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mattyfo

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Everything posted by mattyfo

  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?
  16. I'd like to see more Central Asian and Caucasus's nations in the game. I see these region being a great boiling point for a possible future WW3. With all the world superpowers piled into one region it doesn't seem that farfetched, Russia, Iran, China and now the ever present NATO forces, U.S, Canada, Britain etc. I'd like to see the addition of Countries like Azerbaijan and Kazakhstan, as well as the Turkmen, Uzbek, Tajik, and Kyrgy Armed Forces. I would more-so prefer the Azerbaijani and Kazakh as It fits well in my made-up campaign where Turkmenistan, Uzbekistan, Kryrgystan, and Tajikstan were unified in a military coup to form the nation of Turkestan, played by the Takistani army. The Turkestani's allied themselves with Russia and Iran and are fighting for control of the Caspian, and Azerbaijan is holding NATO Forces and are likley to be invaded.:confused: I'm also surprised no one has attemted (to my knowledge) Pakistani Army. Probly because we are not sure whether to make them Opfor or Bluefor :rolleyes:. I don't expect all these requests to get done. Like I said earlier though, I think this area of the world has all the ingredients to erupt into global conflict, if not in real world most certainly can in the Armaverse.
  17. I'm trying to create a dynamic mission I can play a hundred times over and have it very different each time. I would like to have units retreat from the battlefield given certain conditions. One of those conditions is, if the group leader is killed, the rest of the group retreats. I tried setting all the group's waypoints then the last waypoint is a full-speed, careless, never fire move waypoint. I have a !alive trigger with the group leaders name synced to that groups waypoint before the final "retreat" waypoint. However, in all my tests thus far, I snipe the group leader and kill him yet the group goes into combat mode searches for me and engages when they spot my location. I figure either the trigger is not being activated, or the group wants to continue it's path until the final retreat waypoint. I always thought that once a trigger is synced to a waypoint, when it is activated it will skip all waypoints and proceed with the next waypoint immediatly after the synced one, am I wrong? If you still feel like reading... The other retreat condition would be for a group to retreat once it losses or has a certain number of combatants remaining. I know I did this succesfully in OFP:R but cannot remember the script or find the tutorial that showed me how. From what I remember i think it have to be in the condition field of the "retreat" waypoint. I'm not sure how or even if it would work with the group leader killed option as the would be completely seperate conditions and both will be linked to the same waypoint. It would be great if anyone can help me out with either of these problem. As for me it's time to launch the game and see if I can't figure this out. I'll try tinkering with the setfleeing init command and see how that works for me as I have never dabbled with that one yet. P.S Sorry for my reckless use of the word "waypoint"
  18. OK, I use ACE2 mod and some parts of the SLX mod. The only PBOs in SLX I think would affect the AI's retreat would be findcover and suppresioneffects. I've never really tried scripting behavioral commands before, mostly just to change unit load-outs, put them in vehicles etc. I'll try disabling the FSM and see if that works for me, as soon as I figure out how to name groups. I'm sure i'll find my answer to that anywhere on the biki or with a quick google search, even youtube can be very helpful these days. Just a thought though, if it turns out that say, slx_findcover.pbo is causing this problem, would it be possible to disable it, then possibly re-enable a pbo by use of code? Of course this could go for any pbo that may have a conflict or cause an issue with some aspect of the game. EDIT: after disabling the FSM, enemy units just stood there and did absolutly nothing, not quite the results I wanted. Literally nothing. Using my !alive waypoint method: Aswell as using my lone sniper, i added a AIgroup of independant guerillas to help persuade the OPfor to retreat. That seemed to work, the AI is smarter then I thought. My original test was a lone sniper in a open field, making a full fledged retreat a suicide attempt. When I added the guerillas, I took one shot to kill the leader amidst the firefight. The Opfor fell back much faster than normal, but still returned fire to cover their backs. I think if I incorporate this method into a large scale battle in a more wooded hilly map, Capraia Island, as oppose to the open green fields of MGB's Cindercity, I may get better responses. Although, I would still like to find a way to make the AI run as faster than Hussein Bolt off the battlefield. Any thoughts?
  19. thanks for your help but neither of these methods give the results i'm looking for. I tried the !alive method by instead of using a Move waypoint for the retreat, I use a guard waypoint instead. The AI seems to fall back a little but just to position themselves a few meters back then they engage again despite being set to NEVER FIRE!!! they do this consistently and even without my lone sniper shooting at them it still took them about 15 minutes to get only a few hundred meters. All the while they were just beautiful targets. I'm looking to have the AI drop everything they are doing and sprint as fast as they can back to where they came from. Surely this can't be impossible. I tried tinkering with numbers in the command: this allowfleeing 50, or w/e number I chose. Still the AI, in this case, has that ever so annoying habit of wanting to shoot at his enemies.
  20. WHAAAT!!! I thought ONS was dead in the water but it seem there is still plenty of life left! Great to hear! I am experiencing a problem with the mod however I'll copy and paste my post from another thread: "When I'm using addon troops they don't talk like the BIS Default soldiers. I like using Operation Northstar Soldiers, but when I make a mission they don`t use the radios. They will occasionally say random words like "Soldier!" and "Ship" with out calling out a direction of the target, distance and no radio subtitles show up. Also, when I give out commands to my guys, they do the commands no problem but I might only accually say one word. EX: Instead of saying "3,4 move to tree 50 meters." my guy will accually say "Tree". This is very frustrating when doing covert missions ordering my men to hold fire and although my units are spotting targets they don't communicate them! They may say "Enemy" when they see one but won't let me know where so I can eliminate him. Then the enemy get right on top of us and kill us all!! Anyone know why none of my downloaded troops use radios? Am I missing something? Is it a terrible bug that there is no work-around for? Please help if you can, I'd love to end the Air Campaign on my war against the Taki's and start getting some boots on the ground, but without radios we don't stand a chance" Is guys not using radios a know bug of the mod or have I just not downloaded the right version? BTW: I am all for GossamerSOlid's idea about sounds, unless you guys can top the sound of J.S.R.S's soundmod:)
  21. When I'm using addon troops they don't talk like the BIS Default soldiers. I like using Operation Northstar Soldiers, but when I make a mission they don`t use the radios. They will occasionally say random words like "Soldier!" and "Ship" with out calling out a direction of the target, distance and no radio subtitles show up. Also, when I give out commands to my guys, they do the commands no problem but I might only accually say one word. EX: Instead of saying "3,4 move to tree 50 meters." my guy will accually say "Tree". This is very frustrating when doing covert missions ordering my men to hold fire and although my units are spotting targets they don't communicate them! They may say "Enemy" when they see one but won't let me know where so I can eliminate him. Then the enemy get right on top of us and kill us all!! Anyone know why none of my downloaded troops use radios? Am I missing something? Is it a terrible bug that there is no work-around for? Please help if you can, I'd love to end the Air Campaign on my war against the Taki's and start getting some boots on the ground, but without radios we don't stand a chance :)
  22. mattyfo

    SLX Mod WIP

    I recently removed the SLX mod from my game, however, after playing it again I realised there were a few features I could not play without anymore. One of them was the wounds, I loved how guys were often injured rather than killed. So I kept the SLX_wounds PBO, it's dependencies where SLX_shout and SLX_netcode. I kept both of those and removed the rest except for a few unrelated PBOs such as SLX_impacts. When I went to play the game, i got an error message after start up saying: "SLX_shout requires SLX_netcodes"......ummmm, I have both those? Then, when fighting in a battle I was wounded, a brave young Chernarussian soldier ran to my aide, kneeled down beside me and began to tend to my wounds..........and then we both dissapeared into the middle of the ocean, miles away from the battlefield along with dozens of other wounded soldiers and wanna be medics. It seems I may be missing a PBO somewhere. I've dillydallied with likely candidates but havent fixed it yet. It only happens when AI tend to me or other AI, yet I am able to drag and heal other AI. Any thoughts on what PBO i may be missing? I am stumped with this one! Fixed it......turns out SLX_netcodes wasn't accually there, funny how as soon as I posted this I solved it with the most obvious solution....O well!
  23. mattyfo

    SLX Mod WIP

    I have just removed the two PBOs and I no longer experience the issue with my optics. I ran several missions which this issue was a persistent pest, and it no longer happens. In my case it's safe to say these two PBOs were the cause. Thank you DMarkwick! EDIT: BTW I run the ACE2 version of the game, didn't try the non ACE version without these, but it shouldn't matter anyways.
  24. How do I get a message to appear telling me that perticular unit has been killed? I remember in OFP this can be done once a trigger is activated by the death of a certain unit but I cannot remember or find that script.. Anyone know it? Also a mod that would show at the end of a mission, exactly which units were killed during that mission would be real handy for me, it seems like it would be possible too.
  25. mattyfo

    SLX Mod WIP

    thanks or your help Gunter, everything works fine and as it turns out in my mission, the invading Taki's never got to the first line thanks to the presision of Western Artillery! lol. However I have a new bug I found only while using SLX. It seems everytime i am in a rather large scale firefight, I am unable to use my optics. I'll press the right mouse button but after a second or so it exits the optics view without me pressing anything. Very frustrating esspecially when using a sniper scope!
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