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vonsteimel

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Everything posted by vonsteimel

  1. vonsteimel

    ACE for OA 1.13

    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
  2. vonsteimel

    ACE for OA 1.13

    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
  3. vonsteimel

    ACE for OA 1.13

    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?
  4. vonsteimel

    ACE for OA 1.13

    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
  5. 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
  6. 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)
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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?
  14. 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
  15. Ah, there it is! Thank you. setTriggerStatements is what I was looking for. VS
  16. vonsteimel

    ACE for OA 1.13

    How in the heck do I get the AI to ride INSIDE the ACE2 APC's (such as the BDRM-1)? I'll assign say 5 guys to get in the vehicle and 1 gets in as the driver, 1 gets in as a gunner and the other 3 sit on top of the vehicle... There are not only open cargo seats but also open Machingunner seats! I've tried even creating a trigger using the "joe MoveInCargo [vehicle, 1]" trying to see if I could find what #s represented the cargo/machinegunner positions inside... But it seems none of the inside positions are considered "Cargo" in the sense that the "MoveInCargo" command uses.... So, how do I get these in-breds to get INSIDE the dang APC instead of sitting on top completely exposed...? Thanks, VS
  17. Arma2 is very laggy on my PC but I found a solution. Every time after starting the game, minimize it (alt+TAB) and then bring up the task manager (alt+ctrl+del) and right-click on the arma2 process (arma2OA.exe or something like that) and then go to "set priority" and change it to "above normal".... This fixes it for me everytime... If I do not do this, it's so laggy I can hardly play it. Hope it helps, Thanks. VS
  18. vonsteimel

    ACE for OA 1.13

    I've been working(building) on a Single-Player campaign based on the AH-6J Little Bird where the player is ground support pilot. In the mean time I decided to install ACE2 (and ACEX)... Its great, I like it… And it came with new “littlebird helicopters †(under category: Air(SOAR) whatever that means?) which will go along with my campaign nicely…. However, it removed something which is vital in the campaign I’m making… Normally, on recruit(difficulty), without ACE, little “orbs†highlight distant units making them easily visible. They are normally white but then turn Green if the unit is identified as friendly or Red if ID’d as enemy… For an example of these “orbs†see: http://wow.upperplace.com/displayimage.php?pid=157&fullsize=1 Notice the green orb on the chopper (upper left corner) and also the green & red orbs in the center of the screen… When flying in the little chopper, which has no gunsight like the APACHE or COBRA does, these orbs are critical in both seeing and identifying ground soldiers…. After installing ACE, these orbs completely disappeared. This made many of the missions I was working on nearly impossible. When trying to hunt down infantry in an AH- 6J you cannot hover 1000M away and pick-off targets… Heck, you can’t even see them with zoom until you get less than 500M when flying at 200AGL…. And since the guns are fixed, the whole chopper has to be pointed at the target. I took to the net and couldn’t find any answers, So I tried to figure out which ACE files were causing this… I spent the whole day removing files from the ACE directory and restarting ARMA2 and have finally found out that there is no single file responsible for the removal of these Orbs… Currently, I’ve removed about 15 Ace files and have finally got the Orbs to reappear but only if I fly the original AH-6J chopper. When I fly the choppers which came with ACEX (Air SOAR) the Orbs are not visible which leads to the problems stated above… When I fly with the AH-6J or any Choppers which came with Arma2CO then the Orbs are visible and everything works fine… Does anyone know what this “Orb†feature is called? And more importantly how to “enable†the Orb feature in ACE? It’s a must for my campaign. Thanks, VS
  19. Greetings... Normally in Arma2 Single-Player, little "balls of light" highlight distant unidentified units to make them easily visible. They are normally white and then turn red if the unit is identified as enemy. These "highlights" are crucial when building SP missions for light-attack choppers such as (AH-6J) which has to get up close & personal to do its job.... If the "balls of light/highlighting feature" doesn't work the missions, which involve hunting down infantry in a AH-6J, are nearly impossible to complete... By the time the units become visible, its too close & hot to bring your guns to bear (AH-6J has fixed guns).... I need to know what these "balls of light/highlights" are called... I cannot search and/or find existing posts if I dont know what they are called. I have went through the difficulty options in ARMA2 vanilla to see if I could identify the option that controls these "highlights" and I cannot…. please help…. Also, where is the ACE2 forum? Every time I post a question related to ACE2 here, the admins remove it and tell me to post in the ACE forum… When I google ACE forums (or search the bohemia site) the first return is posted here! (BI MILITARY GAMES FORUMS > ARMA 2 & Operation Arrowhead > ARMA 2 & OA - ADDONS & MODS: COMPLETE) Followed by a message: "Notice: This is an old thread. The last post was 815 days ago. If your post is not directly related to this discussion please consider making a new thread." And then when I do make a new thread it is removed!!! I know the forum rules and am very respectful… However I am a paying customer who is just having problems and would like to find the right place to post my questions . Please help. Respectfully, VS
  20. And about the Ace forum... Its just a single thread? This is where I am supposed to post my questions concerning ACE, on this thread? Thanks, VS ---------- Post added at 12:54 ---------- Previous post was at 12:53 ---------- They can be seen here: http://wow.upperplace.com/displayimage.php?pid=157&fullsize=1 Notice the Green "highlight" on the chopper in the upper right. Also both "White" & "green" highlights in the center... These are the "balls of light" I was referring too. What are they called? As you can see, they are not on the HUD, they are on the actual units themselves... So are these called HUD orbs? I guess "Orb" is a better name...
  21. They can be seen here: http://wow.upperplace.com/displayimage.php?pid=157&fullsize=1 Notice the Green "highlight" on the chopper in the upper right. Also both "White" & "green" highlights in the center... These are the "balls of light" I was referring too. What are they called? As you can see, they are not on the HUD, they are on the actual units themselves... So are these called HUD orbs? I guess "Orb" is a better name... And about the up-close & personal... The AH-6J has fixed guns and no real "gunsight" in the sense the Apache & Cobras do (that allow you to sit back out of range & pick 'em off)... The reason you have to get close is to see the units.... Hovering 1000M away, you cannot see the infantry... The AH-6J's fixed guns mean that the whole chopper has to be pointed at the target, which almost always requires a downward Angle, thus producing forward movement in the chopper... Combining these two issues, the most effective method is to "Boom & Zoom" through the Target area... Lighting up the targets as they become visible... Once you've got their attention, you can Hover at a distance (1000M) and watch for incoming fire (green tracers) and then light the area up with the Twin M134's... (Your Hydras will be gone at this point) But this is not too effective, as the bullet drop is significant. But without these "Orbs", it makes it nearly impossible to hit the infantry because they only come into visibility in the last few hundred yards, and by this time you moving too fast to change your aim much...
  22. Greetings, I've got 3 related trigger questions to which I couldn't find any existing answers. There are no specific situations that I'm trying to apply them to, I've just got several missions I could use these features in if I could figure out how to make them work... 1. I'm wanting to know how to limit the number of times a trigger can be activated... Right now it's either "once" or "repeatedly"... I want a trigger to go offline/stop activating after it's conditions have been met X amount of times.... 2. Is there a way that another trigger can null/deactivate a different trigger? Say that a trigger "A" will be online continuously activating when its conditions are met, until another trigger "B" is activated, then the first trigger "A" goes offline/stops activating... 3. Also how to make a trigger wait unit its condition is met a certain number of times before it is activated? So that a trigger will wait to execute the "activation" script until its conditions have been met X amount of times.... (one example: say I've got an IED rigged to a "present" trigger, but I don't want the trigger to activate the IED script until X number of units have passed it) All input will be appreciated. Thanks, VS
  23. That did it! exactly what I was looking for. Thanks to you both... VS
  24. Is there anyway I can make AI go to different points based on certain triggers? Say I have an AI solder.... If "trigger #1" goes of I want him to go to "Marker A". If "trigger #2" goes off I want him to go to "Marker B". And then Back to "Marker A" if "trigger #1" goes off again... and so on. I have tried to using the CreateWaypoint command but could not get it to work.... I also tried creating a bunch of "Hold" waypoints and linking them all of them to the various "Triggers" except the one where I wanted them to go hoping that when a specific trigger went off he would go to the one waypoint that wasn't linked but instead he only went to the next consecutive waypoint... (i.e. I created WP#0(Hold), WP#1(Hold), WP#2(Hold), WP#3(Hold) and linked a trigger(switch) to WP#0, 1 & 2... He starts at WP#0 of course. I was hoping that when the trigger went off he would skip to waypoint #3) I would then do this with a number of triggers to the different waypoints so I could get him to go to a specific waypoint everytime a specific trigger went off.... I can't get it to work... Any suggestions? I tried searching for existing posts to no avail... Thanks, VS
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