Asung
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Posts posted by Asung
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Hallo,I tried to make a mission with module support arty.
I have everything synced to each other.
I do everything exactly the same like in a youtube movie where it works.
If i play the game it doesn't find anything with the radio.
Is it a bug or is it me?
Can anybody help me?
Thanks
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
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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
version=12;
class Mission
{
addOns[]=
{
"A3_Characters_F_BLUFOR",
"a3_map_stratis",
"A3_Characters_F_Civil",
"A3_Characters_F_OPFOR",
"A3_Weapons_F_Explosives",
"a3_modules_f_sites",
"A3_Modules_F_Supports",
"A3_Soft_F_Ifrit",
"A3_Air_F_MH9",
"A3_Modules_F_Intel"
};
addOnsAuto[]=
{
"A3_Characters_F_BLUFOR",
"A3_Characters_F_Civil",
"A3_Characters_F_OPFOR",
"a3_modules_f_sites",
"A3_Soft_F_Ifrit",
"A3_Modules_F_Intel",
"A3_Modules_F_Supports",
"A3_Air_F_MH9",
"A3_Weapons_F_Explosives",
"a3_map_stratis"
};
randomSeed=13122778;
class Intel
{
startWeather=0.29999998;
startWind=0.099999994;
startWaves=0.099999994;
forecastWeather=0.29999998;
forecastWind=0.099999994;
forecastWaves=0.099999994;
forecastLightnings=0.099999994;
year=2035;
month=7;
day=6;
hour=2;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
class Groups
{
items=21;
class Item0
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={2802.3943,6.5932727,5653.1709};
azimut=18.336296;
offsetY=-2;
id=0;
side="WEST";
vehicle="B_diver_exp_F";
player="PLAYER COMMANDER";
leader=1;
skill=0.60000002;
init="POWS = [p1]; this addItem ""NVGoggles""; this assignitem ""NVGoggles""; this addPrimaryWeaponItem ""muzzle_snds_H"";";
syncId=0;
synchronizations[]={1,4};
};
};
};
class Item1
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={2995.3696,3.3499999,6014.0645};
id=1;
side="CIV";
vehicle="C_man_1";
leader=1;
skill=0.60000002;
text="p1";
init="this addAction [""Rescue POWs"",""rescuePows.sqf"",[POWS],1,false,true,"""",""(_target distance _this) < 3""]; this setPosATL (this modelToWorld[0,0,4]); this setUnitPos ""middle""; this allowfleeing 0;";
};
};
};
class Item2
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2991.0098,3.3499999,6012.4043};
id=2;
side="EAST";
vehicle="O_Soldier_F";
leader=1;
skill=0.60000002;
init="this setPosATL (this modelToWorld[0,0,2]); this setUnitPos ""up""; this forceSpeed 0;";
};
};
};
class Item3
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2993.7571,3.3499999,6014.8364};
azimut=-160.418;
id=3;
side="EAST";
vehicle="O_Soldier_F";
leader=1;
skill=0.60000002;
init="this setPosATL (this modelToWorld[0,0,4]); this setUnitPos ""up""; this forceSpeed 0;";
};
};
};
class Item4
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2997.1387,3.3499999,6015.5742};
azimut=162.216;
id=4;
side="EAST";
vehicle="O_Soldier_F";
leader=1;
skill=0.60000002;
init="this setPosATL (this modelToWorld[0,0,4]); this setUnitPos ""up""; this forceSpeed 0;";
};
};
};
class Item5
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={3109.5396,4.6094947,6036.4912};
offsetY=-1.8;
id=5;
side="EAST";
vehicle="O_Soldier_F";
skill=0.38727123;
};
class Item1
{
position[]={3104.0181,4.6425877,6036.123};
offsetY=-1.8;
id=6;
side="EAST";
vehicle="O_Soldier_TL_F";
leader=1;
rank="CORPORAL";
skill=0.43219513;
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={3069.5347,4.7179112,6036.1748};
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3111.8591,4.5729504,6035.2246};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3112.7683,4.6765704,6037.75};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item6
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={2924.7371,3.4727411,5941.8335};
azimut=33.3946;
offsetY=-1.8;
id=7;
side="EAST";
vehicle="O_Soldier_F";
skill=0.37229699;
};
class Item1
{
position[]={2919.9243,3.4814124,5944.5649};
azimut=33.3946;
offsetY=-1.8;
id=8;
side="EAST";
vehicle="O_Soldier_TL_F";
leader=1;
rank="CORPORAL";
skill=0.37978423;
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={2865.8242,2.9320607,5977.5576};
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2925.9758,3.4650605,5939.4985};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2928.125,3.462765,5941.106};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item7
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={3007.4402,8.9308243,6071.4937};
azimut=25.020201;
offsetY=-1.8;
id=9;
side="EAST";
vehicle="O_Soldier_F";
skill=0.45091301;
};
class Item1
{
position[]={3002.2817,8.3518963,6073.4956};
azimut=25.020201;
offsetY=-1.8;
id=10;
side="EAST";
vehicle="O_Soldier_TL_F";
leader=1;
rank="CORPORAL";
skill=0.40973318;
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={2951.5994,7.574388,6095.938};
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3001.751,8.3595619,6071.6938};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3004.897,8.5277224,6072.5234};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item8
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={3087.532,28.683693,6168.749};
azimut=-14.0444;
offsetY=-1.8;
id=11;
side="EAST";
vehicle="O_Soldier_F";
skill=0.39850211;
};
class Item1
{
position[]={3082.2666,28.223206,6167.0508};
azimut=-14.0444;
offsetY=-1.8;
id=12;
side="EAST";
vehicle="O_Soldier_TL_F";
leader=1;
rank="CORPORAL";
skill=0.39850211;
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={3025.9878,20.513075,6150.2339};
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3095.3049,29.4835,6169.2109};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3084.9065,28.511724,6167.9468};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item9
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3045.8989,27.996023,6194.2563};
offsetY=-1.8;
id=13;
side="EAST";
vehicle="O_Soldier_TL_F";
leader=1;
rank="CORPORAL";
skill=0.36106589;
};
class Item1
{
position[]={3048.2905,27.803469,6192.2061};
offsetY=-1.8;
id=14;
side="EAST";
vehicle="O_Soldier_SL_F";
rank="CORPORAL";
skill=0.35732228;
};
class Item2
{
position[]={3043.052,27.626451,6191.0674};
offsetY=-1.8;
id=15;
side="EAST";
vehicle="O_Soldier_AR_F";
rank="CORPORAL";
skill=0.34234756;
};
};
class Waypoints
{
items=9;
class Item0
{
position[]={3042.478,28.275173,6199.2881};
formation="FILE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3044.5925,28.232687,6204.0093};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3050.2302,28.172054,6210.7041};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3079.123,28.648918,6199.147};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3072.9919,27.915903,6177.1597};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3052.9785,27.344284,6179.063};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={3046.2134,27.706032,6191.959};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3043.8174,27.901699,6194.0024};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3044.2405,28.153685,6195.835};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item10
{
side="EAST";
class Vehicles
{
items=10;
class Item0
{
position[]={3342.2773,6.3183022,5737.062};
azimut=308.90399;
id=16;
side="EAST";
vehicle="O_Soldier_SL_F";
leader=1;
rank="SERGEANT";
skill=0.32737333;
};
class Item1
{
position[]={3348.053,5.6551795,5736.2559};
azimut=308.90399;
id=17;
side="EAST";
vehicle="O_Soldier_TL_F";
rank="SERGEANT";
skill=0.32737333;
};
class Item2
{
position[]={3349.3069,5.3592858,5737.812};
azimut=308.90399;
id=18;
side="EAST";
vehicle="O_Soldier_AR_F";
player="PLAY CDG";
rank="CORPORAL";
skill=0.33333331;
};
class Item3
{
position[]={3350.5632,5.3626976,5739.3682};
azimut=308.90399;
id=19;
side="EAST";
vehicle="O_Soldier_GL_F";
skill=0.34983504;
};
class Item4
{
position[]={3351.8181,5.5597935,5740.9253};
azimut=308.90399;
id=20;
side="EAST";
vehicle="O_Soldier_LAT_F";
skill=0.25000003;
};
class Item5
{
position[]={3353.7034,6.1465688,5743.2583};
azimut=308.90417;
id=21;
side="EAST";
vehicle="O_soldier_TL_F";
rank="SERGEANT";
skill=0.46666664;
};
class Item6
{
position[]={3354.9597,6.5403934,5744.8169};
azimut=308.90399;
id=22;
side="EAST";
vehicle="O_Soldier_AR_F";
rank="CORPORAL";
skill=0.33333331;
};
class Item7
{
position[]={3356.2144,6.6245728,5746.3716};
azimut=308.90399;
id=23;
side="EAST";
vehicle="O_Soldier_GL_F";
skill=0.24126957;
};
class Item8
{
position[]={3357.4712,6.6649928,5747.9292};
azimut=308.90399;
id=24;
side="EAST";
vehicle="O_Soldier_F";
skill=0.26373154;
};
class Item9
{
position[]={3359.3557,6.7964797,5750.2637};
azimut=308.90399;
id=25;
side="EAST";
vehicle="O_medic_F";
skill=0.2;
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={3343.7112,4.4781547,5744.5317};
synchronizations[]={11};
class Effects
{
};
showWP="NEVER";
syncId=7;
};
class Item1
{
position[]={2977.394,3.2908862,6049.9785};
type="SAD";
combatMode="RED";
speed="FULL";
combat="AWARE";
synchronizations[]={11};
class Effects
{
};
showWP="NEVER";
syncId=8;
};
};
};
class Item11
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2874.2463,3.340523,6055.6719};
azimut=73.769203;
offsetY=-1.8;
special="NONE";
id=26;
side="EAST";
vehicle="O_Soldier_lite_F";
leader=1;
rank="CORPORAL";
skill=0.46963137;
init="this setPosATL (this modelToWorld[0,0,2]); this setUnitPos ""up""; this forceSpeed 0;";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={2874.2463,3.340523,6055.6719};
id=26;
type="HOLD";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item12
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2863.1851,17.282045,6151.793};
class args
{
items=8;
class Item0
{
value="OPFOR";
parentCls="Site_Minefield";
typeName="side";
};
class Item1
{
value="rectangle";
parentCls="Site_Minefield";
typeName="shape";
};
class Item2
{
value="20";
parentCls="Site_Minefield";
typeName="axisA";
};
class Item3
{
value="20";
parentCls="Site_Minefield";
typeName="axisB";
};
class Item4
{
value="APERSBoundingMine";
parentCls="Site_Minefield";
typeName="minesType";
};
class Item5
{
value="30";
parentCls="Site_Minefield";
typeName="minesCount";
};
class Item6
{
value="Friendlies";
parentCls="Site_Minefield";
typeName="marked";
};
class Item7
{
value="TRUE";
parentCls="Site_Minefield";
typeName="conditionOfPresence";
};
};
id=27;
side="LOGIC";
vehicle="Site_Minefield";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
class Item13
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={5016.1904,207.621,5863.4097};
azimut=235.40422;
id=28;
side="EAST";
vehicle="O_Ifrit_MG_F";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={5027.6577,208.57436,5875.8013};
azimut=24.6187;
id=29;
side="EAST";
vehicle="O_Ifrit_MG_F";
rank="SERGEANT";
skill=0.60000002;
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={5007.4229,206.52164,5856.7607};
synchronizations[]={11};
class Effects
{
};
showWP="NEVER";
syncId=9;
};
class Item1
{
position[]={2992.5229,3.3291197,6042.0791};
type="SAD";
speed="FULL";
synchronizations[]={11};
class Effects
{
};
showWP="NEVER";
syncId=10;
};
};
};
class Item14
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={5032.7925,208.85596,5915.7637};
azimut=231.242;
id=30;
side="EAST";
vehicle="O_Soldier_F";
player="PLAY CDG";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
};
};
class Item15
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2741.3489,-10.313514,6025.7163};
class args
{
items=5;
class Item0
{
value="1";
parentCls="ModuleTaskCreate_F";
typeName="Units";
};
class Item1
{
value="Task1";
parentCls="ModuleTaskCreate_F";
typeName="ID";
};
class Item2
{
value="Clear the mines obstructing the port";
parentCls="ModuleTaskCreate_F";
typeName="Title";
};
class Item3
{
value="Disarm underwater mines using EOD kits";
parentCls="ModuleTaskCreate_F";
typeName="Description";
};
class Item4
{
value="";
parentCls="ModuleTaskCreate_F";
typeName="Marker";
};
};
id=31;
side="LOGIC";
vehicle="ModuleTaskCreate_F";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
syncId=1;
synchronizations[]={2,3,0};
};
};
};
class Item16
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2756.7864,-0.048815668,6035.189};
class args
{
items=1;
class Item0
{
value="SUCCEEDED";
parentCls="ModuleTaskSetState_F";
typeName="State";
};
};
id=32;
side="LOGIC";
vehicle="ModuleTaskSetState_F";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
syncId=2;
synchronizations[]={12,1};
};
};
};
class Item17
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2755.5425,-0.25994825,6028.1201};
class args
{
items=1;
class Item0
{
value="0";
parentCls="ModuleTaskSetDestination_F";
typeName="Destination";
};
};
id=33;
side="LOGIC";
vehicle="ModuleTaskSetDestination_F";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
syncId=3;
synchronizations[]={1};
};
};
};
class Item18
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2658.1958,25.0835,5718.0278};
class args
{
items=6;
class Item0
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_Artillery";
};
class Item1
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_CAS_Bombing";
};
class Item2
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_CAS_Heli";
};
class Item3
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_Drop";
};
class Item4
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_Transport";
};
class Item5
{
value="-1";
parentCls="SupportRequester";
typeName="BIS_SUPP_limit_UAV";
};
};
id=34;
side="LOGIC";
vehicle="SupportRequester";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
syncId=4;
synchronizations[]={0,5};
};
};
};
class Item19
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={1698.8484,5.5,5510.2891};
id=35;
side="LOGIC";
vehicle="SupportProvider_CAS_Heli";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
syncId=5;
synchronizations[]={4,6};
};
};
};
class Item20
{
side="WEST";
class Vehicles
{
items=2;
class Item0
{
position[]={1717.3264,5.5,5475.3413};
id=36;
side="WEST";
vehicle="B_AH9_F";
leader=1;
rank="CAPTAIN";
skill=0.60000002;
syncId=6;
synchronizations[]={5};
};
class Item1
{
position[]={1735.1903,5.5,5467.5059};
id=37;
side="WEST";
vehicle="B_AH9_F";
rank="LIEUTENANT";
skill=0.60000002;
};
};
};
};
class Vehicles
{
items=30;
class Item0
{
position[]={2716.1724,0.11946794,6110.0591};
azimut=-49.576302;
offsetY=-1;
id=38;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u4";
};
class Item1
{
position[]={2805.1462,0.018999744,6071.5098};
azimut=-149.05499;
offsetY=-1.8;
id=39;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u5";
};
class Item2
{
position[]={2788.3606,-0.039209165,6039.2188};
azimut=-65.099197;
offsetY=-2;
id=40;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u2";
};
class Item3
{
position[]={2777.5596,0.024126807,6056.6309};
azimut=-42.071602;
offsetY=-1;
id=41;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u3";
};
class Item4
{
position[]={2795.1541,-0.028047135,6025.167};
azimut=-114.757;
offsetY=-1.5;
id=42;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u1";
};
class Item5
{
position[]={2870.5457,1.6471325,6046.4878};
azimut=-92.323494;
offsetY=-1.8;
id=43;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item6
{
position[]={2871.0923,1.6709583,6039.415};
azimut=-92.323494;
offsetY=-1.8;
id=44;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item7
{
position[]={2877.8691,1.6022192,6032.1025};
azimut=-92.323494;
offsetY=-1.8;
id=45;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item8
{
position[]={2886.1736,1.3908625,6038.6416};
azimut=-92.323494;
offsetY=-1.8;
id=46;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item9
{
position[]={2880.4045,1.5394158,6039.4873};
azimut=-107.74221;
offsetY=-1.8;
id=47;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item10
{
position[]={2913.2834,1.6390862,6015.355};
azimut=-107.74221;
offsetY=-1.8;
id=48;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item11
{
position[]={2890.7507,1.4033417,6035.1753};
azimut=-92.323494;
offsetY=-1.8;
id=49;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item12
{
position[]={2887.1543,1.4425366,6030.9243};
azimut=-92.323494;
offsetY=-1.8;
id=50;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item13
{
position[]={2908.6672,1.5346618,6024.3198};
azimut=-92.323494;
offsetY=-1.8;
id=51;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item14
{
position[]={2884.7349,1.4046046,6026.2163};
azimut=-92.323494;
offsetY=-1.8;
id=52;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item15
{
position[]={2898.9248,1.4930798,6023.1431};
azimut=-92.323494;
offsetY=-1.8;
id=53;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item16
{
position[]={2899.9055,1.2736633,6028.0474};
azimut=-92.323494;
offsetY=-1.8;
id=54;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item17
{
position[]={2923.5764,1.5021179,6007.1226};
azimut=-92.323494;
offsetY=-1.8;
id=55;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item18
{
position[]={2905.1367,1.5910206,6016.4082};
azimut=-92.323494;
offsetY=-1.8;
id=56;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item19
{
position[]={2920.8301,1.5711377,6018.2388};
azimut=-92.323494;
offsetY=-1.8;
id=57;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item20
{
position[]={2949.3252,1.4241259,5992.127};
azimut=-92.323494;
offsetY=-1.8;
id=58;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item21
{
position[]={2933.2502,1.4490716,6001.8799};
azimut=-92.323494;
offsetY=-1.8;
id=59;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item22
{
position[]={2956.8989,1.4006776,5981.9795};
azimut=-92.323494;
offsetY=-1.8;
id=60;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item23
{
position[]={2966.5728,1.4055506,5989.6113};
azimut=-92.323494;
offsetY=-1.8;
id=61;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item24
{
position[]={2980.053,1.5257471,5978.0996};
azimut=-92.323494;
offsetY=-1.8;
id=62;
side="EMPTY";
vehicle="APERSBoundingMine";
leader=1;
skill=0.60000002;
};
class Item25
{
position[]={2947.3931,1.3852332,6003.7554};
azimut=-50.76226;
offsetY=-1.8;
id=63;
side="EMPTY";
vehicle="APERSTripMine";
leader=1;
skill=0.60000002;
};
class Item26
{
position[]={2737.3064,-0.0018851346,6135.6221};
azimut=-149.05499;
offsetY=-1.8;
id=64;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u6";
};
class Item27
{
position[]={2779.7095,-0.0088307559,6076.5801};
azimut=-149.05499;
offsetY=-1.8;
id=65;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u7";
};
class Item28
{
position[]={2696.2708,0.10763966,6076.5088};
azimut=-149.05499;
offsetY=-1.8;
id=66;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u8";
};
class Item29
{
position[]={2742.9036,0.032101311,6039.168};
azimut=-149.05499;
offsetY=-1.8;
id=67;
side="EMPTY";
vehicle="UnderwaterMine";
leader=1;
skill=0.60000002;
text="u9";
};
};
class Markers
{
items=11;
class Item0
{
position[]={2990.9324,3.3499999,6017.728};
name="chem1";
text="chem1";
type="Empty";
colorName="ColorRed";
a=2;
b=2;
};
class Item1
{
position[]={2862.7319,17.434214,6152.3594};
name="Mines";
text="Mines";
markerType="RECTANGLE";
type="Empty";
colorName="ColorRed";
a=20;
b=20;
};
class Item2
{
position[]={2795.2205,0.01005039,6025.2432};
name="1";
type="hd_dot";
colorName="ColorRed";
};
class Item3
{
position[]={2788.2737,-0.027830055,6039.3345};
name="1_1";
type="hd_dot";
colorName="ColorRed";
};
class Item4
{
position[]={2777.5928,-0.11986613,6056.751};
name="1_2";
type="hd_dot";
colorName="ColorRed";
};
class Item5
{
position[]={2805.3174,0.00071054639,6071.4619};
name="1_3";
type="hd_dot";
colorName="ColorRed";
};
class Item6
{
position[]={2779.9075,0.049968328,6076.3999};
name="1_4";
type="hd_dot";
colorName="ColorRed";
};
class Item7
{
position[]={2742.8806,0.045602016,6039.5029};
name="1_5";
type="hd_dot";
colorName="ColorRed";
};
class Item8
{
position[]={2695.4595,-0.17654078,6077.1177};
name="1_6";
type="hd_dot";
colorName="ColorRed";
};
class Item9
{
position[]={2716.0129,-0.11411441,6110.9712};
name="1_7";
type="hd_dot";
colorName="ColorRed";
};
class Item10
{
position[]={2737.7761,0.099807754,6136.7642};
name="1_8";
type="hd_dot";
colorName="ColorRed";
};
};
class Sensors
{
items=5;
class Item0
{
position[]={3032.6528,4.1068726,6035.416};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
expCond="true";
expActiv="_light = ""Chemlight_green"" createVehicle getMarkerPos ""chem1"";";
class Effects
{
};
};
class Item1
{
position[]={2986.9995,3.3380835,6033.9224};
a=200;
b=200;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
name="alarm1";
expActiv="hint ""Compromised - Enemy QRF inbound!"";";
class Effects
{
soundDet="AlarmSfx";
track="RadioAmbient1";
};
synchronizations[]={8,7,10,9};
syncId=11;
};
class Item2
{
position[]={2768.322,0.09368813,6039.3906};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
expCond="!mineActive u1 && !mineActive u2 && !mineActive u3 && !mineActive u4 && !mineActive u5 && !mineActive u6 && !mineActive u7 && !mineActive u8 && !mineActive u9";
expActiv="hint ""Underwater Mines Disabled - New Exfiltration Option Available""";
class Effects
{
};
synchronizations[]={2};
syncId=12;
};
class Item3
{
position[]={2708.616,0.51799744,6053.5669};
a=10;
b=10;
activationBy="STATIC";
activationType="NOT PRESENT";
interruptable=1;
age="UNKNOWN";
idStatic=52368;
idObject=-1750948720;
expActiv="Hint ""Light House Destroyed!""";
class Effects
{
};
};
class Item4
{
position[]={3063.4919,28.151239,6187.5024};
a=15;
b=15;
activationBy="STATIC";
activationType="NOT PRESENT";
interruptable=1;
age="UNKNOWN";
idStatic=56695;
idObject=-1742537353;
expActiv="Hint ""Radio Tower Destroyed""";
class Effects
{
};
};
};
};
class Intro
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=14676684;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
class OutroWin
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=6205364;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
class OutroLoose
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=10391883;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
-
Hey, the download link does not work anymore. Does anyone know of a mirror where I can grab this from?
Thanks!
-
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.
-
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?
-
-
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?
-
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
if (!isServer) exitWith {}; //servercheckwaitUntil {time > (2*60)}; //start wait time
while {true} do {// loop it
{
if ((!isPlayer _x) and ((side _unit) == resistance)) then {_x setdamage 1; deleteGroup (group _x)}; //kill all zombies. cly dead remove will delete groups
} forEach ALLunits;
//zombies = []; // set zombie array to zero, for good measure
sleep (2 * 60); // wait 10 minutes
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 :
[] exec "Zombiedelete.sqf";3. Since the third line of the script is
, do I need a True = True; in my init.sqf?while {true} do {// loop it -
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
-
put this in the init line of the unit rogers["Helicopter", "US_Soldier_Pilot_EP1"] execVM "pilotCheck.sqf";
then change "Helicopter" to the correct cfgvehicles class name from this:
http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles
then change the US_Soldier_Pilot_EP1 to the classname of the rogers unit
Hey thanks for the speedy replies. I tried this with no success
In the init of the unit I put.
nul= ["vwgolf", "citizen2" execVM "pilotCheck.sqf";My pilotcheck.sqf looks like:
vehicleType = _this select 0; // "Helicopter" / "Tank"
_crewType = _this select 1; // "US_Soldier_Pilot_EP1"
//hint format["%1 - %2",_crewType, _vehicleType];
if (typeof player != _crewType) then {
private "_v";
while {alive player} do {
waituntil {vehicle player != player};
_v = vehicle player;
if (_v iskindof _vehicleType && !(_v iskindof "ParachuteBase")) then {
if (driver _v == player) then {
player action ["eject",_v];
waituntil {vehicle player == player};
hint "We shall leave the piloting to those with the appropriate training.";
};
};
};
};
I also tried putting the following into my init.sqf
["vwgolf", "citizen2" execVM "pilotCheck.sqf";In my test mission, any unit can drive the hatchback/vwgolf
Any thoughts? I am probably making a few facepalm.
-
You could adapt this code but instead of checking typeOf check for the Rogers unit.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?
_
vehicleType = _this select 0; // "Helicopter" / "Tank"_crewType = _this select 1; // "US_Soldier_Pilot_EP1"
//hint format["%1 - %2",_crewType, _vehicleType];
if (typeof player != _crewType) then {
private "_v";
while {alive player} do {
waituntil {vehicle player != player};
_v = vehicle player;
if (_v iskindof _vehicleType && !(_v iskindof "ParachuteBase")) then {
if (driver _v == player) then {
player action ["eject",_v];
waituntil {vehicle player == player};
hint "We shall leave the piloting to those with the appropriate training.";
};
};
};
};
-
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
-
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";"
private ["_target","_caller","_id"];_target = _this select 0;
_caller = _this select 1;
_id = _this select 2;
[nil,nil,rREMOVEACTION,_id] call RE;
radiopart = Radiopart + 1;
publicVariable "Radiopart";
if (radiopart == 1) then {
hint format [' 1/7 Radio Components Gathered!'];
};
if (radiopart == 2) then {
hint format [' 2/7 Radio Components Gathered!'];
};
if (radiopart == 3) then {
hint format [' 3/7 Radio Components Gathered!'];
};
if (radiopart == 4) then {
hint format [' 4/7 Radio Components Gathered!'];
};
if (radiopart == 5) then {
hint format [' 5/7 Radio Components Gathered!'];
};
if (radiopart == 6) then {
hint format [' 6/7 Radio Components Gathered!'];
};
if (radiopart == 7) then {
satradio setpos (getMarkerpos "baseradio");
satradio setpos [ getPos this select 0, getPos this select 1, (getPos this select 2) +3.5];
hint format ['You have gathered enough components to construct a radio at the Survivors' Hideout!!'];
};
Any assistance from gurus is appreciated.
-
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?
-
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
-
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?
-
Use the amazing VTS combined with Reezo's amazing IED detector stuff - it is IED heaven !VTS can make ANY object an IED, making it explode if you run too fast around it. Reezo's stuff gives you a chance to detect it and then defuse remotely or manually.
Where can I find this VTS? Tried searching for it.
-
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
-
No crashes so far! Awesome, TY. What did you do?
-
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:
#include "scripts\IEDdetect\IEDdetect_dialog.h"class CfgSounds
{
#include "scripts\IEDdetect\IEDdetect_sounds.cpp"
};
class RscTitles
{
#include "scripts\IEDdetect\IEDdetect_screens.cpp"
};
/*
copy the #include lines into your description.ext file
NOTE: if your description.ext does not have the CfgSounds and RscTitles classes, create them
just as they are in this file
*/
I am trying to throw it in this description.ext (from CLY's zombie mission):
onLoadMission="ChernApocalypse";respawn="BASE";
respawnDelay=10;
disabledAI=1;
respawnDialog=0;
class Header
{
gameType=COOP;
minPlayers=1;
maxPlayers=12;
};
onPauseScript="cly_jukebox.sqf";
class Params
{
class CLY_friendlyfire
{
title="Friendly fire damage:";
values[]={1,2,0};
texts[]={"Full","Reduced","Off"};
default=2;
};
class CLY_terraingrid
{
title="Terrain detail:";
values[]={0,50,25};
texts[]={"Individual choice","Very low (no grass)","Low (default)"};
default=0;
};
};
class CfgIdentities
{
class unknown
{
name="Unknown speaker";
face="Default";
glasses="None";
speaker="Male01RU";
pitch=1.0;
};
class nikita
{
name="Nikita";
face="Default";
glasses="None";
speaker="Male03RU";
pitch=1.0;
};
};
class CfgSounds
{
class attack1
{
name="attack1";
sound[]={\sound\attack1.ogg, 0.1, 1.0};
titles[]={};
};
class attack2
{
name="attack2";
sound[]={\sound\attack2.ogg, 0.1, 1.0};
titles[]={};
};
class attack3
{
name="attack3";
sound[]={\sound\attack3.ogg, 0.1, 1.0};
titles[]={};
};
class chase1
{
name="chase1";
sound[]={\sound\chase1.ogg, 0.1, 1.0};
titles[]={};
};
class chase2
{
name="chase2";
sound[]={\sound\chase2.ogg, 0.1, 1.0};
titles[]={};
};
class chase3
{
name="chase3";
sound[]={\sound\chase3.ogg, 0.1, 1.0};
titles[]={};
};
class chase4
{
name="chase4";
sound[]={\sound\chase4.ogg, 0.1, 1.0};
titles[]={};
};
class chase5
{
name="chase5";
sound[]={\sound\chase5.ogg, 0.1, 1.0};
titles[]={};
};
class chase6
{
name="chase6";
sound[]={\sound\chase6.ogg, 0.1, 1.0};
titles[]={};
};
class chase7
{
name="chase7";
sound[]={\sound\chase7.ogg, 0.1, 1.0};
titles[]={};
};
class chase8
{
name="chase8";
sound[]={\sound\chase8.ogg, 0.1, 1.0};
titles[]={};
};
class idle1
{
name="idle1";
sound[]={\sound\idle1.ogg, 0.1, 1.0};
titles[]={};
};
class idle2
{
name="idle2";
sound[]={\sound\idle2.ogg, 0.1, 1.0};
titles[]={};
};
class idle3
{
name="idle3";
sound[]={\sound\idle3.ogg, 0.1, 1.0};
titles[]={};
};
class idle4
{
name="idle4";
sound[]={\sound\idle4.ogg, 0.1, 1.0};
titles[]={};
};
class idle5
{
name="idle5";
sound[]={\sound\idle5.ogg, 0.1, 1.0};
titles[]={};
};
class idle6
{
name="idle6";
sound[]={\sound\idle6.ogg, 0.1, 1.0};
titles[]={};
};
class idle7
{
name="idle7";
sound[]={\sound\idle7.ogg, 0.1, 1.0};
titles[]={};
};
class idle8
{
name="idle8";
sound[]={\sound\idle8.ogg, 0.1, 1.0};
titles[]={};
};
class scream1
{
name="scream1";
sound[]={\sound\scream1.ogg, 0.1, 1.0};
titles[]={};
};
class scream2
{
name="scream2";
sound[]={\sound\scream2.ogg, 0.1, 1.0};
titles[]={};
};
class scream3
{
name="scream3";
sound[]={\sound\scream3.ogg, 0.1, 1.0};
titles[]={};
};
class radionoise
{
name="radionoise";
sound[]={\sound\radionoise.ogg, 0.05, 1.0};
titles[]={};
};
};
class CfgMusic
{
class auldale
{
name="auldale";
sound[]={\music\auldale.ogg,1,1};
titles[]={};
};
class cradle
{
name="cradle";
sound[]={\music\cradle.ogg,1,1};
titles[]={};
};
class kurshok
{
name="kurshok";
sound[]={\music\kurshok.ogg,1,1};
titles[]={};
};
class oldquarter
{
name="oldquarter";
sound[]={\music\oldquarter.ogg,1,1};
titles[]={};
};
class pavelock
{
name="pavelock";
sound[]={\music\pavelock.ogg,1,1};
titles[]={};
};
};
class cfgRadio
{
class tower1
{
name="tower1";
sound[]={};
title="Found a map on the policeman's body.";
};
class tower2
{
name="tower2";
sound[]={};
title="He marked the airfield with a red X. Looks like the logical place to check out.";
};
class radio1
{
name="radio1";
sound[]={};
title="Hello? Who's there?";
};
class radio2
{
name="radio2";
sound[]={};
title="Is someone alive there? Hold on a moment... Boss, survivors on the radio!";
};
class radio3
{
name="radio3";
sound[]={};
title="Hello? My name is Nikita and I represent a group of survivors in the northeast region. Where are you hailing from?";
};
class radio4
{
name="radio4";
sound[]={};
title="Krasnostav airfield control tower. A large number of zombies just failed to take this place.";
};
class radio4a
{
name="radio4a";
sound[]={};
title="Krasnostav airfield control tower. There are a lot of zombies around here but fortunately they haven't taken notice.";
};
class radio5
{
name="radio5";
sound[]={};
title="Our camp is not too far away from you, then. You seem to hold your own against the zombies so I have a proposition for you.";
};
class radio5a
{
name="radio5a";
sound[]={};
title="Our camp is not too far away from you, then. You seem to manage well amidst the zombies so I have a proposition for you.";
};
class radio6
{
name="radio6";
sound[]={};
title="We had a headquarters in Krasnostav but we had to abandon it when the town was assaulted by a sizeable horde.";
};
class radio7
{
name="radio7";
sound[]={};
title="We left behind some very important photographs and we would very much want them back.";
};
class radio8
{
name="radio8";
sound[]={};
title="Get the photos in the large brick house in the middle of the town and you are welcome to join our camp.";
};
class radio9
{
name="radio9";
sound[]={};
title="When you have them, wait for my soldiers at the top of Klen.";
};
class radio10
{
name="radio10";
sound[]={};
title="If it's the only way, I guess that will have to do. Is there any place to get more ammo?";
};
class radio10a
{
name="radio10a";
sound[]={};
title="If it's the only way, I guess that will have to do. Is there any place to get a weapon if the need comes?";
};
class radio11
{
name="radio11";
sound[]={};
title="The store on the eastern side of the town was our armory. There might still be something worth taking there.";
};
class radio12
{
name="radio12";
sound[]={};
title="Got it. See you in your camp.";
};
class radio13
{
name="radio13";
sound[]={};
title="I really hope so. Nikita out.";
};
class klen1
{
name="klen1";
sound[]={};
title="Got the photos. The faster to Klen, the better!";
};
class klen2
{
name="klen2";
sound[]={};
title="Defending this hill is the only way to make it!";
};
class klen2a
{
name="klen2a";
sound[]={};
title="Almost at the top! Let's hope someone's there.";
};
class klen3
{
name="klen3";
sound[]={};
title="Those soldiers better be here soon!";
};
class klen4
{
name="klen4";
sound[]={};
title="Fuck, he had the photos!";
};
};
class RscTitleText
{
type=0;
idc=-1;
style=2;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Zeppelin32";
x=0;
y=0;
w=0;
h=0;
size=1;
};
class RscTitles
{
titles[]={};
class outro
{
idd=-1;
movingEnable=0;
duration=11;
fadein=1;
fadeout=1;
name="outro";
controls[]={"title1","title2","title3"};
class title1
{
type=0;
idc=-1;
colorBackground[]={0,0,0,0};
colorText[]={0.2,0.2,0.4,1};
font="Zeppelin32";
size=1;
text="...in";
style=0;
sizeEx=0.04;
x=0.18;
y=0.33;
w=0.1;
h=0.1;
};
class title2
{
type=0;
idc=-1;
size=1;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Zeppelin32";
text="chernarus_apocalypse_logo.paa";
style=48;
sizeEx=0.15;
x=0.2;
y=0.4;
w=0.6;
h=0.168;
};
class title3
{
type=0;
idc=-1;
colorBackground[]={0,0,0,0};
colorText[]={0.2,0.2,0.4,1};
font="Zeppelin32";
size=1;
text="part two";
style=0;
sizeEx=0.04;
x=0.7;
y=0.52;
w=0.2;
h=0.1;
};
};
class claw1
{
idd=-1;
movingEnable=0;
duration=0;
fadein=0.25;
fadeout=0.75;
name="claw1";
controls[]={"title1"};
class title1
{
type=0;
idc=-1;
size=1;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Zeppelin32";
text="claw1.paa";
style=48;
sizeEx=0.15;
x=0.275;
y=0.2;
w=0.45;
h=0.6;
};
};
class claw2
{
idd=-1;
movingEnable=0;
duration=0;
fadein=0.25;
fadeout=0.75;
name="claw2";
controls[]={"title1"};
class title1
{
type=0;
idc=-1;
size=1;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Zeppelin32";
text="claw2.paa";
style=48;
sizeEx=0.15;
x=0.275;
y=0.2;
w=0.45;
h=0.6;
};
};
class claw3
{
idd=-1;
movingEnable=0;
duration=0;
fadein=0;
fadeout=0.2;
name="claw3";
controls[]={"title1"};
class title1
{
type=0;
idc=-1;
size=1;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Zeppelin32";
text="claw3.paa";
style=48;
sizeEx=0.15;
x=0.275;
y=0.2;
w=0.45;
h=0.6;
};
};
class hud
{
idd=-1;
movingEnable=0;
fadein=0;
duration=0.3;
fadeout=0.5;
name="hud";
onLoad="uiNamespace setVariable [""hud"",_this select 0]";
controlsBackground[]={};
objects[]={};
class controls
{
class hud1 : RscTitleText
{
idc=23501;
style=48;
sizeEx=0.15;
w=0.06;
h=0.08;
text="";
};
};
};
};
If anyone can please help, I would be greatful.
Thanks,
Alex
-
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
-
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!
-
I am looking for the exact thing, is there a scripting guru out there?
support requester doesn't work
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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.