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mattyfo

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About mattyfo

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  1. I'm sure there are millions of topics on this, I've found most of them but am still stumped. So I basically want an enemy AI team to move to my location when I get spotted in a stealth mission and search the area since I will either leave or hide. I named said ai group "qrf" and in a bluefor detected by ind trigger I have a "grf move getpos player; qrf setcombatmode red" it works well enough to get the ai to my last known position but when they get there they don't do anything. They just sit in the truck. How can I get them to disembark and search an area? Or instead of a move waypoint can I do a search and destroy waypoint in my initial trigger? It obviously is not called searchanddestroy because that just gave me an error. Can I maybe spawn a trigger on my last know loc when the initial trigger activates so when qrf gets there it will activate another wp? Looking for simple things with triggers not scripts as I just play out of the editor. Any help is appreciated as I spent 2 hours trying things out and I have to sleep now!
  2. mattyfo

    Iraqi-Syrian Conflict

    I just played for the first time since the update. ISIS units have American accents. Has anybody else noticed that or is it just me??
  3. mattyfo

    J.S.R.S. 1.5

    TBH I may have only noticed them when using the the ACE wounding system. I'll check over the missions I made to make sure that module was in there and do some further tests. Unfortunately it's much to late right now so I'll do it tomorrow night.
  4. mattyfo

    J.S.R.S. 1.5

    Uh oh, is now a bad time for this :p I'm noticing a bug, and no it's not in the readme. When a unit is shot down and lying on the ground wounded, every now and then along with his "wounded noise" there is a very distinct bullet impact noise that comes with it. It can really take away from the game when your setting up a casualty collecting point away from the battle and it sounds like bullets are flying everywhere in it. Anyone else notice this? Any fix besides disabling the sounds altogether? I run ACE and many other mods but this issue never happened in 1.4 with the same mod set up. Edit: and BTW, LJ "aggressiveness" is quite effective, I made sure I read the readme and searched the thread before posting. As to avoid pissing him off obviously :)
  5. mattyfo

    J.S.R.S. 1.5

    It's all good now, I hadn't updated to version 162 yet so that was the cause of the scripts not working. Now that everything is working I can officially say great job Jarhead! 1.5 certainly has lived up to it's reputation and is the best soundmod for Arma 2 by far.
  6. mattyfo

    J.S.R.S. 1.5

    What version of the game should I be running? I have version 1.60.87.147. Arg, nevermind should've checked Google FIRST. It seems the most recent version is 162. Maybe that's why. Fresh reinstall of JSRS1.5 didn't help either btw. Hopefully I can report back with good news :)
  7. mattyfo

    J.S.R.S. 1.5

    Well I'm not lying to you when I say having a space in the mod name breaks my command line. The game starts up and instead of the usual background video it is an empty ocean with the camera bobbing under and above water and on the right side of the screen where it shows my loaded mods it stops right where JSRS would have been. Removing the space makes the game start normally and gives me the gun sounds and such. But anyways that doesn't matter. Yes it was clear as day on how to download it but I just thought I would check since I've run out of options. I felt stupid asking it trust me :) I'll try running 1.4 again, see if that one still works. Then I'll remove it's mod folder and replace it with a fresh install of 1.5 maybe something got messed up while downloading it. I'll let you know what happens.
  8. mattyfo

    J.S.R.S. 1.5

    Hmmm, that doesn't appear to be why. I have Arma CO and the latest version of CBA installed. I was using JSRS 1.4 and simply replaced it with this one when it finished downloading. Everything worked great in 1.4 but like I said in 1.5 none of the scripts work, but weapon and vehicle sounds etc are all fine. From reading everything in the readme I see nothing that explains my problem. In fact, the mod didn't work at all to start because you had a space in the 1. 5 like that. SO the mod itself and anything after in in my command line never even loaded. Did I even download it right? I downloaded the JSRS 1.5 FULL version from the OP in this thread. Do I need the Update aswell? It does't say I do. I'm stumped as to why the scripts aren't working.
  9. mattyfo

    J.S.R.S. 1.5

    Hey Jarhead, I love JSRS and I've been using it since 1.3. Anyhow, I've run into an issue with 1.5. I downloaded it just today and I just went to test it out wqhen I noticed none of these new scripts work. All the gun, vehicle explosion and environment souds are there. When I shot in first person and third person I get the same sound, I get the same sounds when shooting indoors and outdoors. But the worst is no distance sounds! Someone shooting a hundred meters from me makes absolutley no noise! Do you have any idea whats going on here?
  10. I'm doing a "James Bond" type mission, where our player, a civillian in a suit, can walk around freely and snoop around some areas, but other areas would ahve the guards shoot on site. I know I would have to place a trigger but i'm not sure what the on act would be to get shoot him and keep shooting him.
  11. mattyfo

    J.S.R.S. 1.5

    been waiting a long time for this! God bless LJH and thank you for all your hard work and dedication. Also thanks to Brigade 2010 for all the testing and making those video that I'm sure made everyone pull their hair out with anticipation! The fact this wonderfull mod is released on Xmas Eve only ices the cake with the tastiest icing ever!!! Thanks and Merry Christmas! I'm going to stop as this is started to sound like a terrible Oscar acceptance speech.
  12. I can't seem to get mine to work. I added the mod and I see it in the modules list, I add it to my mission away from the battlefield. But once I'm in game, I'll press shift and nothing happens at all. I tried changing the key to something else still nothing!!! I don't know why it isn't working!
  13. Hi all! I found a pretty good Artillery script but i'm looking for more ordinance and Fire Effect options. The artillery script is as follows: For random fire mission on pre-determined target: 1. Set up Arty Module (F7) and name it 2. Sync it to a Mortar group (not sure if it can be used with Howitzers though) 3. Set up a trigger that would start the barrage (I usually place a civilian present activated trigger miles from the battlefield, and have him running back and forth over the trigger to activated multiple times, then have another trigger break the cycle when I want the Barrage to stop) The OnActivation field of the trigger will have this code: [artylogicname, 200] call BIS_ARTY_F_SetDispersion; [ArtyLogicName, [((getposASL S1) select 0) + (random 150) - (150/2), ((getposASL S1) select 1) + (random 150) - (150/2), (getposASL s1) select 2],["immediate","HE", 0 ,15] call BIS_ARTY_F_EXECUTETEMPLATEMISSION; The Italic and underlined are the any given names of you Arty module and S1 in this case is the name of your target, be it a unit a tank or a plastic bottle in the middle of a field. the first "200" is the round dispertion, this can be change to whatever area you like. The 150's are the X and y axis of the area the random barrage will hit, you can change these number to whatever size you like. After some playing around I discovered you can change "HE" to either "WP" for White Phosphorus rounds, or to "Illum" For Illumination flares, great for night battles where NVGs aren't used. Also the "15" at the end is the number of rounds fired during each barrage, this can be any number I believe, thought I haven't tried more than 15. Now for what I don't know. If anyone can answer these it would be greatly appreciated. I'm sure it possible but what can the "Immediate" be changed to? Are there more ordinance options? I don't know what the last "0" in the script does, but I am going to tinker with it after I post this. Is it possible to use this script using Howitzers? What would I have to change? Anyway, I hope this helps anyone looking for a similar artillery script, and I hope someone out there can provide the answer to what more can be done with this script. EDIT: The last "0", between the round type and # of rounds, is the time delay between each individual round, in seconds
  14. Wow! Sounds like this release is gunna be a huge improvement. It seems like everytime someone mentions an aspect of the mod you reply with, "Well, we improved that and also added this" :D I look forward to seeing a complete list with everything changed and added. It's gunna be a very merry X-mas for Canadian Arma players if you do get it out by then. Good jobs guys! Also a quick question and possible request. Will their be units eqipped with C8's by default, ie; Blufor>ONS>Arid Infantry> Rifleman (C8)? Or will we just have to add it in the editor like we do now? Also are there any plans to take a stab at the future CUEPAT? I say if you do wanna guess just use your textures for the CADPAT AR and substitute different tans and browns for greys and Blacks. Would be cool to have this for special forces operating mainly at night or for urban security forces in urban environments outside of the Mid-East. Below; A wikipedia article explaining CUEPAT.
  15. Well I figured this problem out long ago and forget to edit my post, turns out only the Section Commander and Section 2IC are equipped with radios. I fixed the issue by putting, this additem "radio", in the units init. BTW, nice update! Helmets look good, however I'm curious, are these helmets going to be optional with the woodland camo? Or will all woodland units be equipped with these?
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