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Graham01

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Everything posted by Graham01

  1. Hi Folks, Cutting a long story short.......Ive just had to do a complete system win 7 reinstall due to a virus. Ive installed TOH and patched it with the latest cumulative patch and tried to install Hinds. I keep getting:- There was a problem activating TOH Hinds - Writing of licence file failed. Ive been through the net and the forums trying to find a fix and cant. Anyone had this problem and fixed it? Its the download version from the BI store. Ive even gone as far as to download it again and try to install but same thing happens. I had no problems activating it when I first bought it! Please dont suggest turning off antivirus/spyware/firewall. Your talking to a man whos trying to install after a bad virus. Ive tried the 'Take_On_Helicopters-Beta_Patch-1_06_97057' that doesnt work. Do you think the key has expired or something? Please help....... Thanks Graham.
  2. Done it!!!!!!!!!! I dont know if the cause is the difference between Keyboard US and Keyboard UK but I have managed to install it. Ive had the BI store activation key in a window open next to where you input the key many times to make sure Ive got it exactly right but it would not accept it. If you are having the same problem try COPY & PASTE. Copy and Paste the key in rather than inputting it manualy through the keyboard. For some strange reason it worked for me. If I remember right thats how I did it when I first installed it sucessfully. Good luck.
  3. Sent an email to the BI store support people yesterday....wating for reply/suggestions....... In the mean time does anyone know where I can download the ground content of Hinds? I cant get access to the majority of the misiions I have made as it says ground stuff is missing. Is there anyone from BI that can send me the ground stuff so I can get access to my own missions while the Hinds licence writing problem is being addressed? There is nothing more frustrating than being locked out from content you have paid for and your own work..........
  4. Have now in desperation tried turning off UAC/Firewall/ Antivirus like BI website suggests........It dont work.....
  5. Hi Folks, I've been having a look at getting Troops/People to do animations. I found an ARMA guide (Armed-Assault_Editing-Guide_Deluxe_Edition_by_Mr-Murray_EN.7z) and had a look on the forums. I managed to get a guy to put his hands on his head using 'UNIT switchMove Animation' but cant get any others to work. Some say use 'playGesture' some say use 'playAction' which one is applicable to Take on helicopters? I seem to remember reading somewhere that there is a file with a list of animations installed, but cant find where I read it or the file. Anyone know if this file exists or if there is a list of animations applicable to Take on helicopters anywhere? Thanks. Graham.
  6. 3rd person view is red and locked in expert difficulty. Worth a try though I hadnt thought of that one. I take it that you get to fly the expert flight model in veteran. The only difference being a few of the options are locked?
  7. Thanks honO, Yes you are right. I thought I was flying on expert. I'm not its veteran I need. Do like to see the troops clamber in at the LZ. Flying for a few hours last night and no disappearing cockpit that I can remember. Seems fixed.
  8. Hi Folks, I've done a clean install of RC3 and have completly lost external view (Toggle view). No matter what joystick button/key I use it does not work. Is this just particular to my install or is this happening for other people? I have replaced the TOH file stored in 'my Documents' with a back up copy of the file that RC1 installed and it works fine. Is it OK to do this or are there changes to that file in RC3 from RC1 that you need? Also still no Artillery recoil in RC3. Dont know if that is for final release. I would like to see BAF supported as well as I bought it specifically to use with TOH. Thanks Graham.
  9. Hi Folks, I've found a small script for using static Artillery on one of the ARMA web sites I like to use. It uses an .sqs file. I then put a trigger on the map and tell it to run the .sqs file on activation. I've set up a trigger to get the Artillery to fire once I get near the LZ. I wont the Artillery to start fire when I enter the trigger zone and stop when I leave and do this every time I enter the trigger. How can I get the trigger to run the .sqm file on entry then stop on exit on multiple occasions? I can get it to run the first time I enter the trigger and use 'setDammage 1' in the 'on deactivation' field to get it to stop when I leave. I have set the trigger to repeatedly and grouped it to player. Is there something I can put in the 'on deactivation' field of the trigger to reset it for when I next enter it? Thanks for any help. Graham.
  10. Ive tried to put terminate/exit in the 'ondeact' field of the trigger but it wont accept the name of the sqs file. the script I'm using was created by A.Ryan, AKA Taco3866521 (Static artillery script). I'm not even going to try to pretend that my scripting knowledge is anywhere near that standard but I have tried to intergrate a loop/counter into the sqs file:- _counter = 0; #Start ? (_counter>=10) : exit _counter = _counter+1; goto“Startâ€; Do I need to put this in at the end/begining of the script or break it down part at the begining at part at the end? Tried everything my limited knowledge can think of. Have started to think that the sqs file is the best way to approach this. Even tried to take out the 'goto start' and repeat the exec in the trigger 'on act' field with a 'sleep 10' between each and watched all the rounds dump on target one after another in quick sucession.
  11. Hi Skidkid6, I had a similar thing with my joystick throttle. Have you made sure that it is correctly calibrated in windows. (found in control pannel - controllers)? Have you tried to 'smooth' the movement in the TKOH options section? I found this helped. Good luck with it. Graham.
  12. Graham01

    DME?

    Could we have DME in the cockpits? It would help to avoid the overshoot on the approach to the LZ and would help greatly with night flying without NVG's. Would also be good for knowing how far there is left to run to the LZ. Graham.
  13. Hi PvPscene, thanks for advice. Have managed to get around to trying the patch and ,yes, the artillery does work. Although with ARMA II intergrated I am getting missing file error messages of the sort that have been reported in the RC patch thread. Hopefully the error messages will disappear with the release of the finnished patch.
  14. Hi Folks, I downloaded TOH Hinds yesterday and am really enjoying the new Helicopter and new content. One of the new aspects is Artillery. Is it just 'eye candy' in TOH or does it work? If it does work do you set it up the same way as you would in ARMA? I've found a few instructions for setting up Artillery in ARMA but dont wont to go to the trouble of learning what looks quite complicated to find that it doesnt work in TOH. I have put an Opfor Mortar next to one of my bases but he just sits there doing nothing. Do I have to give it Ammo? Do you set Mortars up the same way as Heavy Artil? Can anybody recommend some instructions relevant to TOH? Hope your all well. Thanks. Graham.
  15. Is patch 1.06 compatable with ARMA II Reinforcements? Ive purchased and installed it and nothing appears in the TKOH expansions menu. Ive tried reinstalling the patch and still nothing. It does see ARMA II though. Thanks. Graham. Break---------- I managed to get Reinforcements listed in the TKOH expansions menu. I was installing it in a folder different to ARMA II. I reinstalled it and let it install into the steam ARMA II folder (as it wanted to in the first place). Have been getting a lot of problems with file missing error messages and textures not rendering correctly so have uninstalled and will try again when the patch is released. Will stick with having just ARMA II intergrated in the mean time.
  16. I've had a look at a lots of instructions on ARMA web sites and tried to apply it to TOH. It seems that the Artillery/Mortars in TOH are for 'eye candy' only. It seems that you need an artillery 'module' to get them to fire and we do have that in TOH modules mission editor. Please correct me if I'm wrong. Maybe with the comming patch that will be included?
  17. Hi all, I've had a look at the waypoints instructions and it says:- "If a 'Move' waypoint is attached to a building object, the "position in house" menu option will become available." I've put a 'move' near a house and tryed to link it with the house and created it on the house and no menu. There refusing to enter that house? :confused: Anyone worked this out? Thanks. Graham.
  18. I've gone through a list of ARMA animations trying to find ones that will work with TOH and listed them below. I have got a soldier acting out picking up a wounded soldier and putting him over his sholder and I have a soldier acting being put on a sholder. How do you get them to work together. I can get them to work independantly but cant link them. I've tried all sorts of things to get the actions to come together. Does anyone know how to bring them together? List:- Roll around on back injured twitching and gasping = gezzer1 switchMove "Ainjppnemstpsnonwrfldnon" Kneeling over person, applying CPR = gezzer3 switchMove "AinvPknlMstpSnonWrflDr_medic0" Kneeling over person, perform consciousness check, tap cheek a few times, slap face = gezzer3 switchMove "AinvPknlMstpSnonWrflDr_medic3" Kneel over person, drop weapon (to begin work), lay both hands over body = gezzer3 switchMove "AinvPknlMstpSnonWrflDnon_medic" Kneeling over person, perform visual examination, stretching to right, checking both sides of body = AinvPknlMstpSnonWrflDr_medic4 Go from kneeling over person back to standing upright = gezzer3 switchMove "AinvPknlMstpSnonWrflDnon_medicEnd" Puts hands on patient no moving = gezzer3 switchMove "AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic" unit being grabbed = gezzer1 switchMove "Ainjppnemstpsnonwrfldb_grab" Grabbing unit standing = gezzer2 switchMove "AcinPknlMstpSrasWrflDnon" unit being put back on the ground again = gezzer1 switchMove "Ainjppnemstpsnonwrfldb_release" fixing animation (downwards) = gezzer3 switchMove "ActsPercSnonWnonDnon_carFixing2" Standing, points to right, waves, sits down on chair, idles, stands up and moves a bit, sits down in same chair = gezzer3 switchMove "shaftoe_c0briefing_uvodniRec" Standing talking = gezzer3 switchMove "shaftoe_c0briefing_otazky_loop1" Hands on head = gezzer3 switchMove "AmovPercMstpSsurWnonDnon"
  19. hon0, Given that one a go - does not work for TOH. Thanks for the idea though. Some of the 'readme' file has given me a clue as to what I can try. Ive been putting the code into the units init box. It says dont do this, it wont work, put it into a waypoint init. I'll give this a try later. Thanks. Graham.
  20. Hi Folks, I cant believe that people are sitting doing what I currently am...... I type in a line to give a soldier a weapon and ammo and then sit and type the same line for the whole troop. I've seen a couple of keys that are used for cutting/pasting but they dont seem to do as I wont. Do people sit and type a line for each soldier or is there a way of typing it once and then pasting it to the rest? May be a dumb nubie Q but thanks for any help. Graham.
  21. The CTRL+C and CTRL+V works....... I could have swore I'd tried that....... Thanks. Graham.
  22. Hi Folks, Ive printed out and read the instructions re:Triggers/waypoints but just cant work this one out. I'm sure its in the 'simple when you know how' catagory of things once you have got it fixed in your head. I'm trying to get a group to activate/spawn once my heli gets to a certain area. ie want a group to start to attack an area once ive dropped some troops off but not before. Help for the simple minded please........ Thanks. Graham. Thanks for reply....will try and get back.
  23. Hi folks, Ive tried to create a cycle type loop to pick up and put down troops but cant seem to get it to work. I wondered if what I'm am trying to do is possible? I start by going to a pick up point and load some troops. I then fly to another area and drop them off. They unload an I have them move away from the drop off point. I then have them move back to the drop off point and put a 'transport load' waypoint in. I want to pick them up and take them back to the original pick up point. Once they have got back to the original pick up point I unload them and they 'move' away. At this point I use a 'cycle' waypoint to get them to wait for my return and load-up. I've tried to do this with one group of troops at both 'load' points so that I load and unload at both points. I cant seem to get it to work. Is it possible to do this 'cycle'? If the guru's of the metal box of mystical programing arts say it is; I'll have another go at putting it together. Thanks. Graham.
  24. Hi Folks, I'm trying to find where the campaign missions are stored. I've looked everywhere I can think of but cant find them. Do you know where they are in the win 7 file system? Do you know if it is possible to put them into the mission editor one at a time and see how they have been built and run them individually from there? Hope your all well. Graham.
  25. Hello, I'm trying to put together a simple mission with a few ships and an oil rig. I go into the oil rig part of the mission editor and cant find one in the object placement lists. Does anyone know where they are/how to place one? Many thanks. Graham.
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