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matheey

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About matheey

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  1. I'm still facing this problem... Surely there must be some easy-ish solution to this inconvenience?
  2. Nobody knows? I mean there's gotta be some code or script or line that i've overlooked but can't find myself...
  3. So, when i play arma i play warfare, and i do the missions myself... Everything else i know how to do, but for some strange reason i can't construct any artillery pieces from "construction -> Defences". I can't place them in the editor either. I really find it strange, as it works in official warfare missions. So, is there some sort of code or script i should run for this? I've tried this, but it didn't seem to work either...
  4. matheey

    Warfare BE

    Hey, i did a quick search but couldnt find anything about it: 1. In the command center you can assign different coloured codes to your ai squads, what do these do? 2. Also, when playing this mission in takistan, i noticed that my tank squad wasnt moving anywhere, even though i told to move/take towns or whatever. Any idea what went wrong here? Edit: More questions: 3. What's the best way of getting the AI squads to actually go attack a town? In my experience so far they usually take very much time to get themselves to the towns, and sometimes they just stand still not doing anything just outside the town..
  5. matheey

    Warfare BE

    Hey guys hey benny, absolutely amazing mission this! So much fun to play with your friends! But there's a couple of things I'd like to customize that i haven't been able to do myself: 1. Even though there's an "extra smalll" option in BE Warfare, It's still not small enough for me. There's 5 towns, but I'd like it to be only 3. How do i do this without breaking something else? 2. I'd like to play with my friends so that we're all on our own side - BLUFOR/OPFOR/RESISTANCE, but in the default BEWarfare missions there's only BLUFOR & OPFOR. Is this possible to change somehow? I have to ask you guys, because when I tried doing this by myself I always managed to break some other aspect of the game (not being able to buy stuff/command squads...). Anyway, thanks in advance!
  6. Ok, so after making this thread I've tried a number of different stuff: I've tried copying an example mission I found from here. It did solve my problem that I had with the mortars not showing up when trying to build stuff, now they did. But, when i started checking if anything else had been changed in the mission, i noticed a weird problem. I couldn't buy any units - even though i had built barracks! Also, I couldn't buy any weapons - this I managed to fix after a while. I never managed to get everything working, with the artillery units still being available. After this I tried doing this. It seemed like a really clever idea, and i really thought I could make it work this time... But nooo. Now, the problem was, that while i could see the artillery pieces in construction -> defence, they were grayed out! So i could see them, but i couldn't choose them, if you know what I mean... And now I've run out of ideas.. So if anyone knows the solution to this peculiar problem I'd be eternally thankful!
  7. I want to add mortars and stuff to the selection, so that I actually can use artillery on my warfare missions. Is it possible? I've noticed sometimes the mortars are available under "Defence" in the construction menu, and sometimes - like now - they aren't.
  8. What do you mean? There's gotta be a way to get the AI to defend their positions even if they know where the enemy is...
  9. I'm using functions, BIS fnc taskPatrol and BIS fnc taskDefend, but the same thing seems to happen with them as with guard waypoints. How exactly do you mean I should implement move and sentry waypoints?
  10. All right, without further blabbering, here are my two problems I need help solving by you guys: Problem: AI starts attacking me after I've been spotted. So, I've been making a sneaky Navy Seal type of map, where I have a HVT and a lot of enemy patrols roaming around the nearby areas guarding the target. The problem is, that after I've been spotted by the enemy, it seems that all enemies on the map forget their defences and start running mindlessly to my position. This ruins the whole mission for me. I'm wondering if there is a way to script or code the AI to stay where they are supposed to, or at least in the close proximity. It is of course stupid to think that the enemy would just stand in a certain spot the whole time while knowing I'd be coming for him, so some sort of compromise would be needed. Maybe so the group that is assigned to the soldier that gets shot at or spots the attackers will be notified, and starts to attack my pos... Problem: Can't get HALO jump to work the way i want. What I can get to work is getting the group to spawn in air at the start of the game, making them HALO from the start, but that's not what I want. I want to get the units to start in a aircraft (which is no problem) that's flying around at a high altitude, and at any given point, I can order my men and myself to HALO out of the plane, but for some reason this just doesn't work. It would be absolutely perfect if my HALO:s would work like in this youtube video ( ), but even though the author has a mission.sqm file for download in the description, so that I could read it and re-make it into my own mission, I just simply can't do it. I can't understand the file good enough for me to actually do anything with the information. I'm not good at scripting or coding, I just want to make nice missions for me and my friends to enjoy, but it isn't a walk in the park in this editor, not for me at least.Anyway, any help is greatly appreciated!
  11. Got it to work a while ago. Just used the warfare module and had a lot of trial and error... and ragequits. But now it almost works exactly the way i want to.
  12. That script package thing was what I was trying to do before I started this thread.... :) Even though it might not get simpler than that, I still didn't get it to work. I guess I can try it again
  13. @Günter Severloh: I don't think I'm asking for two different things, at least that's not what I meant to say. Maybe I wasn't clear enough. I went to the AAS website and whilst reading I found that there were indeed changes and addons to the game in some ways...But that's not important, as you only wanted me to read the thing and learn from those who already knew how to, while I just bluntly assumed I was supposed to download the thing or something... @twirly: I know and I read your post the first time you put it too. I just wasn't aware that what I'd wanna do would be such a huge undertaking as it seems to be. Anyway, I've dl:ed some AAS type maps and am now in the process of analyzing the maps in the editor (although I can't get them to show, but that shouldn't be so hard to fix), and I think I'll manage on my own from now on. :) Thanks for the help again!
  14. The link you gave me seems to be some sort of a mod that tweaks stuff in the game too.. That's not what I want.. There's gotta be an easy way to do what I wanna do, I mean It's only to make an objective so the players aren't scattered all over the map...
  15. I want to do a simple mission where there are these cappable sectors, similar to "Domination" in Modern Warfare and Conquest in the Battlefield series. So basically, when a member of team A enters a team B sector zone the sector would start to go team A:s way (provided that no team B soldier is in the sector at that time.). If both teams' soldiers are in the sector at the same time the flag stays the same until one team's soldiers die or leave the sector. A Bonus would be to get the commander thing working too. Basically the objective of the game would be to cap these sectors, so you'd get points/the other side would lose tickets, and the game would end when one team would get x amount of points/the losing side's tickets would run out. Thanks for any further help!
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