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SGT M

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Everything posted by SGT M

  1. Hey guys in this mission I am making I have a town filled with bad guys that then move to engage BluFor units after BluFor capture a nearby airfield (such as a counter-attack). The problem I have is that my BluFor air power wipes them out before they can move 100 metres. Is there any way to make air units in general ignore these town units?
  2. Hey guys, so I'm trying to remap all aircraft related controls onto my new joysticks for ArmA 2 CO. Every control I have remapped functions perfectly with my new joysticks, however for some reason the Next Target (Tab) function will not work with either joystick. This problem arose with my old joystick, but I assumed it was just a problem with that stick and dealt with it. However now that it still doesn't work with either new one (both are different from one another), I thought I'd bring it to the forums and see if anyone else has had the same problem and/or if anyone has a fix for it (it's kind of an important button in dogfights lol).
  3. Oh... My... God... What the hell? You're right! There's two, both apparently use Tab as their key binding, they both are called Next Target even! Well I remapped the second one and it works fine haha, that is so strange. What is the difference between the two? Is it like one for air vehicles and one for ground?
  4. Thanks guys, I'll try these ideas and get back. :) Edit: Ok so I have tried remapping it just to a different key and that doesn't seem to work, and JoyToKey doesn't work either. I think my game is broken in this regard lol. Edit Again: Ok something rather interesting I noted was that if I deleted Tab from the Next Target key binding list (so that there was supposedly no binding for Next Target), if I press Tab in game, it will STILL target something. What the hell?
  5. Hey guys, so I've got this mission where BlueFor takes an airfield, and then proceeds to secure a nearby town (similar to the first OA mission). I have it so that there are multiple OpFor units in the town, all set to setCaptive true so that they do not get smashed by friendly air. I also have a trigger that turns setCaptive to false once BlueFor units are present in the town, making them hostile.The problem I have is that friendly air power keeps flying through the trigger, setting it off before the ground forces get anywhere near the town. Is there anyway to have it so that the trigger only activates after BlueFor is present for a certain amount of time (i.e. longer than it takes a jet to fly over), I figured this would involve the countdown timer in some way, I experimented with no luck. Or better still, is there a way to make the trigger only be activated by BlueFor ground forces, and not BlueFor air forces?
  6. Thanks that works for one unit, unfortunately I have like 30 units listed in the same trigger as setCaptive false, and honestly I can't be bothered doing that for every unit haha. Never mind, most of them seem to survive the air attacks, and then get finished off by the groung units.
  7. _targetPos = getPosASL _targetUnit; Ok so do I write the name of the unit I want targeted under "_targetUnit"? If so thats cool, but what do I write under "_targetPos"? To be honest I'm stuck when it comes to writing the values lol. Edit: Ok disregard that, I have it semi-working here is my code, which I have placed in a trigger's ON ACTIVATION: [group m1, getPosASL a1, ["IMMEDIATE", "HE", 1, 10]] call BIS_ARTY_F_ExecuteTemplateMission; where m1 is the leader of the two grouped M119's and a1 is the target I want them to fire at. Only problem is this doesn't do anything, the guns don't fire, don't pivot, nothing. However one wierd thing I noticed is that if I remove a1 (not from the code, just from the map, i.e. delete the unit) the guns will pivot, aiming somewhere around the south-west corner of the map, and fire along the ground, obviously causing the shells/ rockets to impact about 30 metres away from the guns, I have no idea what they are aiming at, but it tells me that SOMETHING about the setup is working.
  8. Is this all I need to create a fire mission, or do I need the next section, which confuses me a little?
  9. SGT M

    USS Nimitz

    Ok thats cool, I was just wondering that's all. Thanks for replying. :)
  10. Ok thanks for this info, much appreciated. :)
  11. Hey guys, so recently I've been getting into the idea of purchasing Take On Helicopters. It looks like a fantastic game for an up and coming pilot like myself, the flight model looks quite impressive. One question that I have relating to TOH and ArmA 2 is this: do ArmA 2 and TOH combine if both are installed (like OA and vanilla combining to make CO)? I noticed that some of the TOH maps are ArmA 2 maps (i.e. Takistan). So do the vehicles and combat of ArmA 2 mold into TOH with the two games acting as one? Relentless googling has not presented me with any credible answers to this question.
  12. SGT M

    [SP] Day At The Airbase (A2 / AO)

    Don't suppose you ever thought about releasing the airbase template did you? This is a great mission but without a doubt the thing that captivated me the most was the sheer complexity and detail of the airbase! It's really nice, my templates are all rubbish lol.
  13. SGT M

    USS Nimitz

    Hey JDog quick question (not sure if it has been answered already but just incase it hasn't) has the standard towing tractor been modified to support meatball's F/A-18's yet? Thanks. :)
  14. Hey in the readme it says "Copy the folder "scripts" to your mission root folder". Am I missing something incredibly obvious or is there no "scripts" folder included in the download? Do I have to make the scripts folder, and if so what do I place in it?
  15. Ok I do helicopter insertiosn all the time, so I'm relatively familiar with triggers, ON ACT's and the like when it comes to heli's landing. But I just can't make it work. My scenario is this. I have two NAVSPECWAR operators that request extraction (radio Bravo) after observing a huge US Vs Molatia battle. Basically, the heli shows up, but WILL NOT land unless I tell my fellow operator to Get In MH-60S. If I do this, the heli will land and wait for us to board, but won't fly to my drop off point (I haven't actually finished the drop off order, at this stage it is just a plain MOVE). It will just lift off and hover in place. I have done everything in this tutorial, the units are names unit1 and unit2. Anybody have any ideas? I'm happy to go into more detail if need be.
  16. SGT M

    F/A-18 Super Hornet

    Hey is anybody else having the issue with there being absolutely NO canopy on any of the F/A-18's? I don't think it is a LOD issue because there isn't even an option to open/ close the lid. I'll try redownloading and get back. Just saw Chris's comment, yeah Chris I have the exact same problem.
  17. SGT M

    F/A-18 Super Hornet

    Hey Meatball I was just wondering, and this is sorta also directed at anyone with mod making experience I guess. With the thing about having an F/A-18 already spawned with folded wings, so that you could have them spawned really close together on the deck of the Nimitz etc, how hard would it be to make an empty static F/A-18 with such a configuration? I think its doable if you scripted it from what I've read in this thread. But then obviously I'm no expert in the matter at all. Just thought I'd ask the question. And once again fantastic addon Meat! LOVE IT! (well now I got it to work haha)
  18. SGT M

    F/A-18 Super Hornet

    Ok well I managed to figure out the issue I was having about not being able to have the Nimitz and the Super Hornet loaded in the game at the same time. It wasn't anything to do with the Hornet at all. It was/is actually a problem with the ANZAC mod. If I have the ANZAC mod's, the Nimitz' and the Super Hornet's modfolders all loaded at the same time, the Nimitz and the Super Hornet will not load, but if I don't load ANZAC then the Nimitz and Hornet will both load fine. This is a major pain cos all of my 5 elaborate carrier maps have ANZAC frigates so I can't implement the Hornet into those ones :( . O well I'll just have to make one from scratch I guess.
  19. SGT M

    F/A-18 Super Hornet

    Hmmm well thanks Meatball I'll keep trying on my end. Its still an awesome masterpiece. You did a fantastic job!
  20. SGT M

    F/A-18 Super Hornet

    I've got a major problem. I can't have the super hornet and the nimitz in the same game. Essentially I can't load the two modfolders at the same time. No matter what I try, its always either the Nimitz in game, or the Hornet in game. I can't have them both, also I have a map that has three anzac frigates (from the anzac mod), the Nimitz, two Destroyers and some F-15's in a seperate location. If the Hornet has loaded into the game, the F-15's, anzac frigates and the Nimtiz don't. Meaning I can't load the map. And vice versa. It seems the hornet has caused a major glitch in my modfolders.
  21. SGT M

    F/A-18 Super Hornet

    I have a problem. I've downloaded the file. Made a modfolder for it. And when I open up A2, the pilot and the liferaft are in game. But the F/A-18F is nowhere to be found. Help!
  22. SGT M

    F/A-18 Super Hornet

    Wow Meatball. After all your hard work, you give a 'just went public'. Haha I think this release deserves a much bigger, worldwide announcement lol. If I had the money, I'd air an advertisement on international tv for you. Well done mate. Well done... :)
  23. SGT M

    F/A-18 Super Hornet

    To be fair my comment wasn't speculative (remember my PM a few weeks ago?) but yes enough with that. Looking forward to this instrument of warfare!
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