airwalkerdnb
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Everything posted by airwalkerdnb
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UAV Waypoints, help please.
airwalkerdnb posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im building a mission in which the player must destroy two artillery radars and 4 scud launchers to protect Zargabad from a chemical weapons attack. The player has 3 units under his command and a UAV, which he can control from the backpack I assigned to him. However, when I use the action menu to control the UAV, the camera wobbles like hell and the controls are slow to respond, and no matter how high I set the flyInHeight command it always ends up in the dirt, UAV destroyed. Is there any way to get the UAV to follow a path of waypoints that "Cycle", but deny the player the ability to control the aircraft's direction. I would also like the player to be able to use the camera to spot targets on the ground, but not be able to utilise the missiles and rockets onboard, as that would be too easy. Appreciate any help on this :) -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
airwalkerdnb replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, im new to ACE mod so bare with me. Ive got all of the underlying mods you need to run ACE, I have the steam version of arma 2 combined operations, which will allow you to run OA standalone and as a combined game with arma 2. In the ACE settings menu (Esc-> ACE settings), some of the controls dont work. For example, I cant seem to change weapon. Holding down shift and pressing Q (the default setting) doesn't do a thing. Also, I cant figure out the key(s) necessary to place satchel charges or tripwires/mines (Claymores, M-10s). Its rlly frustrating! Is there some kind of special condition that needs to occur before I can place mines and explosives (be next to a vehicle etc)? Do explosives classify as another weapon besides your rifle that you start with, and if so is that why it refuses to change weapon? Thanks in advance, Matt. -
UAV Waypoints, help please.
airwalkerdnb replied to airwalkerdnb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok that solves the unsteady movement etc, but how would I go about forcing the UAV to follow a set path of waypoints EVEN IF the player is in control of the camera and therefore the UAV. The scenario I want to create is that the player is able to call on the UAV to spot infantry and armor below in a base as an advantage because of the overwhelming odds pitted against the squad. If the player could spot units before he reached the base then it would be easier for them to avoid them when trying to blow up the targets. So essentially, how do I remove weapons from the MQ-9, is it a command in the units init path? And how do I force the UAV to follow a preset path of waypoints in a cycle, but still retain camera control of the UAV? Thanks in advance -
Help with Steam version of Arma II: OA
airwalkerdnb posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have the Steam version of the operation arrowhead expansion for arma II, patched up to 1.59 recently. Ive been playing around with the editor for some weeks now and still cannot find the directory which every tutorial mentions to place scripts such as init.sqs etc. I also notice that other people tutorials specify a long command line path under program files to install custom scripts to, but I cant find this. The steam version has its own directory under steamapps/common but its small and doesnt have any of the other folders that the tutorials describe. Does the steam version limit what you can access and edit? Am I looking in the wrong place? Any help would be greatly appreciated, thanks :( -
Help with Steam version of Arma II: OA
airwalkerdnb replied to airwalkerdnb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah that seemed to work! I now have Arma 2 Other Profiles and it saved the mission folder as soon as I created it in the editor...now to see if it will accept my init.sqf and briefing.sqf ---------- Post added at 01:58 PM ---------- Previous post was at 01:52 PM ---------- Fail. I wrote the documents correctly, but the game doesn't seem to want to call them from the mission folder, am I doing something wrong? Do I have to write any code in the init field of the players unit to get the briefing to come up at the start? -
Help with Steam version of Arma II: OA
airwalkerdnb replied to airwalkerdnb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, Ive just realised that on that path name you mentioned, mine is different. I dont have "other profiles" or "player name", just missions/missionname. Tried to make some briefings and cant get them to come up in game. Frustrating :( -
Help with Steam version of Arma II: OA
airwalkerdnb replied to airwalkerdnb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I am building my own missions, I had a horrid thought that Steam had packed all of the editable content away in a gcf file, but thanks for the advice, found it the directory now. Can start scripting :) -
Editing in 3D, help please.
airwalkerdnb posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, im new to all of this, been playing around with both the 3D editor and the normal missions editor and need some help. First thing is, the ForceEnd; command does not seem to work in the 3D editor. Even though this is technically redundant if the type of the trigger is END#1, the END type triggers just do not work in the 3D editor. Trigger example: condition = !alive man1 onact = blank type = END#1. I typed a hint in one just to make sure that the logic was correct and if the man died then a hint would display. Now in the normal missions editor this code works fine, infact, im using multiple targets and objectives to be completed in order to end the mission (blowing up a couple of zu23 shilkas). So, to the second problem, is there anyway to edit missions you make in the normal scenario editor in the 3D editor (alt+e from the main menu), or is the 3D editor just a standalone program that was just put on for show? I would really appreciate help on this as the 3D editor saves so much time and effort and you can add a lot of detail to maps and missions. Many thanks, Matt. -
Editing in 3D, help please.
airwalkerdnb replied to airwalkerdnb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh ok, I downloaded the official BI tools (2.5), but it looks like a very steep learning curve. Its a shame that you cant edit units in 3D, i suppose that means it makes putting units high up or in houses next to impossible? I tried to save a mission in the 3D editor and open it in the normal editor but it said the file was read only, ive seen a few posts which mention extracting mission files, is this possible and is it easy to do? This would all be so much easier if BI had just included the 3D editor in the normal mission editor. Thanks for the advice :) -
My mission won't end [Multiplayer]
airwalkerdnb replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have exactly the same problem but with a twist, in the normal mission editor (the one you access from single player -> editor), ForceEnd; works fine. In the 3D editor (pressing alt+e at the start screen) it doesnt work. Even if I try all of the solutions above it just will not work. Is this a bug with the 3d editor? Ive updated to 1.59 recently, but im new to editing. I would appreciate any help with this!