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gnarly_rider

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Everything posted by gnarly_rider

  1. gnarly_rider

    COOP 10 Chernarus Apocalypse, part one

    Celery or anyone, can someone clarify; is this really a 6 player coop or 10 player coop? Are the 4 extra slots for any of the primary 6 players dying and rejoining in the extra 4 slots? ie 6 player coop Or does it allow 10 players to start as primaries (ie 10 player coop)?, or does this ruin the balancing?
  2. Is it just me who cannot connect to the UPSMON wiki at: http://dev-heaven.net/projects/upsmon/wiki ?? and is there another site/location/doco for this info?
  3. gnarly_rider

    Arma II & OA User Video Thread

    Amen, very nice editing and camera work/shake! Footage from Tueday night's ZSU mission night, round 1 on this mission. A simple 'training' scenario (repair and recover the Jackal using Neokika's tyre fix script). A subsequent attempt saw us swamped, then we lost both medics -> BLUFOR fail. fbOlqYu_yS4
  4. gnarly_rider

    TFS - Tire Fix Script

    Quick observation, testing on a dedicated server, killing the player performing the fix auto-completes the repair, rather than resetting the repair to 0.... Any hints were to resolve this in the script?
  5. Works perfectly Wamingo, your time was much appreciated!
  6. Cheers, but not using ACE
  7. Cheers Wamingo, I'll give it a go!
  8. We use Norrins revive for our player side 'death' handling, but I'd like to implement a single enemy player sniper (amongst masses of AI bots) who will use this spectate script upon his death (without breaking the BLUFOR revive implementation). Any hints how to do so?
  9. I've been using this very tidy bit of scitp very effectively. Question: Upon Blufor activating a trigger, I'd like to break the guys in the building as above out of their positions to move to a new waypoint (trigger area). So I put the above script into the On Act line of my first waypoint, but I can't work out how to break them out of this mode upon trigger activation to move to the next waypoint. I've tried: if (isServer) then { {_x enableAI "ANIM"} foreach units grp1; {_x enableAI "MOVE"}; {_x enableAI "TARGET"}} foreach units grp1; In the On Act of the trigger, where the lead unit in the building is: grp1 = group this and various other permutations, but no good, and my coding is lousy at best.
  10. gnarly_rider

    Arma 2 OA repair script

    http://forums.bistudio.com/showthread.php?t=115755
  11. gnarly_rider

    Arma II & OA User Video Thread

    Antics from Tuesday's Z SPecial Unit mission. Enemy AI artillery strikes courtesy of Evil Echo. hEkHH94Zrz0
  12. gnarly_rider

    CO12 Town Contact

    Awesome little revamped mission, I do like the successively harder waves, I think this will get a good rotation on our server post the regular 'serious' mission. Only 'glitch' is infantry that once they get 'danger-close' to the compound, get stuck on the original western gate (that you've now blocked) because they can't see your Hesco (or whatever) barrier. Repeated waves saw 1-4 guys 'stacked-up' there, unable to go any further. Very nice work to both original and present designers!
  13. gnarly_rider

    Team Shadow - Sniper Campaign

    WOW! The qualification course is very well designed, and a great way to learn to use both the ACE range/windage meter adjustments, as well as the mildots under pressure. This mission alone should be standard in the BI Game (if it supported wind!). Very nice work mate, kudos to you!:yay::yay:
  14. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Welcome back Genesis, cheers for this!, Just to double check, this will use Undead 0.84 or 0.9?
  15. Footage from ZSU's mission last night Some hilarity/confusion with left and rights almost results in an own-goal... Nz7g002wEWg
  16. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Posted earlier: But in 2.2 Blufor AI sometimes kill of the Zombies compleltley pretty quickly. 3 also had a number of other fixes, but obviously fundamentally broken with regards to Zombe behaviour.
  17. Hi Galozhar, whats the average expected mission time for this? Sounds like another of your specials, looking forward to throwing it at the lads!
  18. gnarly_rider

    Ghost Recon - Island Thunder campaign

    Lighty, without trawling all the way through this thread, I noticed a post indicating you were updating these missions for MP earlier in March. On a dedicated server, I'm finding missions 1 and 2 (and maybe another) won't start, but bounce back to the mission screen. What is the MP/dedicated server status of v1 of this series? Fixed, was missing Plants
  19. gnarly_rider

    Danial Craig in CGI: Next Bond film. Worst idea ever?

    Amen :bounce3:
  20. gnarly_rider

    ACE co 17 Shukurkalay Patrol

    Nice little mission, played it about 7 times with 6 players, successively ramping up the difficulty. Only other comment is shared with Fortified Villa; the Mission End trigger upon half the team being killed; can you delay this by 5 or 10 seconds so we can work out who got killed first? PS nice work! Kept us solidly entertained tonight for 3 hours!
  21. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Confirmed, on dedicated sever, 0.84 and Degen3.0, Zombies run around in little curcles and don't attack. Further testing: dedicated with 0.84 and Degen 2.2, Zombies do their Zombie thing properly.
  22. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Think I saw the same thing with 0.84 on SP the other day. Haven't had time to find the zombies on 0.84 on dedicated yet and obsevre whether this also happens. They certainly acted like Zombies on 0.9 on SP.
  23. gnarly_rider

    Training Tools For You & Your Unit.

    Correct, there is just a sqm in th emission folder. On Win7, I put the whole folder contained in the zip into my C:\Users\username\Documents\ArmA 2 Other Profiles\Gnarly\missions folder Then Preview the mission from within the Editor
  24. gnarly_rider

    ACE co 17 Shukurkalay Patrol

    Galzohar what the player death implementation in this?
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