, barely getting off the ground, the founders bring a lot of spirit to the table, and those who join us first to bring us our initial momentum will be those among us who lay the groundwork for something great. While most other units will fill their matches with hordes of expensive jets, tanks, and spammy missions. We pride ourselves on our position of minimalism. Our trade is of the Stryker Combat Team. As such, our employment of heavy assets beyond our ICVs and MGS is very limited. This provides us with challenge, flexibility, and far more fulfilling missions beyond the "easy-mode" asset domination so loved by other units. [Our Attitude about ranks] As stated before, we are simulators first, not soldiers. There are no 17-year-olds who are to be addressed as "sir", we're not fighting an actual war. We're a bunch of gamers who come together to have fun, in a structured, organized and partially planned environment. However, running a clan and a unit requires tremendous manpower effort from a short few among us who are not only experienced, but motivated to complete the tasks needed to keep the ship sailing. These leaders are not power-hungry maniacs who demand respect that was never eared. They are the people who hold the responsibility to the unit to provide a fun, organized environment. In short, a glorified event planner. I will reiterate our ranks are not to provide away for power-hungry milsim nerds to vent their frustration, or exert some kind of absurd, backwards authority over their peers. Our NCOs and Officers do indeed fulfill the wide and challenging array administrative tasks necessary to keep any clan, community, or organization running, but within the realm of truth; we are a bunch of weekly nerds crowded around our computer screens and monitors here to play a video game about military operations, period. To us, aside from the notation of responsibility, ranks also represent a progression in skill. New members need to know who to look to, who's experienced, who's been around the block a few times. When planning a mission, it's important to know who is experienced, and knows what to do, and who is still climbing the learning curve. This progression in skill and dedication is represented as a rank in the unit. It's a sign of recognition from your peers regarding your skill in the game. It allows mission planners, mission makers, and operation leaders to know who to place where. Those who hold rank are the leaders, the organizers, the givers of knowledge, our most experienced, and who hold the 242nd together. They keep the unit true to it's intention. Anything further than that, to us, is a travesty of militaries around the world, and against the foundation of the 242nd. [Our Recruiting philosophy] First and foremost, we do not recruit players because of their skill, or their acquired knowledge of the game or the military. You can be the greatest strategist/shot/driver in the world and your attitude towards your fellow Night Stalkers will be your undoing within this unit. Simply put, we recruit players by their merits: their ability to co-operate, their ability to learn, their dedication and motivation to be among us and contribute to the unit. You can be fresh off the table, game freshly installed, and eager as ever to play; we will teach you from A-B-C to GG. [Contact the 242nd] Get in contact with myself on xfire at providence932 Or our website here at www.242nightstalkers.com Our charter and information can be found in the public information repository here. http://242nightstalkers.com/index.php?/forum/11-public-information-repository/ May you find solace wherever you end up (As long as it's with us). Website: www.242nightstalkers.com Xfires: Providence932, pfunkallstars Teamspeak 3: 184.154.205.2:10007 -CPT. Helios, 242nd Night Stalkers.
  16. =242= CPT. Helios

    242 Night Stalkers - US Army Mechanized Infantry

    The 242 has activated a new vanilla insurgency server paired and a new custom insurgency map which is still in beta. Please provide any feedback at our website or on the thread below.
  17. =242= CPT. Helios

    Insurgency

    Hello! I've been having some trouble editing the insurgency mission to better suit the needs of my unit. I wanted to the following. Change all unit types to standard U.S Army Change 25 man platoon of 5 "teams" to -> 3 9 man squads, 1 8 man squad, 1 HQ team of 3, and 9 crewmen. Here is what I've done so far. For Defines.SQF I've set the squad unit strings to include X+"6" thru X+"9" as follows I have changed the #Define westplayerstrings to fully represent the names of all units. I have double checked this twice and can produce a mission.sqm pastebin to show that I have. I have changed Wes Soldier classes to include all of the classnames for the units that I have included which are as follows: USA Squad Leader USA Team Leader USA Grenadier USA Automatic Rifleman USA Anti Tank USA Medic USA MachineGunner USA assistant Machinegunner USA Officer The Problem Whenever I start the game I get a perpetual script error for all players that reads Upon investigation of the file and lines in question I determined that a variable that was being called was either being defined as zero, not being defined at all, or somehow incorrectly called by this function. The line in question is as follows For client\misc\Functions.sqf I have had days worth of trouble with this problem, and require some help solving it. I thank you in advance for any help given to resolving this issue and finishing my edit of this mission, thank you. -Helios
  18. =242= CPT. Helios

    242 Night Stalkers - US Army Mechanized Infantry

    The 242nd Will be hosting TWO events. Both events will follow the format described below and will take place at the following times. Thursday (4/19/12) at 6:00PM EST (GMT -5) through 11:00PM EST (GMT -5) Saturday (4/21/12) at 2:00PM EST (GMT -5) through 7:00PM EST (GMT -5) 1. [=242=] Misc 242 "Filler" missions for small teams 2. [=242=] Custom Insurgency time-attack Features 9 man infantry squads in a mechanized fashion to clear as much as possible within a strict time limit. Scores will be posted for teams to compete for how many caches can be destroyed and territory cleared. 3. [=242=]CO@12 Crossfire! 4. [=242=]CO@12 First Response 5. [=242=]Custom CFORCE. Features realistic loadouts, a high challenge environment for large teams of players who must compete against large groups of AI using minimal assets in order to accomplish their objectives. Features limited team lives, limited equipment, and gritty, randomized combat against enemies who might just have a few tricks up their sleeves. Heavy teamwork requirement! Both of these events will be running the 242 addon pack which only requires ACE and ACRE. The install guide for these addons can be found here. To get started, use this contact information, and RSVP in the appropriate threads in the Public Discussion forums depending on which events you can RSVP to. Website: www.242nightstalkers.com Xfires: Providence932, pfunkallstars Teamspeak 3: 184.154.205.2:
  19. Squad name - 242nd Night Stalkers Timezone/location - Eastern Standard (GMT -5) to Pacific Squad gamemode preference (eg coop or pvp) - Co-Op, HVT Contact email - providence932@gmail.com Website address - www.242nightstalkers.com Website: www.242nightstalkers.com Xfires: Providence932, pfunkallstars Teamspeak 3: 184.154.205.2:10007
  20. =242= CPT. Helios

    FLIR vision/goggles?

    I'm bumping this as I would also like to see a resolution to this.
  21. =242= CPT. Helios

    242 Night Stalkers - US Army Mechanized Infantry

    The 242nd will be hosting public series of missions followed by a scheduled event on one of our customized 'sandbox' maps this Saturday starting at 2:00PM Eastern Time and concluding at 7:00PM Eastern time. Please RSVP on our website on the thread in the public discussion forum if you are planning on attending. Please use the same thread to cancel your RSVP.
  22. This may have been posted before in little bits in threads somewhere, but I'm looking for a different kind of modification. I'm working on a science-fiction mod and I'm looking for a way to use the hud for the AH-64D to create a hud for infantry that includes a number of features including Target Tracking. Ammo Count. Weapon Information. Ability to toggle on and off Thermal Vision. Ability to track teammate position by number. Vector Time of Day Infantry Radar I know that some of these are really hard. I'm not looking for hand-outs, I'm simply looking for whatever tools I might need to create a Mando or MFD style hud for infantry so that I can get started. I've managed to fiddle my way around basic scripts but I just need a way to get started. If anyone can point me to some tutorials for what I'm looking for that would be excellent, thanks. Also, I know that some of you may disapprove of this mod style because it's not what you're into but this is something of a personal project of mine. Thanks for your consideration.
  23. Anyone got anything on this?
  24. Yeah it would be something like that. Sadly, since I've not done something like this before, I have no idea where to even put the thread so I'm sorry if this is the wrong place.
  25. Hello and thank you for your time. I'm having difficulty in getting an AI character which has been assigned as driver and moved into a ship to move to a specific area on the map with the execution of a radio command running a .sqf script which has a onmapdoubleclick function. I have two questions for this. The boat begins with a disabled move AI due to the fact that there are also gunners in the boat which have the annoying tendency of moving the boat around in order to engage enemies. This should not happen and the ship must be 100% stationary unless ordered around by a player. 1. How do I automatically show the map on the execution of this radio command? 2. What would I need to do to order this unit around? I currently am using this setup. titletext ["Click on the map to set the Ship's destination","plain down"]; onMapSingleClick "boatdriver enableai "move"; _boatdriver domove _pos; "destination" setmarkerpos _pos; onmapsingleclick ''; true;" while {(ship1 distance destination) < 300} do { boatdriver enableai "move"; anfundaunted setspeedmode "full"; boatdriver domove getpos destination; boatdriver dowatch getpos destination; } boatdriver disableai "move"; exit a blufor officer named boatdriver is spawned in the corner of the map, assigned as driver and then moved into the driver seat of the ship titled ship1. He is finally given a disableai "move" command and cannot move until this moving script has executed it's enableai "move" command. Which allows the other units in the turret guns to complain all they want but cannot adjust the ship's position. This script however, does not work. Would someone please help me solve this problem? Thanks.
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