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xtesic

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Everything posted by xtesic

  1. xtesic

    wasteland

    does anyone have the complete wasteland files for "wasteland v2.3 from got"? Ive tried to download the v2.3, needed extra files, also downloaded them...still no missions ingame... doesnt have to be the got version, but I really need all files for editor thx
  2. xtesic

    wasteland

    all i wanted was a link, a working link....
  3. yes, ok, will look that up thx :) but that AI that now again spawns when entered area, isnt friendly to BLUFOR, who just has taken over that territorie... I want it to be like the wasteland territories, but with EOS in it.. So when captured territory (most likely a base) that AI will fight for you now agains OPFOR and INDEP. Now there hostile to everyone again
  4. huh? is this about my problem with EOS? Or someone elses? bit confused now :)
  5. yeah, thats the problem for now, once an area is cleared, no more AI spawn... How to change.... Only one that can is bongabob, but he's AWOL i guess :( people really like that idea of putting AI controlled territories into wasteland mission, really need help on this
  6. hi, I have made several missions now using bongabobs EOS system link EOS: http://www.armaholic.com/page.php?id=20263 Now I am trying to make wasteland more fun by putting some things in, the one thing thats failing is EOS... let me explain: The idea is that people choose between 3 diff factions (wasteland). There are territories to take with AI (controlled by EOS) in it. But when OPFOR take a territory by killing al AI in it, it should stay safe for OPFOR, but when BLUFOR or INDEP try to take that terretory, they should fight against AI aswell. And if BLUFOR retake it by killing all, the INDEP and OPFOR are again against enemie AI. Now AI spawns when a player enters, but when completed it stays completed, so nothing spawns anymore... I hope i make some sence about it all... here is the mission on steam, im further now then that mission, but only need help on EOS... http://steamcommunity.com/sharedfiles/filedetails/?id=284118222 If you wanna help or you are bongabob, pls contact me for more info or the latest mission data. grtz xtesic
  7. FAN OF URE WORK maybe you can help since you are the maker :) hi, I have made several missions now using bongabobs EOS system link EOS: http://www.armaholic.com/page.php?id=20263 Now I am trying to make wasteland more fun by putting some things in, the one thing thats failing is EOS... let me explain: The idea is that people choose between 3 diff factions (wasteland). There are territories to take with AI (controlled by EOS) in it. But when OPFOR take a territory by killing al AI in it, it should stay safe for OPFOR, but when BLUFOR or INDEP try to take that terretory, they should fight against AI aswell. And if BLUFOR retake it by killing all, the INDEP and OPFOR are again against enemie AI. Now AI spawns when a player enters, but when completed it stays completed, so nothing spawns anymore... I hope i make some sence about it all... here is the mission on steam, im further now then that mission, but only need help on EOS... http://steamcommunity.com/sharedfiles/filedetails/?id=284118222 If you wanna help or you are bongabob, pls contact me for more info or the latest mission data. grtz xtesic
  8. want to get the halo jump in my mission, all goes well except when i wanna put the description file into my excisting description file.. here is what i wanna do: wanna put this: allowFunctionsLog = 1; class CfgFunctions { class COB { class functions { class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"}; }; }; }; class CfgSounds { sounds[] = {}; class flapping { sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1}; titles[] = {}; }; class open_chute { sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1}; titles[] = {}; }; class para_pilot { sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1}; titles[] = {}; }; class close_chute { sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1}; titles[] = {}; }; }; into this: Author = "XTESIC"; onLoadName = "Full Metal War"; Respawn = "INSTANT"; RespawnDelay = 5; DisabledAI = true; joinUnassigned = false; // auto assign enableDebugConsole = 1; // Debug Console class Header { gameType=COOP; minPlayers=1; maxPlayers=7; }; //// Respawn Script - Start //// #include "INS_revive\description.hpp" //// Respawn Script - End //// class Params { // Example Parameter class EmtpyLine0 { title = ":: Mission Settings"; values[]={0,0}; texts[]={ "",""}; default = 0; }; class PARAM_TimeOfDay { title = " Time of Day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23} ; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00 ","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:0 0","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23: 00"}; default = 14; }; //// Respawn Script - Start //// #include "INS_revive\params.hpp" //// Respawn Script - End //// }; class RscTitles { //// Respawn Script - Start //// #include "INS_revive\rsctitles.hpp" //// Respawn Script - End //// }; class cfgFunctions { //// Respawn Script - Start //// #include "INS_revive\cfgfunctions.hpp" //// Respawn Script - End //// }; class CfgSounds { //// Respawn Script - Start //// #include "INS_revive\cfgsounds.hpp" //// Respawn Script - End //// } class Extended_PreInit_EventHandlers { // Replace mission_name with name of your mission class mission_name { // If has ace mode, enable ace wound system serverInit = "ace_sys_wounds_enabled = true; publicVariable 'ace_sys_wounds_enabled';"; }; }; this i came up with, doesnt work.... Author = "XTESIC"; onLoadName = "Full Metal War"; Respawn = "INSTANT"; RespawnDelay = 5; DisabledAI = true; joinUnassigned = false; // auto assign enableDebugConsole = 1; // Debug Console allowFunctionsLog = 1; class Header { gameType=COOP; minPlayers=1; maxPlayers=7; }; //// Respawn Script - Start //// #include "INS_revive\description.hpp" //// Respawn Script - End //// class Params { // Example Parameter class EmtpyLine0 { title = ":: Mission Settings"; values[]={0,0}; texts[]={ "",""}; default = 0; }; class PARAM_TimeOfDay { title = " Time of Day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23} ; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00 ","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:0 0","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23: 00"}; default = 14; }; //// Respawn Script - Start //// #include "INS_revive\params.hpp" //// Respawn Script - End //// }; class RscTitles { //// Respawn Script - Start //// #include "INS_revive\rsctitles.hpp" //// Respawn Script - End //// }; class cfgFunctions { //// Respawn Script - Start //// #include "INS_revive\cfgfunctions.hpp" //// Respawn Script - End //// }; class COB { class functions { class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"}; }; }; class CfgSounds { //// Respawn Script - Start //// #include "INS_revive\cfgsounds.hpp" //// Respawn Script - End //// }; class flapping { sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1}; titles[] = {}; }; class open_chute { sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1}; titles[] = {}; }; class para_pilot { sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1}; titles[] = {}; }; class close_chute { sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1}; titles[] = {}; }; }; class Extended_PreInit_EventHandlers { // Replace mission_name with name of your mission class mission_name { // If has ace mode, enable ace wound system serverInit = "ace_sys_wounds_enabled = true; publicVariable 'ace_sys_wounds_enabled';"; }; };
  9. still no..but ive given up, thx for trying doh. this is what ive done with it, hope u all enjoy.. will be the last one with this editor, i hate it :) http://steamcommunity.com/sharedfiles/filedetails/?id=277850393
  10. hi, almost done with an eos mission, so now i wanted to play some wasteland... Found the perfect wasteland zip file: https://github.com/Fackstah/FussionWasteland_Nearfinal after putting that follder into my mission folder, i couldnt edit/play this game because of stuff missing, needed from downloadeble content. when i made a pbo file of that wasteland folder, i putted that pbo file into my MPmission into steam for playing online..also didnt work, says same as above.. Ive tried to open some files to see if i can find something, but...rlly...i dont understand it. Ive texted the last creator of this mission, but he retired from this map..so, if anyone could help :) Also i wanna merge a mission (only templates) into a wasteland server, tried the GOT wasteland, that one will load and merge, but doesnt play missions... rezally like the fussion wasteland + ultimate stratis combined anyone ideas?
  11. my enemie heli spawns, wants to go to next waypoint, but goes down and chrashes...? i used: if (!isServer) exitWith {}; heli = createVehicle ["O_Heli_Attack_02_black_F",getMarkerPos "mk1",["mk2","mk3"], 0, "FLY"]
  12. nope still getting errors: description line 70: cfgsounds member alrdy defined error message is shorter now, maybe almost there?
  13. yes indeed, now the heli stays in the air, but.... now it turns to what ever direction i gave it and keeps flying that way (no matter what i put in 90,180,270...) and keeps flying that direction...? no other markers on map named mk1, wp2 or wp3......... whats the problem now? if i remove the waypoints in the script, the heli stays airbaorn at mk1 (spawnposition) as soon as i put in waypoints, he flies towards whatever i direction i gave it at start, doesnt follow waypoints.. if (!isServer) exitWith {}; drivers = creategroup EAST; heli = [(getMarkerPos "mk1"), 90, "O_Heli_Attack_02_black_F", drivers] call BIS_fnc_spawnVehicle; heli = (heli1 select 0); wp2 = drivers addWaypoint [getmarkerpos "wp2", 0]; wp2 setWaypointType "MOVE"; wp2 setWaypointSpeed "NORMAL"; wp2 setWaypointBehaviour "CARELESS"; wp3 = drivers addWaypoint [getmarkerpos "wp3", 0]; wp3 setWaypointType "MOVE"; wp3 setWaypointSpeed "NORMAL"; wp3 setWaypointBehaviour "CARELESS";
  14. hi, I posted this a few days ago, but in the wrongsection it seems...srry beerkan and thx for telling. My problem is that i want blufor activates a trigger and in that trigger command as activation blufor, i want a zamak transport WITH units in it to spawn and drive to a waypoint. Alrdy tried moveincargo, and now beerkans script, but i fail, fail fail...maybe im stupid :) but if someone can help me with this, i do not want to use outside scripts, so it need to be a script put inside the trigger activation command. this is from last try: it says : missing ] Tried that, didnt work, says : missing ] When adding ] it keeps saying: missing ] just wanna spawn a loaded zamak moving to a wp ....GRRRRRR This is what i have now: if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_li te_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; (_x moveInCargo transport1; } foreach units rifle21;
  15. THX BEERKAN!!! it works... at first it didnt spawn anything... looked it up on the forums, it seems, when there are more the 144 units of each side on the map, u cant spawn that script. tested it on a new mission: works like a charm!!!! great work beerkan, and all who helped only 1 thing is missing now... http://forums.bistudio.com/showthread.php?179476-help-needed-on-description-file
  16. i know about the error, but i dont know how to fix it, its not my description, its from INS revive and now i want that halo inthere. its a description.ext file, this is what ive tried, kept getting error: line 93,32,25,...encountered { instead of = now i get error:line 36: config : end of line encountered after 07:00 Ienamespace getvariable ['IGUI_TEXT_RGB_A',0,8*) this is what i have now: Author = "XTESIC"; onLoadName = "Full Metal War"; Respawn = "INSTANT"; RespawnDelay = 5; DisabledAI = true; joinUnassigned = false; // auto assign enableDebugConsole = 1; // Debug Console allowFunctionsLog = 1; class Header { gameType=COOP; minPlayers=1; maxPlayers=7; }; //// Respawn Script - Start //// #include "INS_revive\description.hpp" //// Respawn Script - End //// class Params { // Example Parameter class EmtpyLine0 { title = ":: Mission Settings"; values[]={0,0}; texts[]={ "",""}; default = 0; }; class PARAM_TimeOfDay { title = " Time of Day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23} ; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00 ","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:0 0","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23: 00"}; default = 14; }; //// Respawn Script - Start //// #include "INS_revive\params.hpp" //// Respawn Script - End //// }; class RscTitles { //// Respawn Script - Start //// #include "INS_revive\rsctitles.hpp" //// Respawn Script - End //// }; class cfgFunctions { //// Respawn Script - Start //// #include "INS_revive\cfgfunctions.hpp" //// Respawn Script - End //// }; class COB { class functions { class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"}; }; }; class CfgSounds { //// Respawn Script - Start //// #include "INS_revive\cfgsounds.hpp" //// Respawn Script - End //// }; class flapping { sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1}; titles[] = {}; }; class open_chute { sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1}; titles[] = {}; }; class para_pilot { sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1}; titles[] = {}; }; class close_chute { sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1}; titles[] = {}; }; }; class Extended_PreInit_EventHandlers { // Replace mission_name with name of your mission class mission_name { // If has ace mode, enable ace wound system serverInit = "ace_sys_wounds_enabled = true; publicVariable 'ace_sys_wounds_enabled';"; }; };
  17. assignscargo..where and how? because the new script isnt working aswell.. it doesnt spawn anything now.... if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_lite_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; { _x moveInCargo vehicle ((units transport1) select 0); } foreach units rifle21; and tried this also, says missing: blank="nothing" if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_lite_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; { _x assignAsCargo transport1 vehicle ((units transport1) select 0); } foreach units rifle21; or does the units have to spawn at same marker as transport? now they spawn at 21 and transport at 20, but its on top of each other
  18. changed it to: But still doesnt work, it spawns a zamak + troops, but troops not in zamak... if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_li te_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; {_x moveInCargo transport1; } foreach units rifle21;
  19. here is what i want: on activation trigger1: a zamak spawns and drives down the road to you. but i want troops inside that zamak transport. so i think i have to spawn a group of units and move them into the zamak... when i try, the zamak and units just go down the road and zamak is empty except driver... this is the car and the AA units scripted, with a waypoint to SAD. if (!isServer) exitWith {} ; car = [getmarkerpos "mk1", EAST, ["O_Truck_02_covered_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; wp1 = car addWaypoint [getmarkerpos "wp1", 0]; wp1 setWaypointType "SAD"; wp1 setWaypointSpeed "FULL"; wp1 setWaypointBehaviour "AWARE"; antiair = [getmarkerpos "mk2", WEST, ["B_soldier_AA_F","B_soldier_AA_F","B_soldier_AA_F","B_soldier_AA_F"],[],[],[],[],[],90] call BIS_fnc_spawnGroup; wp2 = antiair addWaypoint [getmarkerpos "wp2", 0]; wp2 setWaypointType "SAD"; wp2 setWaypointSpeed "FULL"; wp2 setWaypointBehaviour "AWARE";
  20. Tried that, didnt work, says : missing ] When adding ] it keeps saying: missing ] just wanna spawn a loaded zamak moving to a wp ....GRRRRRR This is what i have now: if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_li te_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; (_x moveInCargo transport1; } foreach units rifle21;
  21. tried this...also didnt work, pls help, truck moves to wp and units stay behind doing nothing if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F","O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_lite_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; rifle21 moveInCargo transport1; tis also didnt work...pfff if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[rifle21 moveInCargo transport1],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F","O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_lite_F"],[rifle21 moveInCargo transport1],[],[],[],[],230] call BIS_fnc_spawnGroup; this moveInCargo transport1;
  22. tried this, didnt work: if (!isServer) exitWith {} ; hmg4 = [getmarkerpos "mk4", EAST, ["O_Truck_02_transport_F","O_crew_F","O_crew_F","O_crew_F","O_crew_F","O_crew_F","O_Soldier_F","O_Soldier_F","O_Soldier_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; wp4 = hmg4 addWaypoint [getmarkerpos "wp4", 0]; wp4 setWaypointType "SAD"; wp4 setWaypointSpeed "FULL"; wp4 setWaypointBehaviour "AWARE";
  23. hello, Ive been working on my second map now, its now in testfase. I really need some more players, because i cant revive myself in co-op... PLS JOIN host: johnmassis mission: WEED its the ultimate stratis map, with EOS so over 20 new locations, and all have to be visited for EOS :) so pls join
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