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Rail82

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About Rail82

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  1. I am running ACE. I just want to pick up a static weapon, or start with one in bags, and move it somewhere else and use it... I don't care if it's mortars or machine guns. So I take it I cannot do this using ACE at this time?
  2. Hi all, I'm having trouble here disassembling and reassembling static weapons, and using bagged static weapons. I have patch 1.57, while searching the forums I read that in patch 1.54 they removed the tripod bag by accident, was this fixed in the 1.57 patch? I cannot use the bagged static weapons, I cannot add a tripod bag to anyone in editor, I can't disassemble static weapons, regardless if they are "empty" or "BLUFOR" in the editor. (I have placed an empty one, and placed a blufor one with a gunner and still cannot break it down into bags and carry it around.) I just get the option to enter as gunner, I never get the disassemble option. I have used the m252 members in the editor and tried dropping the base plate and standing over it with the m252 on my back and cannot get an assemble option. I have dropped both bags on or near each other and cannot get it to work either. I have tried with the m252 gunner, asst gunner, ammo bearer soldiers, as well as a plain rifleman and an engineer, and still never get the option to assemble. I have tried this every which way and still no luck. As far as I know, you drop a flipping tripod on the ground and stand over it with the bagged weapon on your back and choose assemble... or just disassemble a static weapon into two bags, transport it and then repeat the steps above. None of this works for me, I cannot even disassemble. I really need this to work one way or the other and I'm at my wits end here. Any help is really appreciated.
  3. Rail82

    The function key in OA

    watch this video to learn how to set up arty strikes in a player created mission.
  4. Rail82

    Ghost Recon - c09 - Farm Night - beta

    I also loved this map. I remember to even be considered for the one clan I was in, you had to complete this mission solo. Good memories indeed. Also this was a night mission, but they did have a day map for MP pvp. Any chances these will be released for SP or are they all going to be specifically for MP?
  5. Rail82

    Newb's First Impressions

    Typically when I get a new shooter, the first thing I do is go and change all the keys around to fit my style. I usually have my own standard key layout I use for games, and it's pretty similar across the board depending on what kind of things you can do in game. EX. When I got TC R6V2, the hide behind cover key was a feature I never had to incorporate in my layout, so it changed my standard layout a little bit for that game. With all that said, I was too overwhelmed with the amount of controls needed for this game. I didn't even know where to start with changing the key layout, and so I just didn't mess with it. I have kept everything at default for the first time pretty much ever. Once you get used to all the controls and the key layout though, it all flows pretty smoothly. I think for the amount of controls, they did a pretty nice job laying it out. Although I don't like M for the map key, every shooter puts the map on the M key and it's just awkward to get too. I usually put the map at tab, caps, left shift, left ctrl or left alt depending on whats free, but decided to keep it at M for Arma. The keys are tough and overwhelming, but after a month, your fingers will be flying around without you even thinking about where they are going.
  6. Does anyone know if this issue has been resolved? Or is ACE and unitplay just not compatible? I have a mission with ACE and the unitplays stutter horribly. Like it almost makes me dizzy and physically ill when watching it in 3rd person on the screen. Mapclick inserts were too unreliable in my mission due to the terrain, so I really have no choice but to use unitplays. It will suck if I have to remake the whole mission without ACE.
  7. Rail82

    Really enjoying it but...

    It's playable in the high teens, you just can't have too many AI on the map. ;)
  8. sweet I'll give that a try a little later when I have some time. I was trying something similar but it wasn't working, I was naming the group instead of the individual units. edit: Works perfect. thanks alot.
  9. Hi all, having a little trouble getting this to work right. Making a mission with 3 "hostages" to rescue. After I have them join my group I want it so that you need to extract at least 2 of the 3 hostages. Basically, if two of them die I want it to be a lose mission. I've tried naming them as a group and then doing a count list trigger, but I can't get it to work right. Any suggestions on how I can pull this off?
  10. Rail82

    Really enjoying it but...

    Dude I would cream my pants for 28 FPS. I play this game on a laptop and get between 17-25. On average I am probably right under 20 FPS.
  11. Ok I'm having a little trouble with this... I can get unitcapture/unitplay to work perfectly fine if I start the Heli from a flying position. When I try to start it from the ground with the engines off, after I do unitcapture, paste the path, and start again and do unitplay, the heli DOES move, and in the way that I flew it, BUT the rotors don't spin and the engine is off. I even tried started the unitcapture, when the blades were first starting to spin up and still when I replay it, nothing spins, and there is no engine sound. I remember reading a thread awhile ago that discussed this issue, but I can't seem to locate it now, no matter how I search for it. And of course when I was reading about it, I was actually looking for different information, so I was just skimming through threads, and not really committing that information to memory. Anyone know how to make it so my heli is "parked" with engine off, I load my team and the heli's blades start spinning up and takes off? Like I said, I am having no problems getting this to work from a flying position, just when I start "in formation". Besides this one issue, everything else about this is pretty straightforward. The hardest part so far for me is overcoming my lack of piloting skills. Another question: Do I have to pilot the chopper to do the unitcapture, or can I set up a mapclick and record the AI's flight data? Also, I need 1 heli to have have 2 possible LZ's. I put the first LZ in there and it works fine, I then went and added the second LZ and now neither work. I take it you can't have 2 possible unitplay's for a single unit? Is there a way to accomplish this? here's what I got. init Mypath = compile preprocessFile "path1.sqf" Mypath2 = compile preprocessFile "path2.sqf" path1 Path1 =(UnitCapture pasted text wall here); [heli1, Path1,20] spawn BIS_fnc_UnitPlay; path2 Path2 =(UnitCapture pasted text wall here); [heli1, Path2,20] spawn BIS_fnc_UnitPlay; Radio Trigger 1 on act: rec = [] spawn Mypath; Radio Trigger 2 on act: rec = [] spawn Mypath2; To me it all looks right, that's why I am assuming that I just can't do this? Also, both UnitCapture's where started from the exact same spot.
  12. Now that I know about that little nuance of the editor, I was able to take care of it, and it now appears in the mission. Thanks again for the help. Just wish I would have known this about a week ago, as I released a mission and looked like an asshole when you couldn't complete it because you didn't have the damn satchel charge. Now that that's out of the way I can work on changing the Heli insert from mapclick to UnitCapture before I try to re-release it. I have the basics of UnitCapture/UnitPlay down, but now the issue is getting the rotors to move when I do UnitCapture with a chopper that starts out on the ground with the engines off. I can get the damn thing to move, but the blades don't spin and the engines aren't on. Plus on top of that, I'm a shitty pilot so this is going to be an adventure to try to incorporate into this mission. But unfortunately using mapclick on the area of the map my mission is in, is proving to be impractical because of the mountains around the city. I can get them to land fine using the mapclick, but I also know exactly where I need to click to insert the chopper since I've inserted in this mission at least 50 times. But some people apparently keep flying into mountains, so it looks like it's time to go out and learn knew things. If it's not one thing, it's another though.
  13. sweet, thanks guys, that makes sense. It seems asinine they would allow it in the editor but not the mission though. You would think the editor should be a mirror image of what is allowed in the mission. What's the point of previewing in the editor if it's not 100% accurate as to how the mission is going to perform. You would think there would be a way to notify you that there is not available slots for that equipment. But I guess that's just the way it is.
  14. Okay here is the problem. I made a mission with 2 playable squads. You can choose to be either of the team leaders and that is it. I gave each of the team leaders a satchel charge. In the editor both team leaders have the satchel charge. All is good in the editor. I .pbo'd the mission and went to play it in single player and the player controlled team leader DOES NOT have the satchel, but the playable team leader of the second team DOES have the charge. I have been fudging around with this all weekend but cannot figure it out. I ALWAYS have the charge in the editor and it is ALWAYS missing after I .pbo it and play the mission. Anyone else ever have this problem? Here is what the init's of the two units look like: tl1: ["ace_sys_irstrobe_aradd", [this]] call CBA_fnc_globalEvent; alpha=group this; tl1 addmagazine "pipebomb" tl2: ["ace_sys_irstrobe_aradd", [this]] call CBA_fnc_globalEvent; bravo=group this; tl2 addmagazine "pipebomb" the coding is the same for both units. Player unit is tl1, playable unit is tl2, both are correctly named in the editor. I have put the satchel charge coding at the end of the init line and at the beginning with no change to the problem. tl1 has the satchel in the editor but not the mission. tl2 has the satchel in both the editor and the mission. I am running ace2 core and extras, cba and zuessai if that makes any difference. I am using upsmon in the mission as well if that makes any difference. Any ideas what is going on here? This isn't making sense to me.
  15. Rail82

    SP CO/OA Steel Caskets (ACE)

    hmmm I'm a little disappointed, it wasn't my intention to put out a flawed mission, I've been tweaking this damn thing for weeks and it was working perfectly in the editor. Give me a day or two, and I'll fix it. It played fine in the editor. But I copied and pasted some of the mission files together. I'm going to comb through them and see if there isn't a rogue command somewhere screwing things up. As far as the heli insert goes, I didn't have many problems, but I guess since I made the mission I know the sweet spots for the inserts. I was thinking of using unitcapture to do the inserts, but I decided on mapclick because it was easier. I might need to rethink that, I might not have any choice but to go unitcapture. I have some time today and tomorrow.
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