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noewon

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Everything posted by noewon

  1. I'm trying to set up a location where climbing down a ladder into basement area, teleports players to location off map where I've built an underground bunker. Rather than just drop them at the base of the underground ladder, I'd like to position them on the ladder to finish the climb down. I can't get "ladderdown" to work. Is it still valid or a legacy Arma2 action that no longer functions? I found this on the Steam forum but am having problems pulling it apart and working out what it's doing to refit it for my purposes: https://steamcommunity.com/app/107410/discussions/17/1813170373227147740/ this addAction ["Climb Down",{player action ["LadderDown",nearestObject[player,"Land_ladder_half_EP1"],0,1]},[],2,true,true,"","(getPosATL player select 2) > 25",15,false]; The first part is fairly straight forward, but then there are these extra arguments at the end : [],2,true,true,"","(getPosATL player select 2) > 25",15,false]; Can anyone unpack what this is trying to do? Or just point me in the direction of something that works?
  2. noewon

    Custom Dialog System

    Is this still up? Both links are broken.
  3. attempting to use the script in the init of a light, receiving the error: "Error - invalid number in expression" any ideas?
  4. how did you go with this? I'm attempting to set up a hidden panel that slides open when triggered but am having no joy with the animation of moving an object.
  5. I want to use a laser pointer for a visual effect, how do I set to be on/off based on triggers? I've found the other posts about turning streetlights on or off, but it's not quite the same. if I use: object setHit [part, damage, useEffects] What's the part for the object "IR Laser Pointer"?
  6. Nope. Just have the IR laser sitting somewhere as in a laser defense system.
  7. Thanks... I should have been more explicit. By humanoid.. I meant human... just a giant person
  8. How hard would it be to make a giant humanoid figure? Would it just be as simple as taking a current model and scaling? Would the current animations still work? Nothing too extravagant, maybe the equivalent of 8-9ft tall.
  9. noewon

    Visible Timer

    I already did post what i tried. got NFI how to do this... but could pull apart an example if someone has one
  10. noewon

    Visible Timer

    Bump... would also like to set up a similar scenario as per option 2...
  11. hooF!@#nrah. it works. When the appropriate trigger is tripped, dofollow gets them all moving again and shenanigans ensue. thanks for your help
  12. I'm attempting to set up an ambush in an urban environment and don't want the group to be standing in any the usual formations as they arrange themselves outside the building or in the next compound. In the editor, I need the units to remain in the location they've been placed, not return to formation. I've tried using dostop this and thislist on the group to get them to remain in the location I've dragged them, but they just ignore any commands and stroll back to formation. How do I get them to stick? domove doesn't seem to work... unless I'm getting the syntax wrong.
  13. OK.. this is driving me nuts. I've tried dostop, disableAI "move", forcespeed, none work. Where should the command go? In: Comoposition init? Object init? On the a hold waypoint referencing the group? oh, but wait.. that doesn't work, it generates an error "type group, object expected". How the F do you reference an entire group then? Read the wiki.. commands don't work.
  14. Thanks David Where does this code go?
  15. How do I address the entire group? Every command I'm trying (forcespeed, enablesimulation etc) keeps giving me the error "Type group, object expected" when testing the scenario. Where is this command supposed to go? Object init? Composition init? In other words, how do I reference the entire group?
  16. noewon

    ACE for OA 1.13

    I can load without any of the @ACE mods. As soon as I add @ACE, the problem returns. It appears to be automatically ending the mission. If I create a local server and attempt to play a Takistan mission (I know it's not an ACE mission, but it plays with CBA), on entering the game, it immediately gives me the "you failed the mission" summary message and the time is 0mins. Picking any ACE mission gives the same result, but i'm playing the test ones, so there's no actual mission to fail therefore no "failed" message. If i join my friend's server, it tells me the mission time was the exact time he's had his mission running for, in this case 2hrs 33min, but he's still in the game.
  17. noewon

    ACE for OA 1.13

    Server logs show nothing :S
  18. noewon

    ACE for OA 1.13

    Thanks for the reply. I've tried using Six and just the exe, doesn't matter which way I fire it up. The servers have exactly the same number of mods loaded and same versions (the admin is a friend, we're on teamspeak trying to work through this). The error happens even when I create my own server. I'll try bringing each of the ACE mods in, one-by-one. I was under the impression that they were all required to function.
  19. noewon

    ACE for OA 1.13

    Attempting to load up ACE for the first time. Every time I enter a game, I immediately get kicked back to the screen as if i'd just been killed. It displays the list of players, deaths, vehicle count etc as if the "I" key was pressed in game. Even with Domination, it shows the long zoom into my character and then boots me. comman line being used is: "%_STEAMPATH%\steam.exe" -applaunch 33930 "-mod=%_ARMA2PATH%;EXPANSION;ca;@ACE;@ACEX;@acex_usnavy;@CBA;@CBA_OA;@CBA_A2". Removing the ACE mods loads fine, I can get into games. I've tried updating with both Six and Armarize with no joy. Any ideas?
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