Search found 21 matches
- Sun Jan 22, 2012 10:13 pm
- Forum: ArmA 2: After Action Reports
- Topic: [Sun] 22 January 2012
- Replies: 3
- Views: 5083
[Sun] 22 January 2012
Missions: Fort Kettles Strife Valley Payback Nutcracker Comrade General Secretary Fer was put on 'vacation' this week and it fell to the Admiralty to further the glorious agrarian cause of our peoples. The verdict from his trial is due to be revealed some time next week. We have full faith in a pos...
- Sun Jan 15, 2012 6:16 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: Missions on the server
- Replies: 196
- Views: 310297
Re: Missions on the server
fkco_co46_belenus Map: Shapur JIP: Yes Scripts: F2 OA Folk 2012, plus testbed AssignGear update Description: The Third International Fighting Brigade of Takistan in the name of Che Guevara is striking at the Shapur Oil Storage Facility with a motorised infantry platoon. A chronic explosives shortag...
- Mon Jan 09, 2012 1:37 pm
- Forum: ArmA 2: After Action Reports
- Topic: [Sun] 08 January 2012 (with LDDK and CiA)
- Replies: 16
- Views: 19661
Re: [Sun] 08 January 2012 (with LDDK and CiA)
2Plt DC |- Baz (Medic) I counted a peak of 64 players on the server. I’m unsure if we hit a cap in the server configuration files (if we did it was my fault) but as LDDK were all slotted in 1Plt and 2Plt was completely full, I think we managed to get everyone into the mission anyway. I’d originally...
- Fri Dec 30, 2011 12:35 pm
- Forum: Finished Scripts & Coding
- Topic: Giving players body armour
- Replies: 1
- Views: 13450
Re: Giving players body armour
I realised that after being revived, a player's GetHit variable would still be full, so if you're using Norrin's (or whatever), have "this setVariable ['gethit',[0,0,0,0]];" run by the player on revive/respawn. That would be NORRNCustomExec1 and NORRNCustomExec3 . For other solutions you might have ...
- Wed Dec 28, 2011 6:28 pm
- Forum: Finished Scripts & Coding
- Topic: Giving players body armour
- Replies: 1
- Views: 13450
Giving players body armour
The following bit of code lets players take four or five hits from a Lee Enfield at close range without dying. Hit effects, such as reduced aim and mobility, still apply but at a slightly reduced rate. Best of all? It only works on bullets. A tank shell to the face still ends poorly. bodyarmourfunc....
- Mon Dec 26, 2011 2:00 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: Editor Upgrades
- Replies: 0
- Views: 3295
Editor Upgrades
I always tend to forget this little clientside mod exists, but it's actually somewhat useful for mission editors wanting to spice up environments: http://www.armaholic.com/page.php?id=12898 It adds all manner of assets back into the editor menus. Need to add a couple of houses and can't get the Town...
- Sun Dec 11, 2011 4:42 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: script debugging help
- Replies: 6
- Views: 7835
Re: script debugging help
OK, this is a mostly working example with .pbo and source files: http://www.herosquad.org/null/%5Bco10%5D_wave_surv_ex_v1_co.Desert_E.zip It spawns a random number of groups of a random number of soldiers (from OA content only!) at a random pick from a selection of markers. It passes inits to spawne...
- Sun Dec 11, 2011 12:48 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: script debugging help
- Replies: 6
- Views: 7835
Re: script debugging help
Found this interesting tidbit whilst digging through the help files to figure out why my scripts have stopped working (part of it is that getMarkerPos now expects a string instead of a marker, hooray patches): scriptName "fn_spawnEnemy.sqf"; /* Author: Karel Moricky Description: Spawns enemies aroun...
- Sat Dec 10, 2011 5:46 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: script debugging help
- Replies: 6
- Views: 7835
Re: script debugging help
I'm working on converting my BIS_fnc_SpawnGroup_MOD , BIS_fnc_ReturnGroupCompositon_MOD and Spawn_Random_BIS_Attackers .sqfs to something legible, but for now this is a script (untested) that detects, if passed a group, the loadouts of the group members and folk-ifies them. It can probably be optimi...
- Fri Dec 09, 2011 11:56 pm
- Forum: ArmA 2: Mission Making & F2 Development
- Topic: script debugging help
- Replies: 6
- Views: 7835
Re: script debugging help
1. The script seem to run fine once, then it runs amok and repeats the loop over and over. Indicates trigger problems, rather than a script problem? 3. Regarding the extra skill parameter: The f_setSkillAI handles the fourth case as it would handle the parameter set to low. It only affects the dyna...