Asung
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Everything posted by Asung
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CAS Helicopter Attack Module Troubleshoot
Asung posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a mission where I would like to call in helicopter CAS. I have looked at all the youtube videos and tutorials. I have got this working before, but for some reason it refuses to work anymore. It is really odd. I feel like I am making a silly mistake somewhere. Can someone take a second look for me? I followed these steps 1.Created the player 2. Created the Support requester module and synced it to the player 3. Created the Helicopter Attack provider module (non virtual) 4. Synced the provider module with the requester module 5. Created AH-9s and synced them with the provider module When I go to the communications menu it should give me a choice to call in helicopters but the option is not available. It worked a few days ago but it no longer works. Did I add something that might be conflicting with it? Please take a look, I am going crazy. I have provided my mission.sqm in the spoiler below. Please help -
support requester doesn't work
Asung replied to windo50's topic in ARMA 3 - MISSION EDITING & SCRIPTING
very interesting update I found. My support modules were not working. I am almost 100% sure I have been doing them correctly so I went to go check the scuba showcase where you have the option to call in mortar support. It did not work on the scuba showcase as well. It seems like it must be a bug. -
support requester doesn't work
Asung replied to windo50's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Having the same problem with helicopters. I got it working before but it suddenly it does not work. I feel like i have followed the steps correctly. See my thread http://forums.bistudio.com/showthread.php?155153-CAS-Helicopter-Attack-Module-Troubleshoot -
Hello, I am having some difficulties adding some Class Cfgs instructed by a demo missions I have been studying. Whenever I try with the changes I have added, it crashes. The script in particular is EOD/IED advanced script. (http://www.armaholic.com/page.php?id=13216) I have looked for solutions here, but have had no luck / don't know what to do. http://forums.bistudio.com/showthread.php?p=1839704&highlight=crash#post1839704 I am trying to follow these instructions: I am trying to throw it in this description.ext (from CLY's zombie mission): If anyone can please help, I would be greatful. Thanks, Alex
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Hey, the download link does not work anymore. Does anyone know of a mirror where I can grab this from? Thanks!
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Using !isNull and isNull as a condition
Asung posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all, I had a quick question that I didnt find the answer to searching. From what I have read this should work: I have 6 popup target objects named P1,P2,P3, Z1,Z2,Z3. I am trying to make it so that if p1 appears then so does p2 and p3 but not z1 , z2, z3. If p1 does not appear then p2 and p3 do not appear and z1,z2,z3 appear. Basically if no Ps then Zs, if Zs then no Ps. p1 has a 15% chance of presence p2 has " !isNull p1 " in the condition. I think this means "If p1 exists then so does p2" p3 also has " !isNull p1 " in the condition. Z1 has the following in the condition " isnull p1 " I think this means If p1 does not exist then z1 exists (and z2, z3 should exist too because z2 and z3 are conditional on z1 see bellow) Z2 and Z3 has " !isNull z1" in their condition. This isnt working out for me - can anyone advise? -
Using !isNull and isNull as a condition
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am putting these values into the condition of each unit inside the editor. I am not using triggers When I mean appear, I refer to the placement of objects when a mission loads. Effectively I want p1,p2,p3 to be in my mission or z1,z2,z3 in my mission but not both groups. I set p1 to 50% chance presence. -
Add Vechicle to Crate to Spawn ? how do i do that?
Asung replied to mattchicago's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey matt, try this http://www.armaholic.com/page.php?id=9285 -
Hello All, Thanks for all the help I recieved with my post question. I was wondering if anyone could review a script a friend has written for me, I can't seem to get it to work. (my scripting knowledge is kind of limited) For brevity, I have listed the questions I have down at the bottom, any kind of input or help would be greatly appreciated. The purpose of this script is to delete Zombies in my my mission every few minutes. I require this script because I have many triggers across the map that spawn zombies if players walk into them. Unfortunately, more zombies than our machine's can handle get spawned because multiple players walk into the trigger. The amount of zombies is bareable for only 15 minutes or so before the FPS drops down to 4. To counteract this, I need a script that deletes Resistance-faction units every 10 minutes (zombies in the mod I am using are of the resistance faction.) A friend wrote this script up for me, I made a few changes and I think i broke it 1. I changed the numbers in line 2 and line 7. They used to be 10 * 60 on both, but I shortened them for testing purposes so I wouldnt have to watch zombies for 10 minutes to see if they would die. Are there supposed to be spaces between the numbers and the * ? IE: (2*10); or (2 * 60) does it matter ? 2. How do I call this script in my init.sqf? I tried putting the following but it didn't work : 3. Since the third line of the script is , do I need a True = True; in my init.sqf?
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Unit Delete Script [Help]
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I made the adjustment in the init.sqf, still isnt working for me. Are there any obvious errors that ive made in the changes to the script? -
How to make a vehicle only usable by a certain unit?
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all, I tried to make this work with all the changes advised, if anyone could take a look and teach me something new I would be so happy! Here is the link to the my mission file : https://docs.google.com/open?id=0BxlSa7h7VK1EZFdOZnVWVFFUcmVVbFdQSTBzYzNWUQ -
How to make a vehicle only usable by a certain unit?
Asung posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello All, I had a question if anyone could point me in the right direction I would be great full. Is there a way through scripting or skilled use of editor to make it so that a certain vehicle(s) are only usable by a unit with a certain name? For example, I want to make a mission where there are four players running on a dedicated server. Player 1,2,3 have different skills like first-aid and etc. Player 4 is named "Rogers" and I would like for him to be the only one able to operate a certain vehicle. (doesnt matter if it makes the restriction apply to all vehicles under the classname OR if it only applies to a vehicle that has a named attached to it). Regards, ASung -
How to make a vehicle only usable by a certain unit?
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey thanks for the speedy replies. I tried this with no success In the init of the unit I put. My pilotcheck.sqf looks like: I also tried putting the following into my init.sqf In my test mission, any unit can drive the hatchback/vwgolf Any thoughts? I am probably making a few facepalm. -
How to make a vehicle only usable by a certain unit?
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am a total noob at scripting and looking at that scares me =( , but I think I can deconstruct a demomission, I checked on your website but I could not find one. Is there anychance you have one? ---------- Post added at 03:12 AM ---------- Previous post was at 03:06 AM ---------- Trying to learn a bit... Don't "//" signify notes? So what follows after the // isnt part of the script is it? I interpret the " "Helicopter" / "Tank" " portion of the script on your great website as notes for the user. How does the script know what is a helicopter or tank if what follows after // are just notes? _ -
Gathering Material Script [Help]
Asung posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello All, I am trying to get this script to work on a dedicated server (its not working in editor either). Objective: This script is supposed to create a action on an object, when used it will raise the counter from 1/7 to 7/7. When it reaches 7/7, it is supposed to move an object called satradio to marker pos called baseradio. Issue: When I use the addaction during testing, it raises the counter as a hint from 1/7-6/7 and then it stops, I am no longer able to use it anymore and the object does not get moved. Notes -The object that is used for the action has the following on the init. this addaction " ["Gather materials","baseradio.sqf"];" -The marker pos is called "baseradio". The object to be moved is called "satradio". -I have in my init.sqf : "radiopart=0; publicVariable "radiopart";" Any assistance from gurus is appreciated. -
Hello, I have a question regarding removing an action that is built into ARMA 2. I am trying to make a mission where an Engineer class does not have the repair ability on damaged vehicles. Is there a way to do so? I have some some searching, but have had no luck. I found a post that spoke about removing the autopilot land ability, but I am not sure if it is applicable. Any gurus out there know how this can be done?
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Troubleshooting, Can't get a replace an add action.
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, I think that would work, but I don't know if i should modify the IED script as I have a lot of IEDs on the map. If I make that change to the script won't defusing any bomb on the map make the new addaction appear on r1? ---------- Post added at 01:58 AM ---------- Previous post was at 01:53 AM ---------- Heres something I tried, maybe theres a syntax error. I made a trigger with the following properties: -axis a = 0, axis b = 0 -Activation = none -present -condition dis != nil -on act: r1 addaction ["Gather Disarmed AM/FM Radio parts","baseradio.sqf"]; r1 removeaction action1; Properties of r1: init: action1 = this addaction ["Gather AM/FM Radio parts","trap.sqf"]; Properties of dis1: nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf"; What I want this to do is this: -If add action on radio "Gather AM/FM Radio Parts" is used without defusing the IED and making it disapear then trap.sqf will play -If the IED/dis1 is defused, then the add action on the radio will be replaced with "Gather defused AM/FM radio parts" and will play baseradio.sqf Thoughts? -
Troubleshooting, Can't get a replace an add action.
Asung posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I am having trouble getting something working in my mission. If anyone could give me some pointers or solutions I would be greatful. Here is the situation: There is a IED under a table named "Dis1". There is a radio named "r1". "r1" in the init has : " this addaction ["Gather AM/FM Radio parts","trap.sqf"]; " Trap.sqf creates a grenade that blows up when the add action is used on r1. Underneath the radio the IED is supposed to let the player know to be onguard and that interacting with the radio might be a trap. The IED can be defused and removed / moved (not sure if the IED script deletes the IED or not if defuse is sucessful, but the object disapears). It currently has the following in the init: " nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf"; " I want to make it so that after the IED is defused, the addaction on the radio is removed and replaced by " r1 addaction ["Gather AM/FM Radio parts","baseradio.sqf"] " which does activate trap.sqf but rather baseradio.sqf Any ideas? Thanks, Alex -
IED explodes without trigger?
Asung replied to coma73's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where can I find this VTS? Tried searching for it. -
SR5 Tactical IED Detection and Remote Det Script
Asung replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, If anyone could answer these questions, I would be in their debt. What changes would I need to make in the scripts for the following: 1. To increase the distance where a proximity IED is armed. 2. To increase the range where beeping is actually heard from all bombs, I have trouble hearing it until I am right ontop of the IEDs 3. To make it so that proximity IEDs in vehicles work. (I am not sure if it is working as intended for me or if i made an error - when I put a proximity IED in a car it blows up at soon as the map starts). Thanks, Alex -
Making changes to Class Cfgsounds and other cfgs in description.ext
Asung replied to Asung's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No crashes so far! Awesome, TY. What did you do? -
Hey guys, I have searched and read the forums for about 30 minutes or so regarding topics on changing the arma2oa.cfg for a dedicated server. I have not been able to find my answer. The issue I am experiencing is that I have a large mission with lots of objects and AIs in a sandbox setting. Some of my scripts are not working or are very slow, someone suggested that I make the following adjustments to the dedicated server's cfg to make it run more smoothly: language="English"; adapter=-1; 3D_Performance=-4194304; Resolution_Bpp=32; Windowed=0; MinBandwidth=3072000; MaxBandwidth=6144000; MinErrorToSend=0.05; MaxMsgSend=384; I am using filezilla ftp interface to manage the dedicated server's files and it is hosted by defconservers. I am unsure where to place/replace my new arma2oa.cfg with the one on the FTP. The defcon guys that set it up seemingly placed a arma2oa.cfg in each folder... Anyone have any ideas? Thanks, Alex
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How to Simulate AA hit
Asung replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to simulate a helicopter getting hit AND ensure it lands in a dramatic emergency landing with the passengers alive? Like blackhawk down style? -
Please come back soon Charon! We are anxiously waiting!
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Delete units that are a certain distance away from player
Asung replied to Craig_VG's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am looking for the exact thing, is there a scripting guru out there?