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Everything posted by SGT M
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Little Bird and Black Hawk match speed
SGT M posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys so I'm making a mission where I'm having a combined air assault using SOAR Black Hawks and Little Birds. They need to travel about 2 klicks before their insertion point. The problem I'm having is that as the Little Bird is not as fast as the more powerful Black Hawk, the Hawks pull well ahead of the MH-6's by the time they get to the DZ. I've tried grouping them so they fall into formation but then that significantly complicates landing. Does anyone know if there is a way to force the Hawks to travel at the speed of the Little Birds without grouping them? Any help will be much appreciated, thanks :) -
Little Bird and Black Hawk match speed
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you Twirly that worked really well! The only issue seems to be that the hawks take some time to get moving lol, not sure why. They just hover for a few seconds and then decide to start heading towards the waypoint haha. Thanks Iceman though Twirly's suggestion worked your idea solved a problem I've been having with another mission. Killed two birds with one thread! -
I'm running the mod (everything in the addons pack) on it's own, on vanilla ArmA II, I get the exact same error. Tried on OA too, no luck.
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MCAGCC 29 Palms (Island and Buildings) almost ready for Public BETA
SGT M replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Me too :) I'll probably be spending most of my time dropping JDAM's on this island so PM me with details if you want to do some flying-related testing. -
Ok so i just thought I'd chuck an Ambient Combat Module and a Sec Ops manager into the editor and fly a patrol in an Apache responding to various quests. Everything seems to work fine, every now and then I'll run into a rogue enemy patrol. My problem is with the "mini-quests" that are supposed to occur when using the ACM and SOM together. If I access my notes, I see that there is a record of several missions (after about half an hour of playing), now none of these quests actually "occured" in the sense that I didn't get contacted by HQ and asked to respond to these, not once did anything come up. What this means is that because I can't acknowledge and accept the missions, they disappear off my map because I can't get there in time (every now and then when I open my map I see a little marker that matches the latest mission log, but it's gone by the time I get there). Would anyone know why this is happening or how to fix it? Thanks.
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Would someone please, please inform me as to whether the AH-64D (or futuristic variant) will be featured in this game? I ain't getting this if I don't get my Green Machine hehe.
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[CAMP] Carrier Operations - Duala
SGT M replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
That didn't seem to work either, I even redownloaded EVERYTHING in the required downloads list (even Duala full) and put them all in a dedicated mod folder titled "CO-D". That didn't work either, I'm still getting the exact same error message. I don't know what is going on haha -
[CAMP] Carrier Operations - Duala
SGT M replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
OK so I have the latest (2.1) version of the F/A-18, the latest version of this campaign (1.14) and everything else is up to date, though I don't believe the rest to be relavent to my problem. When trying to load the first mission "Air Superiority" I get this error: "Campaigns\carrieroperations-duala\missions\Mission1.isladuala\mission.sqm/Mission/Groups/Item77/Vehicles/Item0.vehicle: Vehicle class mar_fighter_pilot no longer exists" And I also cannot continue or back out of the error screen despite CO responding according to Task Manager. Anyone have any ideas? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
SGT M replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
OK thank you very much for this info. I do have ACE but use it sparingly as something about the recoil and deafening effects bug me. Dunno but maybe it has something to with the fact that you can go deaf by firing 50 rounds from a SAW even though ear protection is visible on the ACE character model haha. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
SGT M replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
My apologies, I have tried several rucks with ACE disable under the addons screen. The rucks that I have tried from memory are: "US_Assault_Pack_EP1", "CZ_Backpack_EP1", "US_Backpack_EP1" and "US_Patrol_Pack_EP1". I have tried loading them to a USMC Squad Leader and USMC Force Recon Team Leader. I'm gonna go ahead and assume now that it is because these are not USMC packs? If not then are there any USMC packs available in LEA (such as the molle assault pack I've seen a few guys wearing ingame)? I am running the latest version of LEA. Also another question if you're willing, I am having an issue where despite following the correct instructions, I cannot seem to be able to toggle a rifle between on back and in hands, the option just never lights up for me when selecting a gun. Is there something I'm doing wrong? I've done it with sniper rifles, M4's and M16's including the one in the example screenshot on the wiki. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
SGT M replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Anyone else getting the 'no entry 'bin\config.bin/CfgWeapons."insert pack here"' error when trying to load a loadout that has any kind of ruck in it? -
I'm having an issue, in the first campaign on Operation Kill Switch, when I try and call in an airstrike, I click on the map, it comes up with the little red x. Then the F35 shows up, flys around, gets shot at, then flys away without dropping a bomb. I've tried calling it in while the target is lazed, I've tried calling it in and then lazing the target, I've tried just calling it in with no laze. Every time the plane just flies around then RTB's (I also get the RTB message). No bomb, no nothing. Any ideas as to why this may be happening? I'm using non-ACE version.
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Player looking for squad (not for squads to post looking for players!)
SGT M replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Name: Rhys Morris (preffered callsign: Anvil) Soldier name: Anvil Age: 16 (Don't let that factor into your decision until you know me, I am very mature, learn fast and am always keen to improve my skills for the betterment of the squad, I take criticism well) Language: English Games: Arma 2 CO (lacking BAF and PMC) Timezone: New Zealand Standard (GMT +12) Location: Christchurch Mic: Headset, working although occasional issue with unreliable plug-ins. Experience: The only BIS game I have ever played is ArmA 2 CO (minus BAF and PMC), however I have been playing it for 2 years and consider myself experienced as a user. I am a skilled pilot in both rotary and fixed-wing aircraft, I can hold my own against enemy air and AA threats, and can land helicopters in tight spots at speed. Preferred roles: Rotary Transport Pilot, CSAR pilot, Rotary Attack Pilot, Fixed Attack (have experience in operating from the USS Nimitz in F/A-18's as well as regular land-based craft). So basically anything that involves me in control of a flying vehicle, although I would love the opportunity to operate off a carrier if you use them (love all the little extra challenges that come with it). Mods will not be an issue, I use Mando Missile, GLT, and ACE along with multiple unit, map and vehicle mods on a regular basis. I use a mod launcher for all of them, so I can change my mods on the fly. PM me if you are interested in recruiting, bear in mind I will try to maintain a regular schedule but being in an earthquake zone there may be times where I will be unable to make it to meetings/ sessions as a result of internet breakdown and other various events (details of situation can be discussed, I have nothing to hide). -
You just blew my mind!
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Meatball, that second picture you just posted, that's a single-seater. Have you released a single-seater that I have dumbly missed?
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I love this mod so much!!! I was actually first to download the original release because I was just browsing forums when it came up lol. Anyway quick question, is anybody else having trouble with landing on the carrier? When I land, my gear either mysteriously retract when I hit the deck and I explode, or the aircraft just stops dead on the deck, damaging it and occassionally destroying it outright. I have tried landing from multiple different angles and speeds with- FDF F-18C, Meatball's Super Bug, Ikar's F-14, BIS A-10 and AV-8B. All aircraft suffer the same problem and I have been unable to spot a pattern in the bug.
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Making an Aircraft ignore AA Fire?
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Zodd I just tested that and it works great aswell! I might implement that in the other mission I'm working on :D. You should post it on this thread for anybody with a similar need. -
Making an Aircraft ignore AA Fire?
SGT M posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I know this has been asked before, and I seem to have lost the thread(s) that covers this, even after searching on google and this forum for 3 hours, I still can't find it. So if anyone could link me to the respective thread via PM or this thread I would be grateful, otherwise, here is my situation. I have a mission with a mass paradrop from C-47 Aircraft (Invasion 1944 mod), the jump works perfectly. All I want to add now is cosmetic AA fire coming from the target airfield TOWARDS but not INTO the C-47's. I've tried giving AA units the doFire and doTarget commands on various invisible targets, which doesn't seem to work, but that's a different story. Anyway, since I can't have the AA units fire at nothing, and I don't mind losing a couple of aircraft in the drop, I thought I could try and find a way to just make the C-47's ignore the AA fire altogether, as they keep breaking formation as soon as the flak guns open up. Is there a command or script that I can use to make them maintain their course under fire? -
Making an Aircraft ignore AA Fire?
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great Thanks! This works perfectly, although for anyone else viewing it should be noted that if you do not want the aircraft's running lights on simply remove "_x setBehaviour "CARELESS";" as this is makes them turn their lights on. Removing this command has no effect on their ability to ignore enemy fire, it just means they are running dark (kind of essential in a predawn raid!). -
I downloaded the 3148 addons pack and when trying to run it I got this error: "Include file 48_animations/48_animations/Cfg/TrooperAnim.hpp not found."
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I was wondering, what is the largest (in KM^2) map in ArmA 2 (including obviously, community made maps). Chernarus is 225 square kilometres, and I've been told that there are maps out there that are larger, my question being, what are they, and how big are they? Thanks. :)
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Help with automatically firing physical artillery.
SGT M posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, so I have this beach assault mission with several aircraft attacking Utes. The bulk of the mission is complete but I thought it would be great if I had M270's and M119's firing off a destroyer (i.e. with attachTo) on the ride in for dramatic effect. The only problem is that I don't know how to make artillery automatically fire at a pre-determined target. All the tutorials I have found so far only show you how to configure arty for personal fire support, and not as a consistent, fixed barrage. Again just to affirm I don't necessarily want this artillery firing at something inparticular, I just want them to FIRE period. I'm utterly stuck, thought I'd ask the pro's. :) -
Help with automatically firing physical artillery.
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well Mr Riffic, I'd like to say that although I should have checked that in the first place, you were right. *facepalm* I had been testing it on the Desert map and I had assumed that the targets woud be far enough away if the batteries were in opposite corners of the map. Turns out I was wrong *double facepalm*. I feel like an utter idiot now, but atleast it works haha. -
Help with automatically firing physical artillery.
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any ideas why this might be happening guys? -
How to make Air units ignore a target?
SGT M replied to SGT M's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks but I tried this already, I guess I'll just have to work a way around. Thanks for your quick reply though! :)