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clydefrog

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Everything posted by clydefrog

  1. Ok, what am I mainly going to get from using this instead of the Arma 2 ACE one? Or why shouldn't I be using the Arma 2 ACE one?
  2. Ok thanks, things I know I'll have to change are adding my briefing file for USMC as it looks like that's not in there, should I be replacing all of the other files (e.g. the ones in f/common etc.) from the Arma 2 ACE one with the folk ones? I guess I should be.
  3. I take it that is meant to say bandage morphine and epinephrine and not bangages three times? I am using ACE wounds so I'd like to do this, how do I add them as universal for every unit? What is a search and replace? Just manually looking for things in the text file and typing in ACE ones to replace them, what kind of things should I be looking for to replace? Thanks
  4. I'm using the Arma 2 ACE one as I'm making an ACE mission, I have Combined Ops but i thought I should be using the older Arma 2 ACE one and not the OA folk one, is that alright? Thanks btw.
  5. Hi, searched for this and couldn't find much really, both on this site and other places. Are there any general rules or tips for making missions that will be used on a dedicated server? I am creating a mission for a mission night for my squad and it will be hosted on a dedicated server. It will be tested on there first but I'm just looking for any info on things you shouldn't use in scripts or codes in the editor to cut down on any issues that arise.
  6. Cheers, yeah I'm already the F2 framework for Arma 2 ACE so hopefully there'll be no problem with all that stuff, just hope the code I've used in the editor works fine mostly.
  7. Hopefully this isn't a repost, this is something I'm finding it hard to find any results for when searching. I am making a mission and at the end of it I want an ending to be activated by my AI hostage who has been rescued entering a trigger. I know how to do this (UnitName in thislist;) but now I want to have 2 AI hostages to rescue, and when one or both of them move to the trigger at the end (if they don't die first) I want to trigger 2 different endings/debriefings depending on if only one or both of them are there. How do I go about doing this? example: both hostages make it back alive and enter the trigger area = ending#1 only one of the hostages makes it back alive and enters the trigger area = ending#2 Also what is the correct way to list 2 units in an !alive end condition so it will only trigger the mission failed ending if both units are killed? I tried !alive [powpilot,powpilot_2] which doesn't work. Thanks
  8. Thanks for that and your time helping me. I checked it before and will have another look but for now what you told me before works rather well as currently the 2 triggers will give 10 seconds before a check for both hostages and 20 seconds before a check for one, so both AI pow's have up to 20 seconds to be in the end zone before it only looks for one of them instead.
  9. No all on foot, I'll give it another try but don't know what's going on, I've definitely not typed the code wrong or anything.
  10. Sorry if this is some obvious thing but I can't find an answer that works anywhere. One of the tasks in my mission is a rendezvous point for 2 groups (on a mp coop mission). I want the trigger to recognise when preferably at least 1 member of each squad is in the area and it will complete the task. Any ideas? Thanks
  11. Yeah I already tried with that, one thing that did work was : "unitname" distance "objectname" <20 and "unitname" distance "objectname" <20 using the 2 squadleaders names as the unitnames but this isn't good enough as a squadleader may not be present when they arrive there, so it needs to be any groupmember. Also I can't get that code to work with group names instead of unit names. This thislist thing would be fine but I have no idea why it's not working.
  12. Hmm, wonder what the problem is then :/ What other settings do you have in your trigger?
  13. I also tried this before and it didn't work either.
  14. Thanks but I've just tried this and it doesn't work, I have in my condition: {_x in thisList} count bravo1 > 0 and {_x in thisList} count bravo2 > 0 with the on act to complete the task, along with a piece of text to see if it triggered and it is set to blufor and present, nothing happens. I have bravo1 = group this for each group member of bravo1 and bravo2 = group this for each group member of bravo2.
  15. I tried what I said "pow1 distance evac <50 or pow2 distance evac <50 && obj1 && obj2 && obj3" and it didn't work, can't be the right way to do it. Also I can't do the one you said "obj1 && obj2 && obj3 && obj4" as remember I want 2 different mission success endings and debriefings depending on if you rescue 1 or 2 hostages, so my ending triggers need to be the: pow1 distance evac <50 and pow2 distance evac <50 (ending1) and pow1 distance evac <50 or pow2 distance evac <50 (ending2) These work ok at the end the way I have them set up, it's a shame I can't use them together for a none mission ending task though as whichever one was on a longer timeout still ends up being triggered after the first one.
  16. How would I now end the mission with either of these outcomes (1 hostage rescued or both hostages rescued) and then all of the other objectives complete too? would e.g. pow1 distance evac <50 or pow2 distance evac <50 && obj1 && obj2 && obj3 be the right way to do it?
  17. Yes thanks I saw that bit, when I posted you had just posted before me already answering it before I has asked haha, I edited my last post again with another question: "Looks like you've already answered my above question in this post ^^ lol. To stop only one hostage activating the 1 hostage trigger first if there are 2 of them, I've put a 10 second countdown on the trigger to give the other ai unit chance to get there too. Is that a good way to do it or is there a better way?". Because if I had saved both hostages and got them to the evac, I wouldnt want one of them to run into the 2 triggers first and activate the trigger/ending for 1 or the other and not both.
  18. I also just thought of another thing, for the 1 hostage trigger you listed the hostages name, what if it's pow2 who is the sole hostage and not pow1? Looks like you've already answered my above question in this post ^^ lol. To stop only one hostage activating the 1 hostage trigger first if there are 2 of the, I've put a 10 second countdown on the trigger to give the other ai unit chance to get there too. Is that a good way to do it or is there a better way?
  19. Brilliant, thanks a lot for your quick help, much appreciated. Just tried them to see if they work and I had already made the briefing.html with my different debriefings in it, works perfect. One question though, if I make another trigger for if there's only one hostage, what happens if there are actually 2 hostages but one of them enters the trigger for the ending with 1 hostage first. Won't it give me the ending that only 1 hostage made it even though both were there but both had not yet entered the trigger area?
  20. Ok from placing the units on land with no setPos command, and then flying to the carrier to land on it then respawn, I've found out that the swimming when you spawn again is caused by respawning over water and nothing to do with spawning over water at the mission start. Could this problem I'm having with switching to other units after the one i start with - and them not being given a revive message and spawn location choice - be something to do with JIP in the script? I take it JIP stands for Join In Progress?
  21. Hello, I am having 2 problems with a mission I am creating. Firstly, I'm using the Norrin revive script (v0.5) but when I fly a helicopter and crash it into the sea, there is no revive or respawn message (tried on multiple maps). It says *playername* was killed and stays on a black screen, if you press escape and then Respawn the same thing happens again (*playername* was killed and stays on a black screen). If you crash on land it is fine and the revive and respawn works as normal, I will get the option to spawn back at my base on an island then spawn normally. My other problem is also a respawn issue but is caused in a different way. I have units spawning on the LHD on Thirsk Island for the start of the mission only, after that any other spawns will be on a small island on the map. They initially spawn fine on the carrier deck, the problem here is that if you respawn whilst on the carrier, when you spawn on the island you are swimming on the ground, I believe this is something to do with them having the "this setPosASL [getposASL this select 0, getposASL this select 1, 16]" script in their init fields. I have tried the mission using units not on the carrier (without setPosASL) and there is no respawn issue, again they spawn normally on the island. In both cases I have also tried making a new map and only using the units and revive script without any other scripts or anything being run, to make sure it wasn't a conflict with any other scripts I am using, but I had the same results. I have been looking for quite a while to find something but I have found nothing, does anybody here have experience of either of these problems? Thanks.
  22. Ah ok, I have never actually used/changed the other "select 0" and "select 1" values before, only the height value. So if I understand you right, I just place the marker on the carrier position and then the this setPosASL [getposASL _carrier select 0, getposASL _carrier select 1, 16]; line will automatically set the unit position to the carrier, so you don't change the x and y values? I'll open it up now and see what happens. edit: I take it you leave out the underscores because it said something about "Local variable in global space" and wouldn't let me use it. edit 2: I just tried it using this setPosASL [getposASL carrier select 0, getposASL carrier select 1, 16]; with the marker name as carrier and the unit spawned in the place on the ground, they didn't move. ---------- Post added at 14:37 ---------- Previous post was at 14:02 ---------- Ok I got them to move by naming the boat (that runs the script to change it into a carrier) as carrier, now the units spawn on it but still if you respawn whilst on the carrier, when you spawn back on land you are swimming in the ground. ---------- Post added at 16:06 ---------- Previous post was at 14:39 ---------- I thought I'd fixed it by moving the spawn marker onto an object but it didn't work, most of the time the unit will still respawn swimming. Now another problem on top of that is only the first unit i select to play with will get a revive message when they die and get to pick where to respawn, if I then suspend the game and pick a different unit from the lobby and respawn that unit they will immediately spawn without a revive message etc. Every unit that I try to use after that will immediately spawn at that place when they die or I click respawn. It doesn't matter which unit I pick to play with first, it works the same way every time, first unit gets revive message and respawn location choice (but spawns swimming more often than not) and every unit after gets no revive message or respawn choice but does not have the swimming problem.
  23. Ok I know what you mean. Yes that's what I did but I wouldn't know how to have them placed on the ground somewhere but move them to the carrier deck to spawn by using a script.
  24. I'm not quite sure what you mean, could you explain that a little more? The units are placed on the LHD (which is there by using a script) and all have the setPosASL command to make them spawn on the top deck when the mission starts.
  25. Have I posted this in the wrong place or something?
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