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Franklin

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Everything posted by Franklin

  1. I'm having a bit of trouble with the waypoint part of this script. I have no issues getting the group to spawn, and they move off to the first waypoint without any problem. How do i go about getting them to move on to the next waypoint, and the next without delay?
  2. odd, but whats even more odd is that they do all spawn... I'll fix that. However my actual problem is the group moves to its first waypoint, and then just sits there, never moving again. How do I make them keep on moving?
  3. Franklin

    Arma2TS

    the cake is a lie... I hope this works with steam OA, I've been really looking forward to the release of this project. You guys just keep doing what your doing, I'd rather wait a while longer for a good product, than have a messed up and buggy one right now...
  4. Franklin

    RH wip thread

    YAY! my other request is getting made (the SCAR AK), you are by far my favorite addon maker :)
  5. Franklin

    Zeroing/Adjusting Weapons in OA

    I have to say, yes I understand that the term is coming from within the game, I understand that and can't wholly blame the patrons of this forum for using the term incorrectly. Additionally, no it does not really matter what word is used. You could call it anything you cared to, and it would not change the fact that the added functionality is (finally) in game, and is useful. Still all the minor inaccuracies add up, and bring down what is supposed to be the "most realistic battlefield simulator." I could honestly care less if it is fixed or not, since I have learned long ago that these games are all about the gameplay, and less about graphics and nomenclature accuracy. However its pretty annoying to be told by a civilian what it means to zero a weapon, when that individual has no idea what hes talking about. Nonetheless have that individual spout wrong information on a board frequented by current and former military personnel, and continue to do so after being corrected several times.
  6. Franklin

    Zeroing/Adjusting Weapons in OA

    Ignorance is so much more fun on forums... Come on people, Google isn't that hard to work. Some people have already spelled it out very plainly, Zeroing a weapon is NOT something done in the field. You get your new weapon, and you go through a process to zero it (unless your country of choice or birth decides that your rifle is so specialized that it needs to be done by a trained technician). Once your rifle is zeroed, you leave it alone, end of story. In the field you make elevation and windage adjustments, which on most weapons these adjustments are spelled out in the most basic form of native language. Making these adjustments typically are very easy, and quick, because in combat they need to be. By making these adjustments you are in no way shape or form changing your rifles zeroing. If you do somehow change your rifles zero, you are an idiot and deserve to die in combat according to Darwin's theory. If you believe otherwise, your probably not a trained soldier, or aren't a very good one, so refer back to the second half of the previous sentence... and to all the DF2'ers.. GINSU! if you know, then you know...
  7. Franklin

    RH wip thread

    Love the m14 with the acog/doctor, its pretty much what i was asking for a while ago in another topic of yours, so thanks!
  8. Franklin

    Best Arma 2 server hosting?

    Jest all the way! the guy that runs the company is awesome, very friendly and extremely fast in replying to any support questions. they even got in contact with the ace dev team in order to work on getting the six updater to auto update on their servers, if you wanted the option. when we got a second server, they even copy and pasted all our mods from the first box to the second, so we didnt have to spend hours uploading to the new one.
  9. Franklin

    ARMA 2 (OA) : DLC discussion thread

    I would pay a couple bucks for an entire new island. New "factions" I could care less for, we already have very other addon maker retexturing the default units with every camo pattern known to man and calling it whatever nations army... so I don't see the need unless BIS is going to take the time to actually create the correct body armor (if necessary) and kit that is appropriate for that nation. Besides none of that will change gameplay in any way, shape, or form. Just because sancho wants to play with a guy with a Spanish flag on his arm, vs Hans who wants to play with a german flag... it makes no difference other than in the watered down story line of whatever buggy user made mission is being played. Vehicle packs, could be feasible, but for a lower price... those can still be made by the community members with just as much quality as BIS can make them with. so i dont think i would pay for that bs. I feel the biggest problem is a lack of terrains for the game that cause it to become too repetitive, and too few quality islands are released for the game and only by a very select few individuals. the change of terrain makes a huge difference in what is going on in game so that is something i would actually be willing to shell out some cash for, since it adds to the replayability of the game.
  10. Franklin

    Arma2TS

    I'll second that!
  11. Franklin

    RH M4/M16 Pack ver 1.0 Rearmed

    that's absolutely beautiful!
  12. Franklin

    RH Mk18 1.0 pack

    :D now you see :D quote from militaryphotos.net: I have seen this setup more than in this certain instance though, while I was overseas. I'm sure you can understand why getting photographs of the setups would be difficult though. I've never seen anybody do this for arma, and I know the snipers on my team (10th SFG) would use this almost every day, and im sure there are quite a few other special forces style units in the community, who's snipers would drool over having a few weapons setup like this. It would make MOUT ops much much less intimidating for them.
  13. Franklin

    RH Mk18 1.0 pack

    Oh yes i know that RH, I use them every day and love the hell out of them. What im talking about is affixing an EOtech or other CQB style sight, ON TOP of a normal style Sniper Scope that is on the weapon, and use the ACE CQB sight function to be able to switch from the rifle scope to the CQB sight. found a pic
  14. Franklin

    RH Mk18 1.0 pack

    I love your work RH and honestly can think of nobody better to take up this request: http://forums.bistudio.com/showpost.php?p=1639514&postcount=1958 No worries if you turn it down for whatever reason.... but I think having some setups like this on some of the weapons you've created would be absolutely awesome.
  15. Id like to see some sniper rifles (DMR, HK417DMR, M24, Etc) with some CQB sights (EO Tech, Micro Dot, RMR) affixed on top of the already existing scopes of those weapons. Obviously this would be ACE dependent, and would cater to SF units. Reason being many of these weapons end up being employed in MOUT situations in order to cover the movement of friendly teams. When a sniper team must move from one observation point to another, the rifle scope is not well suited to the situation. However a second weapon cannot be carried due to weight or space limitations, and a pistol cannot cover the ranges of engagement (100m) that still would not be ideal to use the rifle scope with. I have seen this type of setup employed in real life, but have been hard pressed to find photos of the setups. EDIT: found a pic
  16. AWESOME!! Ive been waiting for this since A2 was released, My GF is gonna be pissed lol!
  17. I made the changes as you suggested and it works just as well as far as I can see, guessing that this way its more stable though. In case you want to take a look... In regards to your script running, forgive my ignorance if I'm totally off here, but I see this line: but I don't see anywhere that actually runs could that be the reason the script isnt working?
  18. I don't know, I'm a total newb to scripting lol. The part "if (local _unit) then" was put in under the first instance, under case "cmd_US" in the orginal script, where i have replaced with case "LDR." None of the other case instances had that line of code in the orginal script. I tested the script with 2 squads, each of the squad leaders having the same loadout. I hosted the map and had a friend connect to help me test a totally separate issue. I noticed that I had default weaponry, and my friend had the custom loadout I had intended to be used. I also noticed that none of the AI for either squad had the custom loadouts I had intended them to have. I noticed that piece of script... "if (local _unit) then" was only in the first case, so i simply copy and pasted it to each case, and everything worked as I needed it to, since the mission will be played on a dedicated server. that piece of code seems much more intelligent, and surely makes sence now that I've seen it.
  19. Franklin

    Arma2TS

    Oh yeah, I'm sure the 10th SFG and the JSOC Community will be using this. Awesome stuff guys! Your hard work is very much appreciated!
  20. Kinda funny that I desired to use this script as well, and came up with the same solution to get the ruck functions to work (get rid of the call compile preprocessfile) At first test in MP this worked for me... hope it helps. EDIT: dunno why the text is all left justified, its not like that in the script.
  21. As usual, I've done a search and found nothing that fits my mission. I have 2 groups of blufor troops, No friendly AI in an MP environment. (group names are "sfg1" and "sfg2") I also have a dynamically spawned helicopter that is utilizing mando heli route scripts to move into the pickup zone for these troops. (helicopter is only referenced in the script as "_vcl_new") I would like to know if it is possible to use a waitUntil inside a script to check if the groups are inside the helicopter, and then execute the mando heliroute script. I am trying to allow for some of the playable slots not to be filled by players or AI, and the script still count the proper number of people in the groups. what i have tryed so far:
  22. Works like a charm! Thanks!
  23. Sweet, I'll test it out on my mission when i get home from work tonight, Thanks a ton!
  24. Good to know, I'm very new to all this and spend hours upon hours searching these forums, and reading in the BIS Wiki... Lots to learn! Ill add that to the script, but as a test I ran the script exactly as it was posted (without the addition of the check for sfg2). I hosted my own MP server, disabled all the AI and used a radio alpha to exec the script. Everything ran fine and I got the global chat "chopper is waiting." I hopped in the chopper and it just sat there and never moved. Is it an issue related to non-existent members of the team, or could it be related to the name of the helicopter being local to the script? Also, just an FYI in regards to the statement about the loop and this taxing the server. In the scenario this script is executed after having cleared out an area, at which time there will be almost no AI on the map ~10-15 at most. The group will have a short 200-300m run to the pickup point, where they will then load the chopper and move to the next objective area, which will be spawned in dynamically during the chopper ride. So there shouldn't be too much of an issue in regards to server processes.
  25. It doesn't seem to work Inkompetent, thank you for the quick reply though! Here is the full script I'm using, hopefully it may help. I put the snippet of code you gave me as is just for testing. although id like something along the lines of:
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