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MrSanchez

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Everything posted by MrSanchez

  1. If I use cutRsc ["ProgressBar","PLAIN"] instead of createDialog "ProgressBar" I get the error message: Resource title ProgressBar not found. edit: I'm really quite curious whether a dialog actually allows player movement, but according to the wiki it should: source: http://community.bistudio.com/wiki/Dialog_Control edit: Found similar thread, discovered command "loadoverlay", not sure how to use. http://forums.bistudio.com/showthread.php?114774-enable-the-player-s-movement-when-the-dialog-is-open
  2. Updates Finished our short campaign in Fallujah We have more or less recovered from the loss of our helicopter, taking away all our money, we now have a balance of €881.100,00 We welcome our newest member to the unit: Farmor. Big squad reformations, new weapons bought and ready to go. Fallujah Campaign After fleeing from Thirsk we arrived in Fallujah, Syria(Iraq). Fallujah is the heart of a nation-wide armed conflict going on between Syrian government forces and Syrian rebels, it all started two years ago. Protesters demanded the resignation of President Bashar Al-Maleh and a month later Syrian government forces started firing on demonstrators across the country. After months the protests turned into an armed rebellion and later in a civil war. Syrian government is supported by Russian forces deployed in the country and the Syrian opposition forces are supported by various Islamist rebel groups across the world. We have done operations secretly for the US Army but also for the opposition, the Syrian rebels. As we became rivals towards both sides, with raids on our base every night by both factions, we decided it was best for us to leave the country. We did so by first transporting our ammunition boxes, vehicles over ground and later hijacking a C130 to fly out of the country with the remaining mercenaries and supplies. Destination: Sahrani Island. If you are interested in joining us or you have any questions, for more information: www.PhantomInc.enjin.com
  3. Hello, I've searched around for a bit, found some threads similar to mine but I didn't quite understand it (and they're like 3 years old). How can I block a certain mod (@LEA) from my server, it allows people to spawn in with custom loadouts and I'd like to ONLY block that mod. It is signed with a key (SoE.bikey) afaik. Anyway, if I need to give some more information, no problem. Kind regards, Martin
  4. Updates Thirsk campaign finished, right now we are in Fallujah, Syria. Lost the UH-1Y Venom worth €1.250.000 We welcome our newest member to the unit: Lewis. After recent events like the end of the summer holidays, the unit is now low on member count, this means that there are a lot of open positions now. New weaponry, equipment and vehicles will soon be bought. Operations Operation Iron Gauntlet A joint-operations with ASO-squad.de. A basic attack and defend mission, we were playing as mercenaries and they were Finnish Defense Forces. The mercenaries' task was to capture a Finnish general, controlled by AI which was located somewhere in Thirsk City. The task the FDF had was to defend the general and fight off the mercenaries trying to capture him. Due to member count on the other unit's side, they had additional AI support. Operation Golden Retrieval Part of the Thirsk campaign. We were contracted to retrieve valuable intelligence from a downed Russian UAV drone above Thirsk Island. As multiple people saw and reported the crash, not only insurgents moved in but also Finnish forces were interested to what this was. We were to act as a third party and rapidly retrieve the intelligence before any other faction could, and if possible, destroy the UAV drone. Thirsk Campaign A month ago, a stolen C130J full of mercenaries crashed on a Finnish island close to the border with Russia. We had to scavenge food and seek shelter, and more importantly, find our weapons back in a blistering blizzard. It was cold and we couldn't see further than 50 meters however we were able to find our weapons back and some food, but we soon got attacked by Finnish Defense Forces. The attack was fought off and we captured a small Finnish outpost south of the Island. Soon we started taking contracts from locals on the island and we re-established ourselves. At one point we had a force big enough to capture a small island, compared to the main island, south of Thirsk which had several assets like a runway, a plane we could use and some civilian trucks. We had done several civilian contracts when tensions started to rise between Finland and Russia due to political reasons. Not long afterwards we were being hired by the Russian intelligence agency to sabotage some of Finland's defenses and other. We fled the country before Russia started the invasion, but the contracts sure paid off. Fallujah Campaign After fleeing from Thirsk we arrived in Fallujah, Syria(Iraq). Fallujah is the heart of a nation-wide armed conflict going on between Syrian government forces and Syrian rebels, it all started two years ago. Protesters demanded the resignation of President Bashar Al-Maleh and a month later Syrian government forces started firing on demonstrators across the country. After months the protests turned into an armed rebellion and later in a civil war. Syrian government is supported by Russian forces deployed in the country and the Syrian opposition forces are supported by various Islamist rebel groups across the world. As we just moved in, we're planning on operating for both sides, making money that way while remaining on the background. If you are interested in joining or you have any questions, for more information: www.phantominc.enjin.com
  5. Hello, After not being able to get AIs to fly the path I wanted, I decided to record them myself using UnitCapture. However playing the recorded file (UnitPlay) is very choppy. I believe that the AI is trying to take over control. I tried disableAI MOVE and FSM but it's not working. How do I make the helicopter fully dependent on the recording? edit: Noticed it working perfect if no pilot is in the chopper, however for decorative purposes, how do I 'disable' the AI? edit2: gave up on unitcapture, I realized that if it already is choppy on Singleplayer, imagine how it would be on multiplayer, and yes I tested it and it was horrid, I'm now going to try manipulating the AI to fly the same path as the recorded one.
  6. Hello there, I've recently started exploring some features in missions I never really used before, e.g. Parameters for instance but also debriefings with the briefing.html. So I got the debriefing working, however I noticed something that I'd like to be filled out too, the 'statistics' part at the debriefing screen as shown below. http://relay.pp.fi/Gamesave/Arma%202%20Combined%20Operations/1-Screenshot/1.58.78413%20COOP%2018%20Morning%20Dew%20arma2oa%202011-03-02%2000-20-59-54.jpg (238 kB) How does one enter information or activate this?
  7. Hey Tom, I got a description set temporarily right now, that all works but I had a new question. I want to format my text in the briefing.html so that I can use in-game variables. Basically using variables in the briefing.html e.g: format ["<p>%1 \n\%2</p>",var1,var2] and var1 and var2 would have values that have been assigned in-game. Kind regards, Martin
  8. Still up with my new question; Is it possible to have formatted text in the briefing.html, so that I can use my in-game variables in the debriefing? Kind regards, Martin
  9. Information Phantom Inc is still operating. We've been busy ever since our last update. We have already completed another campaign, the Reshmaan campaign, a 10-mission lasting campaign in Reshmaan Province, Afghanistan. We moved into Reshmaan in the perfect time, a conflict between Reshmaan and the neighboring country Takistan, tensions rose high and Takistan launched an invasion. A small amount of NATO forces supporting Reshmaan fought against the overwhelming power of Takistan, resulting in a humiliation. The NATO forces were forced to retreat and while all this happened, we operated behind their lines working for civilian contractors. Only after a while we started working together with Takistani forces against the NATO forces, stabbing them in the back (literally sometimes). Because our co-operation with Takistan was under the radar, we had no support from them whatsoever, nor were the main forces friendly to us. Due to the Takistani forces pushing through the country like a bulldozer, we had to leave our base and flee from the country, along with lots of other people. We hijacked a C130 Hercules from a nearby airbase and took off, ending the campaign in Reshmaan. Due to a pilot's fault the plain crashed, hundreds of miles north of Reshmaan, in a small Finnish island named Thirsk, close to Russia. The moment we crashed, we got in a gunfight with the Finnish Defense Forces, causing us to become rival to them. So far we have captured a small island south of Thirsk Island and using it as our operating base. While we are planning on what to do, we have to scavenge supplies and try to get some small contracts going with the local population. Operation Northern Delay Operation "Northern Delay" was proved to be a success despite the heavy fortification the enemy had in place in a bid to defend it's ammo dump and General Mohallad who fled to the outpost after Operation Kicking Dust. All teams were inserted by helicopter and had engaged in small fire battles ranging across a mountain area against several militia camps on route to the enemy over watch, a vital position that needed to be over run for this mission to be a success. Delta team managed to take this position out without alerting the enemy compounds in the area of operations. From the over watch securing the first 3 compounds was done with ease although we met heavy resistance at the most northern compound just across the field from the 3 compounds we secured. After a heavy assault with both Delta and Charlie pinned down in their compounds team Alpha managed to break the line and flank west to attack a blind spot on the compound and eliminating the defenses so Charlie and Delta could also breach. The compound then turned out to be the ammo dump we had Intel about so we destroyed these weapons. Further north laid our final objective a town taken over by militia and Takistan army with heavy mg guns on the roofs and at the main gate this town was housing our main objective, General Mohallad. After Gulf team laid to waste the defenses around the town Delta team were then able to capture and secure General Mohallad, minutes before the expected armored convoy to roll in. Taking out the armored convoy wasn't an easy task and we suffered heavily with injuries in our attempt to disable and destroy a T34 and a BTRM. Echo team took several AT shots at the convoy but none of these were effective and they were forced to push back leaving Alpha team pinned down by the convoy with Delta team heavily injured. After a small regroup and healing of the injured we pushed out a final attack and managed to destroy the convoy. More info & recruitment: http://www.phantominc.enjin.com
  10. Does anyone know? I came up with another question, is it possible to have formatted text in the briefing.html, so that I can use my in-game variables in the debriefing?
  11. ArmA II style. Introduction: Some of you may have heard about the Garry's Mod game mode Trouble In Terrorist Town already. About a week ago I started working on a new ArmA II mission, an exact remake of G-mod's Trouble In Terrorist Town. Trouble In Terrorist Town is a psychological deathmatch game mode, the game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor. At the start, a small number of players (based upon amount of players in-game) is selected as traitors, their goal is to kill everyone who is not a traitor. The innocents are in the majority but do not know who is a traitor and who is not, this causes distrust among the innocents. Along with the selection of the traitors, a detective is also selected, usually counts as 12.5% of the player count (e.g. 1 detective per 8 players) whereas the traitors are 25% of the player count. The detective is also an innocent but has special equipment alike the traitors' special equipment, the detective's job is to identify the traitors, he can do so by investigating crime scenes with a DNA scanner or a visualizer as an example. Overall, no-one can trust each other which results in great situations. I started the project on the 4th of August, 2013, and so far these are the current, working features Features: -15 minute time limit. -Currently set on Thirsk Island in the city Thirsk. -On mission start, random weapons are generated inside buildings, on the ground. -Detectives receive a M1014 shotgun once selected. -Detectives as addition to checking bodies, they can also see who the last person the victim saw when he was alive. -Flare guns are able to set people on fire and harm them. -Dead bodies can be checked and a message will be displayed (e.g. "Player1 found the body of Player2, he was a Traitor!") -On player death, players will be taken to a spectator screen where they can talk with other dead people (ACE/ACRE only) -Traitors have a shop where they currently can buy: Jihad bomb(working), Silenced sniper(working) -Detectives have a shop where they currently can buy: Visualizer(working), Pocket revolver(working) -At round start, detectives and traitors are selected and notified. -Detectives have blue nametags where all other players have a (currently) beige nametag when pointing at them. -Traitors can see their fellow traitors by player icon. -Preparing/Innocent/Traitor/Detective 'textdraws' (dialogs) My plan is to implement pretty much all the features that are in the original gamemode that are possible to re-create in ArmA II, currently working on the DNA scanner. After the features are implemented, I will make copies on different maps, e.g. Chernarus, Fallujah, Shapur, Takistan etc. Also I might make a non-ACE/CBA version, however this would require me to replace all the CBA functions I used with e.g. RE and removal of certain weapons/features (e.g. Flaregun). Requirements: -ACE modification -CBA modification -ACRE modification (optional) -Thirsk Island Media: Alpha testing the project with my unit, recorded by Pirate: Video was removed, a new video will be put in place sometime soon. Download: So far the project just started, so I'd like to keep this as a WIP page and I'll put up a download link once I'll release it. It is expected to be released in Q1 2014 - I have stopped working on it for a bit. Kind regards, Martin
  12. I have 'debriefing = 1' in my description.ext, yet the statistics never get filled in missions, and this specific part is not described on the briefing.html webpage.
  13. Hey guys quick question here, I made a cutscene, however at the end I want it to fade out and display "Mission Name" in quite a large font, similar to a movie intro, and then fade out and start the mission. My problem here is, I need some kind of enlargement of a font or a different function, the fading in and out isn't a big deal, displaying the large-sized is... Can't find a function for it. Does anyone have any ideas? Edit: I used a picture to display it, problem solved ;) Kind regards, Martin
  14. Updates New helicopter purchased; UH-60M Blackhawk. Lingor campaign finished, we have now moved to Reshmaan Province. We welcome our newest member to the unit: Finn. Our unit has now reached a member milestone; 25 members, 80% is currently active. Two joint operations planned, 27th of July and the 11th of August. Operations Operation Kicking Dust Despite being low in numbers and no vital air support available, Operation Kicking Dust was a massive success against the odds. Team Echo provided excellent support by eliminating flanking enemies and suppression of compounds whilst CQC teams cleared the compounds fighting off many counter attacks and clearing Opfor road blocks. All forces pushed into the city and destroyed both fuel supplies ensuring Opfor armored forces were unable to operate in that area. Team Delta disabled vital Opfor air fuel supplies disabling the Opfor air support and future air supplies to that region within Reshmaan. Campaign After we aided the rebels take down the government during the Lingor Revolution we moved out. We took a couple of countries into consideration but after a debate we decided to move to Reshmaan Province. Reshmaan Province is a rich Afghan province sharing borders with Takistan. While we moved in Takistan started to invade Reshmaan. It promises to be an interesting campaign. www.phantominc.enjin.com
  15. MrSanchez

    Block an unwanted mod

    Still hoping for an answer.
  16. Updates Acquired an UH-1H Huey Our MH-6 Littlebird has crashed and is no longer available for use. We welcome our newest member: Jenny Unit now has 18 enlisted members, where over 85% are active. New balance of €828.300 Operations Operation Disconnected Broadcast We had 2 objectives in this operation, our main objective was to destroy a radio communications center controlled by government forces along with its radar dish. Our secondary, optional, objective was to raid a field operations base controlled by the Venator Group, a PMC operating in Lingor supporting the government. We moved out in a convoy of two vehicles, during an ambush the vehicles split up and lost radio contact, the driver and gunner of the first vehicle died, the survivors regrouped with the second vehicle. The remaining troops headed for the communications center but got themselves in a nasty position and were shortly after overwhelmed by the government forces. Campaign Our official co-ops are all linked to one campaign, named 'Lingor Revolution'. Lingor has been divided into two sides, the communist rebels and the capitalistic government. Leading the rebel forces, one man named Roberto Fortin. On the other side, a dictator named 'El Presidente'. While both sides fight for power, us mercenaries settle down in Lingor. Soon enough we found ourselves working with the rebels against the dictatorship of El Presidente. We get to deal with a rival PMC, named 'Venator Group', which is supporting El Presidente. As of 19/06/ the Venator Group has been dismantled due to a raid upon their field operations base. Later that same day, an assault upon the Presidential Palace ended up in a massacre, due to the overwhelming amount of guards around the area. However, the 22nd of June, around 23:35, after receiving reliable intelligence upon El Presidente's current hideout, mortar strikes successfully bombed the island where El Presidente was located at, killing El Presidente. Plans are now to move out of Lingor, emigrating to a different country. www.phantominc.enjin.com
  17. Due to the fact that my problem is directly related to this thread, I feel it's unnecessary to create a new one. As Sickboy said 2 and a half years ago that there was no support for AI-only fastroping at that time. However, looking at the dev-heaven page the last comment was: Rejected, Simple mission scripting. https://dev-heaven.net/issues/15317 So if it is easily possible by mission scripting, how would I do so? How do I make an AI fast rope, it doesn't necessarily have to be the ACE fast roping system, but I don't want to download any other addons (like Norrin's) to do so. edit: Found it, it was easy indeed after alot of searching on the bottom of this page: http://wiki.ace-mod.net/Fast_Roping+notes and the _unit must have the rope in their inventory but does in fact not have to be present inside the chopper. Kind regards, Martin
  18. Updates New pilot roles available Team Delta has been opened We welcome our newest member: Elmu Now using Lingor Island for our new campaign New balance of €400.550 Operations Operation Sandstorm We were hired by a wealthy oil baron who wanted us to sabotage his competitor. Our task was to sabotage several oil derricks owned by the baron's rival and take out their chief executive officer. There are 3 different perspectives available of this operation due to the fact that 3 people have recorded it, it being one of our largest covert operation makes this even more special. Website: www.PhantomInc.enjin.com
  19. How would I detect an unit pressing LMB? One without a weapon, so the Fired eventhandler wouldn't work... Oh and preferably compatible with a person holding LMB, as it has to fire a static weapon (remotely) while holding LMB I've searched and I couldn't find anything regarding LMB so i assigned to another key however, my main question then is: how do I fire a static weapon remotely? edit: I found a thread that is exactly describing the problem, and people were not able to do it 3 years ago however they announced that there was a new function coming soon and in the meanwhile has anyone succeeded to do it? http://forums.bistudio.com/showthread.php?96184-Make-attachTo-weapon-fire-on-command/page2 Thanks in advance
  20. I modified nimrod_z's code and it works just the way I want it however I have two remaining problems :/ 1. When going down a slope/dive for example, the static machine guns will not elevate down, the direction is fine now(thanks to F2k Sel) but the weapon does not elevate down along with the vehicle. I have always had questions about modelToWorld, and I have no clue how to use this to get the elevation of the main vehicle and to set the elevation of the machine guns. 2. I tested it manually and it is impossible to fire static weapons if they are up-side down, and since I attached a few to them to a plane, i wont be able to fire while doing a barrel roll, that is not much of a problem however if the plane banks like 85 degrees or more the invisible AIs decide to literally jump off, they just disembark. How can I force the AIs to stay in the gunner seat at ALL times? So far I really appreciate all the help I've received and I'm definitely learning from it. Kind regards, Martin
  21. MrSanchez

    Scripting

    SetWeaponDirection and/or LockTurretDir These would allow static machineguns their barrels/turrets to be rotated instead of the entire thing. and we already have http://community.bistudio.com/wiki/weaponDirection plus, VBS2 has these exact functions, I just wished they were in ArmA2
  22. It didn't quite work, but so far I'll leave it the way it is except there is one major problem with my entire system. So I have a machinegun attached to a vehicle, and now theres an invisible AI gunning it, however I want the static machinegun to be facing the direction of the vehicle its attached to at ALL times. However whatever I do with SetDir/VectorDir it seems like the AI is very stubborn and is rotating on its own. I tried a couple of commands to stop the AI rotating the weapon but that didn't work either. Also when I use SetDir for example, to 0 (due to the machinegun being attached to the vehicle, 0 is the relative direction to the direction of the vehicle) however that doesn't work either. Anybody have any ideas? edit: After using SelectPlayer to become one of the gunners, I noticed that the invisible AI's direction always stays the same, the direction of the AI's gun (static machinegun) is equal to the vehicle, so basically it should work. However turns out that I need to change the direction of the static weapon's >turret< as that one isn't equal to the direction of the vehicle, does anybody know how to get the direction of a turret instead? edit2: I'm nearly getting there, after doing some research I found the way to get the direction of a turret, http://community.bistudio.com/wiki/weaponDirection . However I do not know how to set the direction. MAIN QUESTION: edit3: I found it, however it's for VBS2 :/ http://resources.bisimulations.com/wiki/setWeaponDirection, I'm losing hope, is there any ArmA2 alternative to this? Kind regards, Martin
  23. Yeah, while testing this it won't show any hint message whatsoever :/ Also, I got the static weapons to fire however I'm trying to get them NOT to rotate, seems like they're just rotating on themselves :S
  24. F2k Sel, I have heard 'rumours' of an invisible man in arma2 but I never found the actual code to create one, I will test this asap and post whether it works. Although this does make me wonder, if I get the gun to shoot, is there any way so that I can make it shoot while pressing LMB, as my initial question was? I honestly didn't think it'd be so hard to find an eventhandler that fires if a person presses LMB in-game without any menu open or whatsoever. Kind regards, Martin
  25. Regarding the mouse button, the scope is a control and not a display, i believe i tried adding a displayeventhandler before with OnMouseButtonDown(control) but it didn't work. Now the 'fire' function requires an AI to be the gunner of the static weapon which I'm trying to avoid, not sure about fireAtTarget since it needed a target to shoot at, and i just want the static weapon to fire in the direction it is aiming at, as I attached mini tripods to a plane and want them to shoot straight. Not sure whether there's a formula for this, but I'll go and test whether using fireAtTarget using an empty static machinegun to shoot at a valid (vehicle) target will make the gun fire at all, which it didn't with the 'fire' function. edit: after testing, seems that nor fire or fireAtTarget will make a static weapon fire UNLESS there is a player/ai in the gunner position. Anyone have any ideas left?
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