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CthulhuRay

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Everything posted by CthulhuRay

  1. CthulhuRay

    AI Spawn Script Pack

    honestly, both mods were installed after I played on a server and I liked the sound. not sure what the difference is between the two (never played with one and not the other) do you have any mod recommendations? from what I can tell SOS improves the heli sounds, they always seemed to be very loud. in the documentation there are Mission Templates, were these ever released? don't think they are in the download package.
  2. CthulhuRay

    AI Spawn Script Pack

    ok so I tested it last night (with all mods active) on a completely clean map and it worked fine. I'm not sure if the mission I was working on had too many other things going on or if the latest update changed anything. the mods I run are the following: ASR AI Blastcore Blastcore Tracers CBA JSRS2 Speed Of Sound V2 STHud TAO Foldmap I'll play around some more and see what happens
  3. CthulhuRay

    AI Spawn Script Pack

    Hey redarmy, apologies for not being clear enough, thanks for the reply I'm not using MCC, but I am running some mods (ASR AI for one, I can try without any mods). the chopper lands in the exact spot where I placed a marker. basically there's a repeating trigger that checks how many units are left in the group that is called Alpha. when countAlpha < 1 the script is called to send in a helicopter. I don't have the exact statement in front of me right now but the new group joins group Alpha. as soon as the helicopter lands the engine turns off and the units just sit in the heli next I tried it with a new group (no other group named Bravo on the map as an example) and that works fine - units get out to do their thing and heli leaves. once I get home from work I'll try to set up a demo mission with no mods, I'll let you know if it's still happening =] another thing I forgot to mention, if I change the trigger to countAplha < 2 and the current leader of group alpha is still alive it works fine.
  4. CthulhuRay

    AI Spawn Script Pack

    so to add to the reinforcementChopper script problem I'm using the reinforcementChopper script to replace dead groups so that once group "alpha" is dead a chopper brings in a new "alpha" group, it seems that when the leader of group "alpha" (or basically the whole group) on the ground is dead the spawned units won't get out of the chopper once it lands. however if I create a new group (say "Bravo") it works perfectly can anyone else replicate?
  5. CthulhuRay

    ARMA2 OA DLC install problems (steam)

    the problem was BIS/Steam side apparently. you could try verifying your steam cache to download the updated files that are supposed to work
  6. Hey folks, I had the retail copy of Arma2, Operation Arrowhead and Reinforcements. Recently they changed it so you can activate your CD-Key on steam so I did that over the weekend. Also bought ACR via Steam. So now I'm stuck with the same problem many users are experiencing whereby the DLC does not install correctly/at all but none of the "fixes" so far have worked for me. The odd thing is BAF installed fine but not PMC or ACR the error I get every time I run ARMA2 OA is something in the lines of "file read error... path/ARMA2 OA/ACR/setup.dat... " "file read error... path/ARMA2 OA/PMC/setup.dat... " some steps I went through (after the downloads finished) included: 1. Restart Steam 2. Restart as Admin (this only really makes a difference if UAC is turned on as far as I know) 3. Verify Game Cache for ARMA2, OA. It actually does download a new file every time I run it but no idea what it is. 4. Deleted the entire game and reinstalled 5. Deleted just the DLC packages and verified to download again 6. Reboot PC ... Adding the mod to the startup parameter or running it from the steam ACR page will only work if the game is actually installed. it does not look like ACR or PMC installs at all. looking at the \Steam\Steamapps\common\Arma2 OA folder there is only a BAF folder. In the DLCSetups folder I can see BAF/ACR/PMC. I copied the PMC and ACR folder into the root ARMA2 OA folder and changed the folders around a bit such as data -> addons it loads the dlc via expansions but the actual maps and missions aren't there. any help would be greatly appreciated as I have no idea what else to do... thanks, CthulhuRay
  7. alright I understand, generally I only use it when I know it's safe and I use the mapclick to maneuver around dangerous areas didn't realize it until my chopper tried to land right on top of an AA tank =D
  8. Hi SaOk, I was playing last night and it appears that the Transport Heli is immortal. I took a ton of direct hits from AA missles while the heli was hovering above ground and nothing happened
  9. CthulhuRay

    ARMA2 OA DLC install problems (steam)

    I have excellent news, no idea what has changed but it worked I verified the cache again and it downloaded 1 file (no different from previously) ran OA and it installed ACR fine. The only difference this time is I did not have BAF or PMC installed. Busy re-downloading BAF and PMC to try those again.
  10. CthulhuRay

    ARMA2 OA DLC install problems (steam)

    yep no luck. I can see the key in the registry for ACR looks different from BAF and PMC but I'm having the exact same issue with PMC so that's probably not the problem.
  11. CthulhuRay

    ARMA2 OA DLC install problems (steam)

    doesn't look like anyone is too keen on helping out it appears that on all the forums everyone's recommendation is "run as admin". clearly this is not the proper solution found this https://www.youtube.com/watch?v=e2szI0f8BLo want to try it tonight, currently at work. didn't watch the whole thing yet and it could just be whatever I've done already. will see what happens I guess. I have an idea that perhaps the registry could be messed up since I had the retail installed and then installed the steam version.
  12. Hey SaOk, I have a question regarding the caching/deleting of objects that are far away from the player character one thing that happened was that I took out an enemy mortar and decided to use it against my enemies. I put one of my guys from my squad on it as gunner and carried on pushing forwards towards a town. after getting a certain distance from my buddy the mortar disappeared and he was just standing around. another thing that happened is I used the "return HC" function on a group of friendly tanks. 2 tanks joined my squad and I was also in a tank. I rolled out and the AI was a bit slow so I went ahead expecting them to follow but then their tanks and their crew disappeared. I was wondering if it's related to the caching of units or perhaps just a random bug...
  13. Ah thanks, unfortunately I don't have the save anymore because I already restarted again. the only missions I had available when resuming that save was Liberate Altis, Make Contact With Resistance (speak to civilian) and create base camp when speaking to any civilian all I could do was ask for a mission (defend officer, deliver crates...) or ask about known enemies would it make sense to put markers on the map to show friendly/neutral/unfriendly villages? perhaps after you've visited them at least once?
  14. Hey Saok, I only play the sp version and noticed you added the ability to resume your game after quitting via the menu you get when you start the level (awesome feature!) after playing for quite some time (not sure if it was because of the patch before last) it reset the mission to speak to civilians, but when I speak to them I don't get the option to ask about the resistance anymore so I can't complete it. also what exactly does it mean when reinfocements are "blocked"? sometimes it just stays like that the entire time I play and not sure what is blocking them. could it be AA in the area?
  15. CthulhuRay

    Activate module with trigger

    I think I've seen a skip time module in the dev branch. Have not tried it though. I also tried creating a site via trigger, actually wanted to make it so that you can "capture" sites. Meaning if opfor is present and no blufor the opfor site activates... that make sense? couldn't get that to work =/ I guess we have to keep an eye on when this gets updated http://community.bistudio.com/wiki/createSite http://forums.bistudio.com/showthread.php?148841-How-do-we-use-quot-createSite-quot you could just spawn some guys at the base without using the site module though?
  16. CthulhuRay

    still no SecOps module?

    I think he means the module you add in the editor that assigns missions to you like save POW's and attack convoys and such... personally I'm amped to see the ACM (Ambient Combat Module) in action when they make it =D hopefully it has more options to choose from. and even though you can change settings for the module via script, I hope they make a sort of "in game" menu with all the available options. Sort of like with the support modules currently where you can assign certain units to it.
  17. fair enough, however once you get "Kyfi Bay" (?) you get reinforcements by air and sea, so you're never really on your own unless they never rock up. Like Soak said, they seem to get stuck sometimes but after a couple tries they do make it eventually. The reinforcements by sea don't work so well. I've watched them park far off the bay and they jump out and swim to shore. it can take quite a while for them to reach you. Especially with enemy ship patrols. the level is much easier now after the latest update, not too many vehicles spawning anymore. This also helps reinforcements reach you before they get shot out of the air.
  18. The easiest way to get rid of stuck units is using the Radio command Soak added that deletes units in your squad
  19. Thanks Orcinus and Rydygier, I'll play around with it tonight. I hope to someday create something worth of sharing with the rest of the world :P
  20. Hi Soak, I've also had the issue where you get to the house at the top of the hill to meet the leader and he would just stand there, the other two would run away (they actually ran past me on the way up) this always happens when there is a battle before getting to the top so I assumed they just engage the targets and run away. I tried this so many times it actually never works for me. In the editor I added a script to disable AI on all three guys in the house and a trigger just before you enter the house to re-enable it. that worked perfectly for me. do the green guys that land respawn or is it a once off drop of a squad? they seem to get hit pretty hard because every time I blow up an antenna a huge mob of opfor arrive and I run away :P they also seem to land in odd places, like one tried to land on a tree at the second antenna (can't remember the name). how do the mortars work? if I recall once you kill the mortar squad you get a message stating that someone will pick up the mortars for you to use but I never get arty support. does it come much later in the level?
  21. the description of the mission sounds cool, I'll see if I can get a chance to try it out tonight. I also like the idea of spectating the "HAC" battle, is it tricky to set up? I've never made a full mission with briefings and whatnot but I love playing around in the editor, my latest development uses HAC and Charons Undead mod. basically you start on the top Chernarus airport as Opfor with a squad and taxi helicopter. Bluefor start at the bottom. all out infantry combat with transport heli and trucks clearing towns and avoiding zombies. It's sort of random I guess. I just love watching the russian helicopters transporting troops to and from the battlefield. pity I can't fly myself ;p if I happened to make myself a transport helicopter pilot would HAC give me missions to transport troops around? never tried it.
  22. I had the same issue yesterday but unable to re-produce right now. I put down an OPFOR "Base" site and nothing spawned. When I changed it to "Outpost" I think? It worked fine. Anyone able to check? oh and the "building" field was set to 1
  23. I'm still looking for a disk copy of ARMA2 Army of the Czech Republic here in SA since I have the rest of the collection on disk but the stores here don't stock it =/ anyway to the point, are you getting 200-220ms currently? because I'm pretty sure we're having trouble with our international lines at the moment, my adsl is buggered anyway.
  24. I know in the previous ARMAs when I open and close my map quickly the game would bug out aswell, I think it could just be the pause between rendering the map and then the world again. haven't tried it in ARMA3
  25. eh you're right DMarkwick, didn't mean to sound like I was "attacking" anyone. I'm at work at the moment but I am pretty sure in the older games you select someone and it brings up the default command screen, you can press backspace and it will go to the commands menu... I could be mistaken though
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