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Everything posted by TeTeT
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Vietnam the Experience: released!
TeTeT replied to Commonplace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've recently worked on a transport helicopter mission with a UH1H on the Dak Seang map of VTE. The mission is inspired by Workhorse from BTK. If you want to take a look at the beta, check http://tspindler.de/arma/missions/chickenhawk/. -
I just d/l the patch, but it fails to run with this error message in the RPT and on screen: Version 1.59.79384 ErrorMessage: Error creating Direct3D 9 Graphical engine The nvidia driver in use is 280.26 and works fine with regular arma2 co. The card is a gtx460, if that matters.
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
TeTeT replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've added some variable tracking to the script, when the helo gets close to the cargo object. It seems the object is entirely unmanaged by R3F and will stay so, until the player exits the chopper. I hovered for several minutes besides the cargo and nothing happened. The log had this messages up until the player got out of the helo: 1:24:20.574 (0:07:01.818) cba_diagnostic - Checking cargo 12240f00# 2600798: usvehicleammo.p3d 1:24:20.575 (0:07:01.818) cba_diagnostic - Cargo disabled: <null>, transported by: <null>, remorque: <null> Then the <null> changed and the lifting subsequently worked: 1:24:22.589 (0:07:03.820) cba_diagnostic - Checking cargo 12240f00# 2600798: usvehicleammo.p3d 1:24:22.590 (0:07:03.820) cba_diagnostic - Cargo disabled: false, transported by: <NULL-object>, remorque: <null> Here's the code for checking the cargo variables: [_cargo] spawn { _cargo = _this select 0; while {true} do { _msg = format ["Checking cargo %1", _cargo]; DEBUG_MSG([_msg]) _dis = "NOTHING HERE"; _par = "NOTHING THERE"; _dis = _cargo getVariable "R3F_LOG_disabled"; _par = _cargo getVariable "R3F_LOG_est_transporte_par"; _rem = _cargo getVariable "R3F_LOG_remorque"; _msg = format ["Cargo disabled: %1, transported by: %2, remorque: %3", _dis, _par, _rem]; DEBUG_MSG([_msg]) sleep 2; }; }; And here are more excerpts of the log: http://pastebin.com/pj6Ru7V0 Can I force the initialisation of this particular object by R3F? - I think I have found a way to do it and work around the problem: [_cargo] execVM "R3F_ARTY_AND_LOG\R3F_LOG\objet_init.sqf"; -
Need help with where to place units
TeTeT replied to acoustic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you're looking for a generic solution, I think the UPSMON scripts are a good start: http://forums.bistudio.com/showthread.php?t=91696. -
I currently use the inlined script to call a helo on a target by the AI. It's originally based on Draper's airsupport script, also found in this forum. The script is not flexible on purpose, as I wanted to have something simple. For testing you need to have the following stuff in the scenario: Helicopter named attackHelo Helicopter crew member of ahGroup group Marker named Target Helo pad named Base For creating the helo I use a script that contains: attackHeloName = "AH1Z"; ahGroup = createGroup west; _all = [(getPos Base), 90, attackHeloName, ahGroup] call bis_fnc_spawnvehicle; attackHelo = _all select 0; Here is the script that the AI can use, for example with [] execVM "SupportHelo.sqf", assuming that the script is named SupportHelo.sqf in your mission directory. Good luck. #define DEBUG_MSG(ARG) ARG call CBA_fnc_debug; #define CIRCLEPOS(x,y,d,r) [x-r*sin(d),y-r*cos(d)] #define DEFAULTDIST 500 #define DIST 150 #define HEIGHT 60 #define TIMEOVERTARGET 5 // the unit 'attackHelo' manned by the group 'ahGroup' will fly to marker 'Target' // and pick a random ingress and egress // point in a circle at DEFAULTDIST radius from 'Target' position. It will continue this // until _enemyPresent is false. For this the group 'target' is used. // _enemyPresent will be // set to true when all people in 'target' are dead. // After the mission it returns to 'Base' position, which is // a helo pad on my map. DEBUG_MSG(["Checking if mission is ongoing, waiting for completion if so"]) waitUntil {attackHeloSortie == false}; DEBUG_MSG(["Attack Helo: air init complete"]) attackHeloSortie = true; _plane = attackHelo; _crew = ahGroup; _targetGroup = target; _markerName = "Target"; _pilot = ((units _crew) select 0); // _gunner = ((units _crew) select 1); _msg = format ["Plane: %1, Pilot: %2", _plane, _pilot]; DEBUG_MSG([_msg]) DEBUG_MSG(["Attack Helo: ready"]) sleep 5; _base = Base; _target = getMarkerPos _markerName; _ingress = CIRCLEPOS((_target select 0), (_target select 1), random(360), DEFAULTDIST); _egress = CIRCLEPOS((_target select 0), (_target select 1), random(360), DEFAULTDIST); _enemyPresent = true; while {_enemyPresent} do { _WP = _crew addWaypoint [_ingress,0]; _WP setWaypointSpeed "FULL"; _WP setWaypointType "MOVE"; _WP setWaypointCombatMode "BLUE"; _crew setCurrentWaypoint _WP; DEBUG_MSG(["Attack Helo: Moving to ingress"]) waitUntil {(_plane distance _ingress < DIST)}; _WP = _crew addWaypoint [_target,0]; _WP setWaypointSpeed "FULL"; _WP setWaypointCombatMode "RED"; _WP setWaypointType "SAD"; _crew setCurrentWaypoint _WP; DEBUG_MSG(["Attack Helo: Engaging"]) waitUntil {(_plane distance _target < DIST)}; // stay over hot area sleep TIMEOVERTARGET; DEBUG_MSG(["Attack Helo: Disengaging, moving to egress"]) _WP = _crew addWaypoint [_egress,0]; _WP setWaypointSpeed "FULL"; _WP setWaypointType "MOVE"; _WP setWaypointCombatMode "BLUE"; _crew setCurrentWaypoint _WP; waitUntil {(_plane distance _egress < DIST)}; // check if enemies are left // To be done _msg = format["Attack Helo: _targetGroup: %1", _targetGroup]; DEBUG_MSG([_msg]) _alive = 0; { if (alive _x) then { _alive = _alive + 1; }; } forEach (units _targetGroup); _msg = format ["Attack Helo: alive: %1", _alive]; DEBUG_MSG([_msg]) if (_alive < 1) then { _enemyPresent = false; }; }; DEBUG_MSG(["Attack Helo: Sortie complete, moving back to base"]) _WP = _crew addWaypoint [_base, 0]; _WP setWaypointSpeed "FULL"; _WP setWaypointType "MOVE"; _WP setWaypointCombatMode "BLUE"; _crew setCurrentWaypoint _WP; waitUntil {(_plane distance _base < DIST)}; // land _WP = _crew addWaypoint [_base, 0]; _WP setWaypointSpeed "FULL"; _WP setWaypointType "GETOUT"; _crew setCurrentWaypoint _WP; // crew back in for next sortie waitUntil {{alive _x} count (units _crew) == {!(_x in _plane)} count (units _crew)}; DEBUG_MSG(["Attack Helo: All crew members out"]) _WP = _crew addWaypoint [getPos _plane, 0]; _WP setWaypointType "GETIN"; _crew setCurrentWaypoint _WP; DEBUG_MSG(["Attack Helo: Boarding again"]) attackHeloSortie = false; DEBUG_MSG(["Attack Helo: Ready for new mission"]) You need to load CBA as the debug print uses it. But you can replace the DEBUG_MSG macro with anything else to have it working w/o CBA.
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
TeTeT replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the clarification on the hotfix! Seems it's already integrated into workhorse then. On your questions: 1) Wait one minute - yes, the missions is played for longer for sure. Or does the object age play a role? The objects are created dynamically for each task assigned. 2) Mods - I played with vanilla Arma CO. 3) Helos and objects - I had this problem with CH_47F_EP1 in workhorse and with Mi17_rockets_RU in my modification of workhorse, nicknamed 'hip hip hooray'. The objects to be lifted are various: HMMWV, UAZ, Barrels, Misc_cargo_cont_tiny, Land_Ind_BoardsPack2, and so forth. If you want to try to reproduce it, download links are here: http://forums.bistudio.com/showthread.php?t=117752. But you'll need to be patient, I see about 1 problem in 10 lifting attempts. It never failed for me when I land the helo besides the object, exit, enter the helo again and take off. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
TeTeT replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a valid download link for this module? I tried the link on the frontpage, but it only opens a page in French on r3f.org, asking to register. The armaholic page only contains the hotfix: R3F_Arty_and_Log_1.6_hotfix.zip Edit: Background is that I modified the Workhorse mission by BTK to Chernarus and a Hip. It uses the lifting script, but very often there is no lifting menu entry when approaching a piece of cargo. One needs to exit and enter the helo before it starts to work. I wondered if there's a newer version of your script around, that fixes this issue? I wonder if calling heliporteur_init.sqf for the player's helo when in proximity to the cargo will fix it as well - but then I do not want to have two or more lift entries ;) -
SP - WORKHORSE (A random generated Chinook transport mission)
TeTeT replied to sxp2high's topic in ARMA 2 & OA - USER MISSIONS
Thanks! This happens to me also quite often and usually exiting and entering the helo fixes it. Often I land right besides the cargo, exit, enter and when taking off the lift entry appears in the action menu. This work-around has also been mentioned in the Mission notes on the map screen, though I have not repeated it in the README. I wonder if there's a newer version of the R3F scripts that fixes this? -
SP - WORKHORSE (A random generated Chinook transport mission)
TeTeT replied to sxp2high's topic in ARMA 2 & OA - USER MISSIONS
Here's the current beta for the workhorse at Chernarus conversion, which I dubbed 'hip hip hooray'. You fly a Hip MTV from Krasnostav airbase on the well known missions from workhorse, modified to reflect the Russian side. I've added a radio menu (0-8) to set the number of sorties per shift and a debug menu to switch between the original workhorse missions and the new ones. You can find the latest daily build here: http://tspindler.de/arma/missions/hiphiphooray/ It's my first attempt at mission modification, so any feedback is welcome. -
SP - WORKHORSE (A random generated Chinook transport mission)
TeTeT replied to sxp2high's topic in ARMA 2 & OA - USER MISSIONS
I've ported this mission to Chernarus and the Russian side, flying a Mi-8 MTV. Still not sure if I converted all the western forces to the east and all the destinations are sane. While none of the destinations are in the middle of the woods, some are exactly at a treeline and such. Also it seems the ION folks don't like to be on the east side, the following code doesn't spawn anything for me: _Task25Group = createGroup east; "Soldier_TL_PMC" createUnit [_SpawnPos, _Task25Group, "this allowDamage false; this setGroupID [""Delta-8 ""];"]; "Soldier_Sniper_KSVK_PMC" createUnit [_SpawnPos, _Task25Group, "this allowDamage false;"]; "Soldier_PMC" createUnit [_SpawnPos, _Task25Group, "this allowDamage false;"]; "Soldier_MG_PKM_PMC" createUnit [_SpawnPos, _Task25Group, "this allowDamage false;"]; "Soldier_Engineer_PMC" createUnit [_SpawnPos, _Task25Group, "this allowDamage false;"]; "CIV_Contractor2_BAF" createUnit [_SpawnPos, _Task25Group, "this allowDamage false;"]; sleep 1; If anyone is interested in a preview, drop me a PM and I send you a link for download. -
I picked them up a couple of months ago during a sale as well. The BAF campaign is a bit short, but very nice. The ION campaign is very good, but for one air support mission. I consider both campaigns to be of much higher quality than the original OA one. On the multiplayer side of things, I have some good fun playing Gossamer's Warfare on public multiplayer servers and before that Domination. Occasionally the odd thing happens, but I'd say 19 out of 20 games run smoothly. Of course when fighting within a clan that uses teamspeak, team play gets actually much better promotion - on the public servers it defaults to the 'one man army' show.
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Thanks a lot, Beagle, works perfectly!
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I use an X52 for Arma flying, but I'm having some difficulties with keeping altitude while in a hover. Somehow I either climb or descend. Changing the throttle sensitivity in the Arma2 config only allows me to change the location where the descend / climb starts on the throttle position. Besides that issue, it's a good option and has more than enough buttons for Arma2 usage. When you're generally interested in flight sims, or eventually will be, I think it's a good option anyway.
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Can anyone reccommend some good SP missions?
TeTeT replied to PELHAM's topic in ARMA 2 & OA - USER MISSIONS
A good choice for SP missions has already been given. If you enjoy transport helo flying, I'd add 'Workhorse' to the mix, it's really awesome. -
I'm still in the middle of the campaign and thus cannot comment on its length. But story wise I like it a lot. Meeting the old chaps from BAF and PMC glory again is very nice :)
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I've noticed that this section does not contain any information on how to report a game crash. I just had one and followed the path outlined in the ArmA2 forum, http://forums.bistudio.com/showthread.php?t=110823 using the Take on Helicopters issue tracker at http://dev-heaven.net/projects/toh-cit to report one.
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Sniper Missions for SP and COOP (Team Shadow)
TeTeT replied to igneous01's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the mission, it's nicely done. I liked the amount of information in the map briefing and the overall layout. I played through the non-ACE version. The spoiler contains an AAR. -
Thanks for the great campaign! Unfortunately I'm stuck now with the Recon Timurkulay task.
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It's been ages since I touched SELinux, but if memory serves me right, there was an audit2allow script that analyzes the logs when the application is run in permissive logging mode and suggests some rules to add, so the application can run in restrictive mode.
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I'm looking for 4-10 player co-op missions from the Russian side in Chernarus, using only ArmA2 and Arrowhead content. I've found the Dam Patrol, which looks promising and a few others. Any recommendations?
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Gossamer's Warfare --- Variant of Warfare BE
TeTeT replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
I'm new to SQF and warfare editing, so I might do things in a stupid way. I couldn't find a way to iterate over all the towns (EDIT: found the find command), so I've placed some code in Common\Init\Init_Location.sqf and Common\Init\Init_Camps.sqf. While assigning the towns works with a delay, I've not succeeded in the camp assignments. The two files are up at http://pastebin.com/ecjSPDAh and http://pastebin.com/SkwhkUR3 I hope there are better ways to find a value in an array in SQF, but I just went with the cost ineffective way of getting started. Problem with the camps is, that most of the time the town does not seem to be initialized and I see: 111/08/07, 14:23:38 "[TeTeT] LOG: SideID of town: <null>" Maybe it's better to put the side initialization in an own Init file? And then loop over all towns and camps and assign them the side. Further the _Usa and _Rus arrays in Init_Location.sqf should be made global and parameterized, but I've got no idea how. Any suggestions are welcome :) -
Gossamer's Warfare --- Variant of Warfare BE
TeTeT replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the answer! I unpacked the mission and found Resources/parameters.hpp by grepping for teamStackPrevent :) Now I need to figure out if I can equip the resistance with US / UK vehicles or assign some cities to the US at start. I've seen this as feature request for 3.05, so I'll probably wait for it :) -
Gossamer's Warfare --- Variant of Warfare BE
TeTeT replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
Excellent mission, I enjoy it a lot on public servers! Is there a way to set the parameters in the server.cfg missions stanza? For example I want to enable team swapping on my test server to experiment a bit. -
Can someone recommend SAR style missions for helos? Need to get some practice there :)
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ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
TeTeT replied to Placebo's topic in ARMA 2 & OA - GENERAL
Nice flying but for the very last second.