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M.Evans

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Everything posted by M.Evans

  1. Hi was just wondering if there was a simple way to respawn into a parachute, I am making an I44 mission and would like to be able to drop on the edge of the town everytime I spawn, or if it would be easier to spawn in a plane, idk, pretty much up for anything you guys have to offer, I tried creating 20 units, and 20 vehicles, and telling the units to get in the parachutes, but to no avail. Like I said, anything will help. thank you.
  2. Alright so I have been reading up on PVEH and this other thread in which a guy tried to create a cricket sound. I want to have this be multiplayer compatible, aka some guy clicks once, and can respond with two clicks, and everyone around the area would hear the clicks, enemy or friendly. I would like it to be focused around the say3d command if possible. So here is what I have so far 2 sound files (might only need one cricket click, could just play it twice if I wanted to only use one file. one file is one click, and the other is the return two clicks.) Addaction in unit init: Not sure if this is what I need, but I have a click.sqf I think there needs to be something about globally executing the variable, and when I read up on that it just confused me pretty bad. I understand that the code could be used in multiple situations, I just was not sure how to go about using it. Here is the thread I am referencing, http://forums.bistudio.com/showthread.php?136476-vehicle-player-say3d-quot-sound-quot-not-global If anyone can help me out with this it would be very much appreciated.
  3. Alright I know there are threads out there pertaining to this already and I have read them all. The thing with mine is I am executing a script that looks like this. Unit Init: (for unit a1 *there is another 25 units with this same init) AddActionAgain.sqf a1 = _this select 0; waitUntil {alive a1}; a1 addaction ["Use Cricket","click.sqf"]; a2 = _this select 0; waitUntil {alive a2}; a2 addaction ["Use Cricket","click.sqf"]; a3 = _this select 0; waitUntil {alive a3}; a3 addaction ["Use Cricket","click.sqf"]; a4 = _this select 0; waitUntil {alive a4}; a4 addaction ["Use Cricket","click.sqf"]; a5 = _this select 0; waitUntil {alive a5}; a5 addaction ["Use Cricket","click.sqf"]; a6 = _this select 0; waitUntil {alive a6}; a6 addaction ["Use Cricket","click.sqf"]; a7 = _this select 0; waitUntil {alive a7}; a7 addaction ["Use Cricket","click.sqf"]; a8 = _this select 0; waitUntil {alive a8}; a8 addaction ["Use Cricket","click.sqf"]; a9 = _this select 0; waitUntil {alive a9}; a9 addaction ["Use Cricket","click.sqf"]; a10 = _this select 0; waitUntil {alive a10}; a10 addaction ["Use Cricket","click.sqf"]; a11 = _this select 0; waitUntil {alive a11}; a11 addaction ["Use Cricket","click.sqf"]; a12 = _this select 0; waitUntil {alive a12}; a12 addaction ["Use Cricket","click.sqf"]; a13 = _this select 0; waitUntil {alive a13}; a13 addaction ["Use Cricket","click.sqf"]; a14 = _this select 0; waitUntil {alive a14}; a14 addaction ["Use Cricket","click.sqf"]; a15 = _this select 0; waitUntil {alive a15}; a15 addaction ["Use Cricket","click.sqf"]; a16 = _this select 0; waitUntil {alive a16}; a16 addaction ["Use Cricket","click.sqf"]; a17 = _this select 0; waitUntil {alive a17}; a17 addaction ["Use Cricket","click.sqf"]; a18 = _this select 0; waitUntil {alive a18}; a18 addaction ["Use Cricket","click.sqf"]; a19 = _this select 0; waitUntil {alive a19}; a19 addaction ["Use Cricket","click.sqf"]; a20 = _this select 0; waitUntil {alive a20}; a20 addaction ["Use Cricket","click.sqf"]; a21 = _this select 0; waitUntil {alive a21}; a21 addaction ["Use Cricket","click.sqf"]; a22 = _this select 0; waitUntil {alive a22}; a22 addaction ["Use Cricket","click.sqf"]; a23 = _this select 0; waitUntil {alive a23}; a23 addaction ["Use Cricket","click.sqf"]; a24 = _this select 0; waitUntil {alive a24}; a24 addaction ["Use Cricket","click.sqf"]; a25 = _this select 0; waitUntil {alive a25}; a25 addaction ["Use Cricket","click.sqf"]; a26 = _this select 0; waitUntil {alive a26}; a26 addaction ["Use Cricket","click.sqf"]; With that I have found that the respawn addaction does not work. My question is would this work if it was 26 different scripts or how would I use this addaction after respawn. Everything I have tried does not work, or has not given me any results. I tried to follow the exact template of each script I found, but the thing is there is 26 people which have to have this addaction after they individually die. I am not sure what the best way to do that would be.
  4. I used the I44 healing module, would that be it? And if that is it, what would be the alternative to using that. I have all the I44 modules in there except the snow ones.
  5. This topic has been moved from the scripting thread to here, Hey guys, I am not sure if this belongs in the I44 thread, or not but it more has to do with generic engine problems from what it seems. Or at least sometimes when I play arma 2 this happens, just not as often as I44. So I spent a good deal of time working on this mission and we played it for a while yesterday, and it seemed like after we died and re-spawned something happened to the enemy in which they would not fire back. Is there a script or something that would keep them enemy because from out scoreboards, every time we would kill them they would give us a negative score, meaning somehow they were being friendly to us, and kind of killed the mood of the mission. So any help with this or recommendations on where to look would be appreciated, because God knows I have looked everywhere.
  6. Hey guys, I am not sure if this belongs in the I44 thread, or not but it more has to do with generic engine problems from what it seems. Or at least sometimes when I play arma 2 this happens, just not as often as I44. So I spent a good deal of time working on this mission and we played it for a while yesterday, and it seemed like after we died and respawned something happened to the enemy in which they would not fire back. Is there a script or something that would keep them enemy because from out scoreboards, every time we would kill them they would give us a negative score, meaning somehow they were being friendly to us, and kind of killed the mood of the mission. So any help with this or reccomendations on where to look would be appreciated, because God knows I have looked everywhere.
  7. That would be great I always enjoy looking at other missions that people make. Also it might help me with the problem. And you said the cricket was an item you can actually have in your inventory? And would I just stick that line for the CBA function in the init line of the player or the init file in the mission. Setup for global things have always messed me up in the past.
  8. Hey John, I focus on FA/18 C models, mainly, I just want to say I love your addon. I make high resolution Aircaft textures. I made some for my VMFA 323 (Death Rattlers), and VMFA 232 (Red Devils) This was originally a project for the 15th MEU, and I had some questions for you. 1. Nimitz MP hook system. Does it break repeatedly for you online. We can only get one plane to land at one time. Some problem with the Nimitz I am guessing. 2. Do you have high res textures that you may need some help with. I might be able to help you out. 3. As far as the interior goes, have you ever tried contacting FDF for their interior Cockpit model. I love that thing. 4. Also, did I see a unique towing tractor animation? Looked good. 5. Love the GUI, just want to know if the system allows for the creation of high resolution textures. Here are some pics of my birds if you were interested. https://dl.dropbox.com/u/70660017/arma2oa%202013-03-01%2000-56-16-57.png (1131 kB) https://dl.dropbox.com/u/70660017/arma2oa%202013-03-01%2000-56-16-57.png (1131 kB) https://dl.dropbox.com/u/70660017/arma2oa%202013-03-01%2000-43-21-04.png (2666 kB) That is just the Red Devils Squadron, let me know if you need any help with anything. I would be happy to try and find some time to help.
  9. hmm so yours flies? mine does not fly unless I start it in the air. did you port all of your other arma stuff over first?
  10. I tried porting over my F18 mod, but Iran into a few issues, one was the issue of Gravity, physics does not apply to the aircraft as stated above. Also you can't take off, not sure if this is just because there are no planes to base it off of, or something along those lines. But i did set a this moveinDriver command and I moved a player intothe pilot seat while flying, but this is the only way it ended up working for me, any other suggestions are appreciated.
  11. Does anyone know anyway to increase the distance that the acre radios transmit. I found this, but it is not helping us out too much, //Radio Loss over distance _nop = [0.25] call acre_api_fnc_setLossModelScale; Any suggestions?
  12. Does anyone know anyway to increase the distance that the acre radios transmit. I found this, but it is not helping us out too much, //Radio Loss over distance _nop = [0.25] call acre_api_fnc_setLossModelScale; that goes in the init.sqf
  13. M.Evans

    ArmA 3: new ARG - Things we know so far.

    So have we clarified the username yet?
  14. M.Evans

    ArmA 3: new ARG - Things we know so far.

    ya I think that might be taking it a little bit too far, especially for those of us in the US. That would kind of make us not able to play the game, So I am pretty sure that if this is the case all clues should be somewhere online or embedded in code. What I would suggest us doing, is looking for some pictures of the monument which are relating to Arma websites etc. I know the arma 3 website is down, so no luck there. Maybe Armaholic, Six updater? On the issue of cracking that pass any more progress with that?
  15. M.Evans

    ArmA 3: new ARG - Things we know so far.

    Yup just saw that, wonder what that is supposed to be about. ---------- Post added at 05:38 PM ---------- Previous post was at 05:37 PM ---------- True, my first one that I have actually cared about playing, so I am really enjoying the sleuthing aspect of it all ;)
  16. M.Evans

    ArmA 3: new ARG - Things we know so far.

    I am also pretty sure that waiting might be a key aspect here. I am sure that they are not just going to give us a single day or so to figure it all out. I would assume there is going to be updates over a period of time. It just makes sense. So it is very possible that they might give updates.
  17. Hey Meatball, is there any units with boonies in here. I saw them on your page and was like these look amazing, and I downloaded the pack and they are not in there, is that something that you took out for the sake of performance? or was it another reason?
  18. M.Evans

    USS Nimitz

    Hey Gnat, do you think you could look into why the carrier does not catch the FDF F18 more than once in MP. It seems to catch perfectly in singleplayer everytime. But in MP it breaks, not sure why.
  19. thank you that worked, I knew it was something with the condition, thanks again
  20. I have two triggers set up, one is called trig one, and the other trig two Trig one name "obj2" OPFOR not present INIT BOX = "2" objStatus "DONE"; tskobj_2 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_3; obj_2 = true; publicVariable "obj_2"; deleteMarker "border"; Trig Two name "obj3" OPFOR not present INIT BOX = "3" objStatus "DONE"; tskobj_3 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_4; obj_3 = true; publicVariable "obj_3"; deleteMarker "border_1"; Now what I want is after these two objectives complete I would like to move the respawn_west marker to a game logic location called "inland" along with a few other boxes. I tried doing this with a trigger, but for some reason it did not work, I took the working code from my other mission and put it in renamed it and everything, but no luck. Here is the code I used for the third trigger Trig Three Condition = this INIT BOX = obj3=true; "respawn_west" setmarkerpos (getpos inland); cr1 setPos (getPos boot1); cr2 setPos (getPos boot2); cr3 setPos (getPos boot3); c1 setPos (getPos boot4); c2 setPos (getPos boot5); c3 setPos (getPos boot6); (the boot1 - boot6 are invisible grasscutters named accordingly) (cr1-3 are boxes, and c1-3 are parachutes on the ground) I previewed it and it did not work, I was sure the setPos code was going to at least move the stuff, I guess not. :/ I think it may have something to do with the way I tried to use obj3 = true, I have a feeling that breaks it, if anyone has any better ideas or can fix this please help me out, thanks.
  21. ya agreed, very nice thing to see,
  22. Finally, played for 8 hours yesterday with the 15th guys, fun stuff.
  23. Looks great! Maybe you can ask Meatball how he did his fuel dropping sequence as it works well enough for his F18s, figured it would work well for yours. You never know, worth a shot.
  24. I guess being on the mac had something to do with it. Now I am on windows and it worked, probably should have tried that first. Thanks.
  25. first off I realize this is an old post, and it relates directly to the discussion. Does this script still exist. The links on A-holic do not work for me, and the one above says file not found. I could really use this script as the nimitz arresting gear system breaks for multiple aircraft on a dedi server. So this script would be great. If anyone would like to reupload and share this fine work again, please post the link here.
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