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Echo5Hotel

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About Echo5Hotel

  • Rank
    Lance Corporal

core_pfieldgroups_3

  • Interests
    FPS Video Games, Tabletop Wargaming, Riding Motorcycle, Writing, Reading, Movies, Airsoft, Shooting
  • Occupation
    X-Ray Tech

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  • Biography
    US Army Veteran (1988-2001), UNIX System Engineer, X-Ray Tech.
    Father: 3 children, Husband
    Biker
  • Steam url id
    The_Echo5Hotel
  • XBOX Live
    Echo5Hotel_A

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  1. Thank you very much. I guess my search terms just did not match. I think that should do the trick.
  2. I have a mission where only one of the players is supposed to be a pilot and I would like to make a situation where only that specific player would be able to get into the drivers seat of a specific plane and fly it. I have looked at assignasdriver and such but nothing that I have found seems to fit the bill to make only that player to be given the option to get into the drivers seat. Has anyone else done something like this that might be able to help with this?
  3. I have been working on a mission where I need several items to be burning and smoking but I am running into a slight issue. While if things get shot up they seem to burn and smoke just fine, I am finding that if I put this line in the init.sqf: BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; Then I create the game logic named firelogic and inserted this into init line: this = [firelogic,6,time,false,false] spawn BIS_Effects_Burn; I have changed the number to just about everything from 0.3 to 14 and I have changed the "this" to a "nul" and even a random letter and the only thing I can get visually is varying intensities of smoke with no visible flames at all. If near the game logic you can hear the flames just no visible representation of them. Everything I have found on searches suggest I am doing this right so it leaves me a bit confused. Anyone have any ideas on what I could be doing wrong?
  4. Echo5Hotel

    Stabo?

    Has anyone done a STABO extraction script, mod, addon etc? In case you do not know what STABO is: The first part of the video is just FAST Roping obviously but they show the STABO extraction after that.
  5. Does anyone know of an addon that would provide me with an M14 SOCOM? Pic of M14 SOCOM:
  6. Echo5Hotel

    Lots of parachutes!

    Thank you Cobra4v320! This seems to have done the trick.
  7. Echo5Hotel

    Fire effects for A.C.E.

    Forgive the necropost but I have not been able to find a proper answer to this and am needing to light some things on fire. When I have used the BIS script all I get is a lot of smoke but no real visible flames.
  8. I have something strange going on that I am hoping someone can give me some insight to. I don't remember where I got the following script for doing air drops but the issue I am having is this...When I see an airdrop done with with this script I see the 25 troops I load into the C-130 do a paradrop as expected BUT as soon as I have another human player with me in MP that I am hosting on my local machine there are two parachutes for each of the 25 troops. One with a troop in it and an empty one. If I get a third person in with me there are 75 chutes, a fourth human player and yes, 100 chutes! 25 with troops and 75 empty ones! Can someone tell me what in this script might be causing that and how I could fix it? Here is a copy of the script: ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit; I am pretty new to scripting and I can follow some of this but not all of it. I am not sure where the problem lies. Anyone have any thoughts?
  9. Echo5Hotel

    ACE for OA 1.13

    Is there a way to call the ACE burn scripts onto an object in the same way one could call the BIS burn scripts? What I mean is I have used the following in the past on a helicopter wreck: "this = [firelogic,15,time,false,true] spawn BIS_Effects_Burn;" Is the something similar I can use to call the ACE fire effects?
  10. Echo5Hotel

    ACE for OA 1.13

    Kempco, thank you very much. This seems to have fixed my problem though it does have a funny effect when testing it in single player. All of the AI controlled jumpers open their chutes but then disappear, leaving only the chutes which touch down to the ground and then run around each other kicking up dust clouds as they do so. I have dubbed this the "Dance of the Chutes". Quite amusing. When I tested it in multiplayer, any player controlled unit works fine but I think any AI controlled units are not pulling their rip cords or something because they all end up dead. At this point it really doesn't matter though because I am designing the mission as a coop for just a few friends so they can always delete those units that are not being actively played. Again, I thank you, my players thank you, what is left of my hair thanks you. :-) I do have a question to throw out there just out of curiosity...Has anyone seen or know of a script that would allow an AI to actually do a HAHO jump? Opening their chute high and navigating to the drop zone?
  11. Echo5Hotel

    Prisoner frustration!

    Actually it is the opposite. The bodyguards will be killed before the players get near the POI so those items go into effect first, keeping the POI in a surrender position and not running away. I found that my main problem was the join command needed [target] instead of just target to work correctly. I still don't understand all syntax yet but I am working on it. Good catch on the removeallweapons mistake. I was working with init lines for a while and that is how that got in there. Thanks for the assistance though. ;-)
  12. So I have been working on a mission where the multiplayer team is assaulting a safe house trying to capture a person of interest. This person has two bodyguards. I have a trigger set uo that if the bodyguards are killed the POI will surrender. This is the trigger info I have to set it up: Condition: ! (alive bg1) and ! (alive bg2); On Act: removeallweapons this; target playmove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; target allowfleeing 0; target setcaptive true; target disableAI "ANIM"; target disableAI "MOVE"; In the on act line of a trigger that I have set up to trigger when the player group gets within a few meters of the POI I have: On Act: target setcaptive false; target join group player; target enableAI "ANIM"; target enableAI "MOVE"; All I am trying to make happen is when the bodyguards are killed the POI surrenders, placing his hands on his head. Then, when one of the players approaches him he will lower his hands and join the player group. The problem occurs when approaching the POI, he does not lower his hands or join the player group though I know the trigger is firing from some text I placed in the trigger as well. Anyone have any ideas on what I might be doing wrong or a better way of accomplishing it?
  13. Echo5Hotel

    ACE for OA 1.13

    I will start off by apologizing if the answer to this is somewhere in this thread but the time I get to spend playing with ARMA 2 is limited and I will never get a chance to get through 230+ pages looking for the solution. That being said: I am having some problems creating a mission that has a HALO insertion at the beginning. I am trying to use the ACE HALO script and started out with the following in the init line of each of the player units: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn {[_this] execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; The effect was that all of us were in the HALO positions but only the group leader had the capability of pulling the rip cord on a chute. None of the other players had the action available to them and became large lawn darts. Then I tried the following, just changing the "this" before the calling of the ACE HALO script: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; this execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; This had the effect of all of us falling feet first in combat ready position and none of the players having the ability to deploy their chute. I don't pretend to understand the syntax of all of this yet but I am working on it and would appreciate if anyone could first tell me what I need to do or point me in the right direction of how to set up MP HALO jumps with ACE and/or tell me where I went/am going wrong?
  14. I am having some problems creating a mission that has a HALO insertion at the beginning. I am trying to use the ACE HALO script and started out with the following in the init line of each of the player units: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; [_this] execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; The effect was that all of us were in the HALO positions but only the group leader had the capability of pulling the rip cord on a chute. None of the other players had the action available to them and became large lawn darts. Then I tried the following, just changing the "this" before the calling of the ACE HALO script: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; this execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; This had the effect of all of us falling feet first in combat ready position and none of the players having the ability to deploy their chute. Can anyone point out to me what I am doing wrong?
  15. Echo5Hotel

    ACE fire?

    Thanks Gummybear. That thread is talking about the BIS burn scripts. ACE seems to handle it a bit differently but I could not find anything in their documentation on it.
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