SOSyourself
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Everything posted by SOSyourself
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Will you consider releasing the wounds .pbo to be compatible with ACE2? It's the best looking wound textures I've seen for this game, but it seems to interfere way too much with the ACE2 medic system. It's way too satisfying to kill enemies with SLX than any other mod I must say, but SLX is too broken/incompatible with ACE2.
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Need help with creating a campaign .pbo!
SOSyourself posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all! I have finally got around to creating a campaign. But I am left with a bunch of mission folders and that is it. I searched around and no one really posted a tutorial on how to link missions into a .pbo campaign! Is there a program to help do this? I also do not know how to set a picture and description to each mission. Thanks in advance! -
Placing units inside of buildings / On towers
SOSyourself posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, When I use the editor, it is really hard to position soldiers inside of buildings and on guard towers. Is there an easy way to do this? The only thing I can think of is using the 3D editor. Thanks -
is that bug fixed where the medic teleports to [0,0] gone?
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Hello guys. Been playing a lot of ArmA 2 lately, and these bugs are persistent. 1. When I hit 'M' and bring up the map, the map is completely black. The text on the left side still appears, and I can click through and view the objectives and what not. 2. When the AI medics go to heal a unit, they teleport to the bottom left corner of the map. When I am testing my singleplayer missions, by the end of combat for instance I can switch units and a good 4-5 soldiers and swimming in the middle of the ocean at the bottom corner of the map. Now I am in fact running two mods- Invasion 44 and ACE. I can confirm the medic one has happened without Invasion running, but the map one seems to be only with custom (non-BI) maps. Anyone else see these? Any help?
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Hi all, I'd like to play the warfare game type by myself with the AI but I can only do so through setting up a LAN game. When I do this, I can't pause or speed up the game; too things that are REALLY inconvenient for me. Is there a way to get around this, or enable it for LAN?
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no x4 speed :/
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@bracer I tried that, but yes there is the respawn issue you mentioned but also the "no player selected" one also
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FFS_Frontline'43@I44 (by FF Studio)
SOSyourself replied to -FF-Faust's topic in ARMA 2 & OA - USER MISSIONS
I'd like to play this alone with AI... can you explain a little more about the parameter editing? -
I know, I'm trying to get around that somehow... like converting a multiplayer map so it works for singleplayer?
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I need some help trying to get an execution going... Main issue is, I don't know how to have the soldiers fire. I tried changing their ROE to open fire and placed invisible targets behind the civilians but they did not stop shooting when the civilians had died. Also, I tried to make the civilians put their hands behind their head but if I loop that animation it makes them invincible for some reason? (animloop.sqs) Thanks in advance
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Execution script?
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I assume do fire will either fire once, or fire until the victim is killed? and here is the .sqf EDIT: Yeah the script works perfectly, now I just need to address the issue with the hands on the head and being invincible. -
How do you hide units from the map?
SOSyourself posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all, I have a mission where you need to locate captured pilots. There are 3 possible positions on the map, but when I put the pilots on the map the blue icons appear on the map and give their position away. How can I make it so the do not show up on the map? Thanks! -
580 GTX rocking my PC... absolutely awesome.
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Move order synch not working
SOSyourself posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I have a trigger... Cond: player in thisList; On Act: 0 = [] execVM "conversation2.sqf"; ...And I synched it to a move order. This is supposed to be when the player enters the trigger area, a move order is issued, but it runs the move order right off the bat! -
slowing flare decent?
SOSyourself replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
maybe set the height to a higher interval? I think there is a max though -
Official sample mission
SOSyourself replied to Falkenhayn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been making maps for the past month and I still do that :D -
Move order synch not working
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, everything is working now. Thanks for all the help you guys! -
Move order synch not working
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If so, then I don't understand why it is not working... did you look at the picture? Because I synched it to the second waypoint already -
Move order synch not working
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm confused - other waypoint instead? -
Move order synch not working
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Koni I have this actually set up already... the trigger is synched to the 2nd waypoint and it still is not working (the units move to the first and still the 2nd) Do I need something in the condition of the waypoint that is special? -
Move order synch not working
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
bump? -
Trigger activates waypoint, new objective, ect
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do I make the trigger activate: player joins the officer's squad and officer issues a move command. I don't understand the joinsilent script and i don't know what to use for the move order. -
Trigger activates waypoint, new objective, ect
SOSyourself posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've searched around the site and cannot find exactly how to script this! I want the following... 1. trigger that detects when the player walks into a certain area... the area has 5 blufor soldiers and I was trying to make the condition be when there are 6 blufor soldiers in the area but it was not working 2. when that trigger is activated, I want a conversation.sqf to play, the player to be assigned under the command of the blufor squadleader (from the soldiers mentioned in my first problem), and the squadleader to issue a move command. 3. how would I go about also having task1 completed, and then assigning task2? Sorry to be a nag.. this scripting can be really difficult and also hard to find help with. Thanks in advance! -
Trigger activates waypoint, new objective, ect
SOSyourself replied to SOSyourself's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is the order for you: 1. Player enters trigger zone, enables radio chatter between player and officer [currently working] 2. When the chatting is over; player joins the officer's squad, officer issues a move command, task 1 set to completed & task 2 set to current objective The radio chatter is a conversation file, in .sqf form that gets called on in case you were wondering. I just don't know how to script the waypoint..