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gotipe

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About gotipe

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  1. gotipe

    Insurgency

    I realise this might be a long shot with such an old map but did anyone ever find out why static artillery pieces almost immediately despawn, and are impossible to spawn through triggers (both empty and manned CSW units?). I see it was asked previously here but I have struggled to find why exactly this is.
  2. How do you get the "Nofollow" parameter to work with helicopters? Both within and outside of groups they don't seem to care, they immediately go far outside the marker area whenever some faraway enemy is spotted. =S
  3. I tested with the A-10 GBU-12, I am unsure which are Arma2 and OA but I guess it's in both then since, just as in the CBU model f.e, the texture is low resolution.
  4. Hello, I looked around abit but didn't find it, so I'll ask here. Does ArmA2 Co Lite reduce the graphics of OA content too? Because I can't seem to get any high graphics on f.e the A-10 airplane, be it the star mark on the outside or the cockpit panel instruments, they are all in very low resolution even when I increase the graphics settings.
  5. gotipe

    Insurgency

    Hello, When I add an A10 in editor grounded to be used by team, I get the following error as it's targetted by enemy AA in the 1.50 version: Error in expression < [_x - (_range / 2) + random _range]; } foreach _twnrespect; _who setvariable ["> Error position: <foreach _twnrespect; _who setvariable ["> Error foreach: Type Number, expected Array File ca\modules\functions\systems\fn_respect.sqf, line 77 How can one fix this?
  6. gotipe

    ACE for OA 1.13

    Okay, but can you still lock on ground targets with Maverick missiles like with Sidewinders even from third person (Without the crosshair icon)? I just almost flew into a tank on the run but didn't get any lock indication even from cockpit view. Is there also a way to fix the error? I seem to get it quite frequently now.
  7. gotipe

    ACE for OA 1.13

    Hello, I play ArmA 2 CO (lite) with ACE and when I fly aircraft, specifically A10a-GBU12, it seems the crosshair/circle for third person only appears for Sidewinders and HE missiles. First I thought it did for the GAU8 cannon too but I must've been mistaken. I just wonder if this is intended or if something isn't working correctly filewise. Also when I fly, I occasionally get this error: Error in expression < [_x - (_range / 2) + random _range]; } foreach _twnrespect; _who setvariable ["> Error position: <foreach _twnrespect; _who setvariable ["> Error foreach: Type Number, expected Array File ca\modules\functions\systems\fn_respect.sqf, line 77 I tried to look it up but it seems it's a closed bug report. I don't know much about coding and mods but I should be pretty much up-do-date filwise, through Six Updater and game patches. I hope this was the right thread, otherwise sincere apologies. =)
  8. This seems to work in that they don't return to the original waypoint as I can see. But after I die once, they seem to circle constantly around the player HQ/respawn point. :S I'll see if I can get use for Mattar's script for a patrolling attack heli later hehe. :)
  9. Sweet! But I wonder if it can be changed, no need for fancy weapons use, for Mi-8 helicopters? Those are spawned by the parajump script I am trying to amend, where instead of the helicopters being deleted I want them to chase the player(s)/hostiles. Instead of area patrol, =P I am still unsure why the second helicopter would take time to move or move back to the first waypoint that should be updated, the script is executed twice from trigger without error except for that.
  10. I put in a _wp1 setWPPos getPos Player; at the second SAD waypoint, not sure how it actually worked, but one of the helicopters still seemed to be very slow to react at all.
  11. Hehe indeed. It seems like it worked to begin with, then the second chopper (I spawned two by calling the script twice in a trigger) just became stationary at start again. I think the other helicopter ran out of ammo but began flying where I clearly was not, but at least it followed me away from the starting point, :S EDIT: Hmm strange, now it finally came along. Took some time though, but sure enough both helicopters are with me. But I wonder, are they meant to go back to the initial area after a waypoint cycle? It seems like they do that, or take very wide overpass circles.
  12. Not yet, but I will test it. Will it prompt the hostile AI helicopter to go after the revealed threat? (With careless behaviour, red combat mode f.e) @AVIBIRD 1: We only play Insurgency Blufor so sides should be no problem, but I wonder if there might be a way to make the AI update position automatically when needed instead of writing a series of waypoints. Because I want the helicopter(s) to go after the players until they are shot down no matter how much the players move around on the map.
  13. Hello, I have tried the latest days to create in a sqf script something that will prompt spawned AI enemy helicopters in an already existing addon script (Parareinf) to attack/follow/chase spotted enemies. My scripting skills are limited but so far I haven't been able to make them actually follow the player. :/ Tried to follow similar threads but not been able to reproduce a script that actually gets them moving. :/ With "doMove (getPos player)" it still doesn't take long before they become rather stationary. While they occassionally do fire on me they don't move. Could somebody perhaps offer some input to how to get them to follow/attack player(s)?
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