vonsteimel
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So I see that you are a ACE2 Dev? Can you provide any answers or sources for the .pbo files? I'm playing singleplayer and not worried about breaking something. If all else fails, ACE is very easy to reinstall.... And I do know about disabling things via script but the instruction list is quite small compared to the amount of features ACE2 has... I have been able to achieve much more satisfactory results by removing .pbo files. What I'm looking for has to exist somewhere. Why not release that information for all to use? I'm sure there are many other people wanting the same thing, for a variety of reasons. Thanks, VS
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Hey all, I've been searching and doing a lot of painful testing to try and find out what the different .pbo files within ACE 2 do. Is there anything out there that defines each file? I'm looking for something like what has been done in the readme for the SLX mod. How they give the file name and a brief description of its purpose. Its great when doing modding or creating your own modules.etc I mostly play single-player due to slow internet & unreliable connection (partially due to unreliable income). Some of the features of ACE cause problems in some of my missions & scripts.etc... There are also several bugs that prevent features from working and/or negatively effect other areas of gameplay. I don't want to remove ACE, as I do enjoy most of its features. However sometimes it is necessary for me to remove specific features due to bugs/conflicts. This is normally a painful process of closing the game, removing .pbo files & restarting until I get the desired result. So, does anyone have anything or know where to get definition/description for ACE2 .pbo files? It would be a big help. For example, the ACE 2 grenade throwing feature is very buggy on my computer. When I throw a grenade, the animation is doubled up so it appears as if I throw 2 grenades (about a half second apart). The first grenade shown in the animation always goes farther but it disappears as soon as the second grenade is thrown. The second grenade is the real one, as it will land and explode. And changing the throw method (another ace feature) has no effect on anything. -- Also, quite often the grenade throwing feature will cease to function completely after a few successful throws. When this happens the throwing animations are still played except no grenades is thrown, it just looks like hes throwing air.... This can be EXTREMELY FRUSTRATING as it always seems to happen at the worst times.... -- My solution; simply remove "ace_sys_grenadethrow.pbo" & "ace_sys_grenades.pbo" (cant remember exact names) and restore the normal grenade throwing.... So, if anyone can help me out with identifying the ACE2 .pbo files I'd greatly appreciate it. Thanks, VS
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You are correct! So this is a known problem then? What steps have been taken to resolve this issue? -- Sometimes I get hit bad enough where I cannot switch.... Then it takes a while. Worse yet, there have been a few times where I have actually died but it fails to recognize it and it doesn't pass control of the group on to the next member.... After death, it prompts me with the option to switch or end game. I switch to another member but it still treats the dead guy as the leader and if I accidentally "switch to leader" then I'm screwed because It wont allow me to do anything.... Not even the escape menu works then. The only thing I can do is Zoom & change the time speed (+/- key). I end up having to clt+alt+del to get out of the game....Any solutions or fixes out there since this is a known problem?
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I've been having trouble with the ACE wounding system or something. This pertains mainly to single-player. When I get hit real bad and start passing out, I loose the ability to switch teams. I have to sit there and wait til someone heals me or I eventually die before I am prompted with the option to switch teams.... This makes it unplayable with the wounding system. Its extremely frustrating to make it 80% through the mission and then get hit and have to sit there for 10 minutes while i wait for my player to die so I can switch to another team member... Any solutions? I thought about making a trigger that will automatically switch the player to another team member if my damage >.8 but I would really like to find a better solution (other than to not use ACE wounding system). Any help will be appreciated VS
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Having Wierd Problem with this Forum, Help
vonsteimel posted a topic in BOHEMIA INTERACTIVE: Web-Pages
Greetings, For some reason I am having trouble reading some of the text within this forum. It doesn’t happen on all threads, I’d say only about 20% of them. But when the problem is present within a thread, it effects all posts within that thread. Even though the threads right above & below it might work fine. Here’s a few examples of what its displaying in the problem-threads: 1. “ Anybody knows what i'm missing here? “ 2. “ In a conditional statement use '==' not '=' “ 3. “ In your addon's init script / init eventhandler load the function: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TAG_TANKPACK_FIRED = loadFile "\Addon\fired.sqf" †So, as you can see it can be pretty annoying. But when it pertains to a script or line of code as the last example is, it makes it nearly illegible… In the first example I know it is the apostrophe that’s causing all the trouble, but the other 2 examples I’m unsure about... All 3 examples were copied from the following thread: http://forums.bistudio.com/showthread.php?44500-Count-Script&highlight=count Again, this doesn’t happen on all threads. Some threads will display the same stuff (scripts & apostrophes .etc) without any problem what so ever. I’ve got a fairly new computer and I’m running the most up-to-date version of FireFox. I also updated my Internet Explorer and tried using it but it didn’t solve the issue either. This is the only forum where I’ve had this problem. Can anyone tell me what the problem is and how to fix it? Is it a browser setting somewhere? Any advice will be appreciated. Thanks, VS **(NOTE TO ADMINS: I didn't know where to post questions concerning troubleshooting the actual forum itself so I thought this was the best fit. Respectfully, VS) -
Figuring the Death Toll & displaying it on screen for a specific Side
vonsteimel posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Greetings, I've been searching & reading for clues on how to do this but I’m not getting anywhere so I thought I’d post it here. I went through about 25 "count" related threads on this site and still cannot come up with a solution... I would like to create a Trigger to a radio command (i.e. Radio Alpha) that will display the total death toll for a given side during a mission… To make it simple, I’ll say “Eastâ€. I know there's a similar feature built into Arma2 which displays the “statistics†but this is based on the kills the player has scored. I want to see the total number of dead for each side regardless of who killed them. I’d really like to avoid .sqf files if possible and just do it within the Trigger(s). I can do some scripting but this is beyond me. Can anyone help me here? 1. How to count the number of dead “East†units on the entire map. 2. How to display this Count using a “hint†message or sidechat (when player calls Radio “Alphaâ€) Thanks, VS -
Arma 2 Addon request thread
vonsteimel replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Greetings, I would like to see someone modify the SOM module a bit and make it more flexible like the ACM. Possibly even combing an ACM into the SOM along with the ability to edit what faction(s) the SOM will generate missions against. And perhaps even add a little more complexity and size to the missions generated by it... And the ability to blacklist areas... I think a big advantage would be to create the ability for users to create their own SOM missions that the module would use during random mission generation... This would allow the community to take hold and really take it to the next level with their own missions and then release them to the public... This would produce many different flavors of the SOM that could appeal to all sorts of different player preferences(CAS pilots, Air Superiority Pilots, Chopper Pilots, Snipers, Special Forces, Plain Ole Riflemen.etc)... Not sure how that would work though? Perhaps create a SOM2 module that you could paste script(s) into which would cause it to look into a certain folder for the randomly generated missions? Then the player could fill their SOM2 mission folder with whatever missions that pertain to their liking. Obviously these missions would have to be tailored for the SOM2 module so that they could be generated in random locations and such but it sounds feasible...? As of now the SOM doesn't provide much entertainment and has virtually no flexibility... It's not even very good for practice. I find the ACM to be more entertaining than the SOM. If this SOM2 module were to be created it would provide virtually unlimited replayability, great for those hard times when I cant pay the Internet Bill, practice or just good for trying out new tactics, weapons, vehicles or whatever. What do you think? Does anything like this exist out there? I know there is the DAC but I can't figure out how to use it, but it doesn't provide what the SOM2 could... Lets hear your opinions... Tell me what you think. Cheers, VS -
Customizing the SOM factions & units, give me somthing
vonsteimel replied to vonsteimel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So... for any future readers who stumble on this thread with the same question as I had, I'll post the findings: "No you can’t change the faction on the SOM or the Ambiant Civilian editor module." as stated in the link given by Katipo66.... Wat a bummer. I still have a little grain of sand in the back of my brain that is hoping the user that posted that statement is wrong... Highly unlikely though. Is this something that could be done with scripting or an addon? After all, the arma2 "modules" are in fact scripts compiled into an easy to use module right? So it should be possible to take that script/code & edit it to make a SOM2 or something, eh? I'll get started on it right away..... BTW, if anyone reads this thread that knows anything different or knows of an existing mod that'll do this please tell. I'll be checking back on this thread every other day or so. Thanks, VS -
Customizing the SOM factions & units, give me somthing
vonsteimel replied to vonsteimel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Common.... 19 views an nothing to say? let me know something... Is this a dumb question, how to specify factions for the SOM module? Or do you agree? Is this something you want to know too? Or do you not use the SOM mission generation feature? Whats going on? Why has no one answered this question ANYWHERE on this forum? It seems like something a bunch of people would like to know...? Respectfully, VS -
Customizing the SOM factions & units, give me somthing
vonsteimel posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Greetings, I've searched about 50+ threads now and have yet to find any decisive answer as to whether or not this is actually possible. Can you specify the factions, side, or units used in Side Missions generated by the SOM Module? I've created a rough mission where the player is a Russian SU-25 CAS pilot in Afganistan(Takistan) and inserted the ACM & SOM... Since the player is Russian, TK milita & army are considered friendly... So I've configured the ACM to generate only TK Guerrillas which works fine.... However the SOM is another story. I dont know how to configure the SOM module so that it only generates missions against a particular faction(s). Currently all the missions it's generated so far have been against the US which doesn't reflect the Russian/Afgan war at all.... Is it possible to do this? If so, How? I've tried setting EAST & WEST as friends via the "setFriend" command hoping that it would then generate missions against "Resistance" forces but it didn't work. It still generated missions against US forces. All the threads I've read that asked this question didn't have any replies. So I ask you, if you read this thread please respond with something. Tell me if its not possible so I'll stop wasting my time... or an alternative way to do what I'm wanting.... or that you don't know... anything.... Thanks, VS -
How to Setdamage to 0 if not killed within a given period? I've got an idea but need
vonsteimel replied to vonsteimel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Engima, I ended up figuring out how to get it to work with triggers. Also, The SQF works as well... And just as a reference, it doesn't work with the ACE wounding system. It heals their wounds but doesn't take away their issues found during "Examination" (i.e. CPR, Morphine, Bleeding.etc). Thanks, VS -
How to Setdamage to 0 if not killed within a given period? I've got an idea but need
vonsteimel replied to vonsteimel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the input. I'll test the .sqf when I get home... I haven't used these types of scripts before. Will it work in "preview" mode in the editor? Can anyone tell me whats wrong with the 2-trigger method i'm trying to use? -
Greetings. I'm trying to create a trigger that, for a particular unit, will set their damage to 0 if their damage is less than .85 after 3 seconds from when their damage was first not equal to 0. Make sense? Here is what I'm trying to do: I want a condition that will detect when this units damage is non-Zero (meaning he has been hurt or shot) and then wait 3 seconds and check again to see if the units damage is less than 0.85. If so, then I want the conditions to be met so the activation line ("unitname setdamage 0;") will restore his health... This would allow my AI partner to stay alive and fight with me much longer. Otherwise, its not 60 seconds after we get into a fight that he goes down and starts crying in agony for me to come give him first aid... I end up either letting him die or spending all my time babysitting him.... I don't want to just use "allow damage false"... I want it to be possible for him to get killed, just not so easily. So if he gets shot once or twice and can avoid being killed or seriously injured (damage < 0.85) for a short period (3 seconds), he'll be restored 100% health. I only know how to do this with 2 triggers which would be fine if I could get it to work. I need help with the Conditions. This is what I've got so far and it doesn't work: Trigger1 (Repeatable) CONDITION: ((damage joe)>0.1) ACTIVATION: Action1=True Trigger2 (Repeatable) COUNTDOWN = 3 CONDITION: Action1=True and ((damage joe)<0.85) ACTIVATION: joe setdamage 0; Any input will be appreciated. Thanks, VS
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Using a Trigger to Change the Conditions of another trigger
vonsteimel replied to vonsteimel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah, there it is! Thank you. setTriggerStatements is what I was looking for. VS -
Using a Trigger to Change the Conditions of another trigger
vonsteimel posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've searched to no avail. Is it possible to use one trigger to change the conditions of another trigger? Some kind of "Trigger name" Setcondition "script x" ? It would be excellent if so.... I have searched the Arma2 scripting commands database and couldn't find anything. Any responses will be appreciated. Thanks, VS