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berno

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About berno

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  1. This is really fantastic but I'm not getting intellisense or quick suggestions as they call it unless I press CTRL - Space? Whats the trick im missing?
  2. This is a module I was playing around with some time ago. After a long hiatus from ARMA I’m back and would like to see if there is enough interest in this to warrant finishing it off?! :confused: The idea was to introduce the sort of group switching functionality found in the classic Red Storm games such as Rogue Spear and Ghost Recon. This includes: -Ability to switch between all group leaders on your side. -Switch to new lead on your death. -Switch between all members of a group. The current module implements the first two. Simply add RS_Teamswitch_Death module to your mission and whatever side the player unit is on you can switch between all groups with Home (group up) and Insert (group down). Future updates: I think it would be better if the script set all group leaders to playable, then the team switch keys and dialog could be used to navigate the groups with Insert and Home left to switch between the individual members of a group. It would also be handy if waypoints and current orders were restored after switching. It would also mirror the Red Storm functionality if each unit you switched to was the High Command Commander allowing you to dictate tactics on the fly. ----------------------------------------------------------------------------------------------------- This module is Alpha and has only been tested in Single Player on ARMA2, ARMA2 – OA, ARMA2 – CO. Bugs: -Sometimes you can switch to a unit as its dying and become stuck as the dead unit. -Switching to the next unit in command seems flaky, running scripts on death seems very timing dependant. Download: http://web.aanet.com.au/~Berno/@Berno.zip
  3. berno

    MCC Sandbox - The Mod

    Heya I'm a big fan of this mod I would say its essential to enjoy Arma2 by this stage :) I haven't had any CAS working for me since this changed over to an Addon. @shay_gman, I was curious to learn some scripting anyway and have been poking around in mcc_sandbox to learn. Have been able to fix my CAS problems locally. After much playing around I noticed that setting the pilots side to civilian made him unwilling to fly the plane and all the spawned CAS jets simply crashed! Have changed 2 lines in \mcc\general_scripts\CAS\cas_execute.sqf: //_plane,_pilotGroup,_pilot = [_planeType, civilian, _spawn, _pos, 200, true] call CREATE_PLANE; _plane,_pilotGroup,_pilot = [_planeType, playerSide, _spawn, _pos, 200, true] call CREATE_PLANE; Making the pilot the same side as the player seems to do the trick. Hope this saves you some debug time. This has been tested out with a harrier and JDAM. I dont play with ACE generally. Berno.
  4. This is indeed strange mate, it just does not work for me with this setup. I'll break it right down: Directory of D:\Games\Steam\steamapps\common\arma 2\@MyMod\addons\MyPbo $PBOPREFIX$ Config.cpp MyModule.sqf Directory of D:\Games\Steam\steamapps\common\arma 2\@MyMod\addons <DIR> MyPbo 659 MyPbo.pbo Run command: D:\Games\Steam\steamapps\common\arma 2>arma2 -mod=@MyMod I go to single player->Editor->Utes then place a unit and the module 0MyModuleTestLogic. Hit Preview. I get the following message "Script myPbo\MyModule.sqf Not found" Process Monitor reveals the attempted file access as: 12:46:59.9329081 PM arma2.exe 5020 CreateFile D:\Games\Steam\steamapps\common\arma 2\myPbo\MyModule.sqf PATH NOT FOUND Desired Access: Generic Read, Disposition: Open, Options: No Buffering, Non-Directory File, Attributes: N, ShareMode: Read, AllocationSize: n/a All I am doing to be able to build and test mods is simply have the unpacked data in "arma 2\MyPbo" I know this is not ideal but I'm glad you mentioned ProcMon so that I could at least move forward. Just a weird bug on my system? or can you reproduce this on your setup? Thanks Berno
  5. Thanks for the support guys. ruebe Yep I've been thru every thread regarding PBOPREFIX. No joy. I have run thru BIS tools setup and have a P: drive with extracted packages in it. Have you dropped the @ in this statement on purpose or just a typo? So my unpacked data should be in ARMA_GAME_DIR\myMod with a symlink pointing to it from P:\myMod? I will set this up and see how I go. PvPscene I am using Arma II Launcher to avoid steam, the command line to test @MyMod was: "-mod=@mymod" -nosplash -window -noPause -world=Utes -showScriptErrors -cpuCount=2 procMon found something interesting: Any idea why @mymod\addons has been dropped from the path? Im using cpbo to pack and unpack. Thanks again for the help guys. I will try again with a link from P: drive. Berno ---------- Post added at 11:51 AM ---------- Previous post was at 11:28 AM ---------- Ugh. Seems all my troubles were based on a false understanding of where the unpacked files should reside. If you follow my path of investigation I started at the armaholic newbie faq how to make your own modules. http://forums.bistudio.com/showthread.php?t=98880 within this is a link regarding pboprefix I came upon the following statement: This and I'm not being harsh but the info at is just confusing.I thought I could have @MyMod\AddOns\ containing MyPbo.pbo and the folder MyPbo inside MyPbo the unpacked data. I had been changing my source right clicking and building then starting arma. Tedious of course. So I thought adding a $PBOPREFIX$ would allow me to change the unpacked data in @MyMod\AddOns\MyPbo However the unpacked data has to be in Arma2\"CONTENTS OF $PBOPREFIX$" Thanks a lot guys I got there in the end :)
  6. Thanks a lot for the support guys! Seems like a helpful community! ;) ruebe: I have run thru the BIS tools setup and ran some tool to extract everything. Although from what I understand the unpacked data is more for the island builders right? Regardless its been done. I havent put a link from P: to my mod yet. From what I understand I can still run it all from the arma 2 game dir if I want? I ended up trying to recreate the scenario described here to rule out any other setup problems I might have: http://forums.bistudio.com/showthread.php?t=85642&highlight=%24PBOPREFIX%24 PvPscene: I am using ArmA II Launcher to avoid steam. For the @MyMod setup the line is: "-mod=@mymod" -nosplash -window -noPause -world=Utes -showScriptErrors -cpuCount=2 procMon has revealed something interesting: 10:19:17.2107973 AM arma2.exe 2684 CreateFile D:\Games\Steam\steamapps\common\arma 2\myPboName\MyModule.sqf PATH NOT FOUND Desired Access: Generic Read, Disposition: Open, Options: No Buffering, Non-Directory File, Attributes: N, ShareMode: Read, AllocationSize: n/a Any clue as to why @MyMod\AddOns has been dropped from the path? To build the pbo I right click click and select create PBO, according to my registry this is going thru cpbo. If you have any ideas why the path has been dropped I'd appreciate the help. I will look at trying to run the mod from the P: drive again and adding a link to the game dir. Thanks again lads :)
  7. Hi guys, I am trying to get started in mod development. I have been poking around in mission scripts and having some fun but then started looking at other peoples mods as a way to learn. As a computer programmer I picked up a lot quite quickly but the way I was testing was tedious. Change some code, create PBO and start game, then test. Very slow. So I read that $PBOPREFIX$ is what I'm after so that I can run against unpacked code and make changes without having to restart the whole game. Have followed this: http://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data Trawled the forums, and tried a million things generally going insane and chipping away at all confidence I have in my problem solving abilities that 10 years in dev have given me :mad: I have been testing with Combined Ops but have wound back to the most basic arma 2 setup to trouble shoot. So when I build my PBO and add my module to a map it says hello world as expected. When I build with the $PBOPREFIX$ I get a message saying it cant find the script. Have tried many variations. My mod folder is in this zip file: http://web.aanet.com.au/Berno/@myMod.zip It resides in this folder: "D:\Games\Steam\steamapps\common\arma 2" Have tried pointing to various places on the P: drive to no avail! :( If someone in the know can fix this I would be eternally grateful! Perhaps it can be uploaded as a template to prevent further newbie torture? Berno
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