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gnarly_rider

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Everything posted by gnarly_rider

  1. Finally tested this on a dedicated server in Multiplayer Cop, and ran into some major issues: - The spotter seems to teleport around continuously the whole game (1-2 hours after mission start) generally ending up in the middle of the road, but not always. This was in takisatan with lots of buildings overlooking IED locations, which worked perfectly well in editor (triggerman hid in building etc) - When the engineer player defuses the IED (after teleporting triggerman has been eliminated), IED still remains visible for other players.
  2. gnarly_rider

    CO16 Insurgency

    From here: http://ausarma.org/forum/viewtopic.php?f=40&t=419&start=160 21 Nov 2010
  3. http://forums.bistudio.com/showthread.php?t=106584
  4. gnarly_rider

    co07 mission pack for dedicated servers

    Hey Lightspeed, nice work, we had some fun on these tonight, with just 3 or 4 of us. We always use revive, so great for a small casual night. Only annoyance was in most missions where we had backpacks, these had MK17 + SD ammo, but we were equipped with MK16s requiring STANAGS, so you only had the ammo on you (backpack ammo was useless).
  5. That's a rather western first-world perspective.... Its amazing what you can accomplish with mules, donkeys, horses, or (gasp) people (whether volunteers or forced labour...) .. Or if you have the resources, choppers.....
  6. Shk, this seems to move triggers as well (intentional or are they some subclass of objects?) which is awesome! However markers do not seem to be moved (for instance as an objective marker, or for UPSMON patrol region markers). What needs to be done to this little ripper of a script to handle them as well? :man3:
  7. This is awesome, nice work guys! I've been trying to find the perfect composition, then add markers, squads on various patrol scripts, etc, and this handles it all beautifully instead!:yay::bounce3::bounce3:
  8. gnarly_rider

    coop missions disappeared

    Find a server running Pogoman's Insurgency; about the best public mission out there that fosters teamwork.
  9. gnarly_rider

    ECHO fire director

    Can't wait to see it Echo, keep up the great work!
  10. This script is actually very clever: http://forums.bistudio.com/showthread.php?t=107754 OPFOR places IED where you want it, then he finds himself a look out point, and when Blufor is within about 10m of IED and is seen by OPFOR man, Boom. If you kill OPFOR triggerman first, IED is negated. Placing an IED would be nice in editor, but it definitely needs a fairly powerful module (that you'd link up to say triggerman) with plenty of options to handle all the permutations (remote LOS detonation, promity detection, etc) to be viable, aka this: http://forums.bistudio.com/showthread.php?t=103268
  11. After your previous map, I'm excited! :yay: Thread subscription added!
  12. Delete the comma highlighted in red above (straight after the "Run"). Silly question but I have to ask! Have you have got the IED_Man_v6.sqf file in your mission folder, not a sub-folder? With that line, he should kneel down, place an IED, then start running around trying to find a look out location, during which a dead body will appear and disappear at the IED location. Best running 00dc15's sample mission first (see how he's done it), then go from there.
  13. gnarly_rider

    Fob

    The attention to detail is stunning! Very nice work mate! :yay:
  14. gnarly_rider

    Arma II & OA User Video Thread

    Footage from Z Special Unit's Tuesday night Black Ops night: i7XoCvnU95s Mission available here: http://forums.bistudio.com/showthread.php?t=108850
  15. Download: http://ifile.it/mgnjwrk/ZO_16_TheInformant_3.Zargabad.pbo Description: "Z Special Unit (2nd/51st ADF) has been garrisoning FOB Chryssalid on the southern outskirts of Zargabad for some months now. This is still a bustling and vibrant town, and has seen only relatively minor insurgent activity compared with other areas in the Helmand Valley. Patrols through the city have found and defused (with engineers) occasional IEDs, suicide bombers, and sporadic sniper fire on a weekly rather than daily basis. Its market day in town today, and we've just received an urgent phone call from Azzan (pictured), one of our most trusted informants. He says he has some very important information, but refused to disclose anything more over the phone. Squad leader, mount your team up and find Azzan (he drives a white pickup) in the Yarum market place, just north of here. Lets see what he has for us today." Comments: This is my first public release, mission is solid and has complete working task/notes system. If you miss an in-game message/notification, refer to the Task information. It is designed (and perfect) for a clan game, not a public mission. Unfortunately its not a very re-playable mission (which I normally aim for), so best getting the whole team into it one night; it has a few surprises that will be spoilt if replayed... Designed for ZSU's (Z Special Unit in Australia) Black Ops nights, which in addition to first person only, no map markers and no HUD, means that Norrin's Revive is configured with: Medic only revive (one in each 6 man fireteam plus HQ medic) Very long respawn timer: if you go down, you'll be waiting for a medic No Unconscious markers Also: Squad medic has deployable MASH for JIPs (therefore compulsory slot) BAF Engineer in Alpha 1 compulsory 2 fireteams of 6 and HQ unit of 4 Limited kit availability at FOB: AAW Steyer F88's, Mag58's and M72A6 disposable launchers 4 non-respawning HMMWV SOVs Required Addons: Operation Arrowhead 1.54 (including BAF Lite minimum) AAW_OA (Australians At War) http://forums.bistudio.com/showthread.php?t=105449 Inko's Disposable Launchers (included in AAW) http://forums.bistudio.com/showthread.php?t=84701 CBA Zeus thoroughly recommended Thanks to: [XDF]Norrin's Revive script A massive bunch of [AEF]Wolffy's scripts and ALICE module MP optimizations Tophe's Guard Post script Tophe's House Patrol script [ZSU]Blakes AI AT_Adjust script kylania's Marketplace template
  16. I've posted this already in someone elses thread, but likely therefore didn't expose it to those who may know the answer... Have a suicide car bomber, doing either a waypoint more or domove command to an invisible heli pad. After say 10 seconds, an LGB is attached to him and he explodes. So if BLUFOR shoots him, car still explodes after the designated time. No probs. However, as soon as any Blufor vehicle is in his path (parked near the waypoint marker) his behavior goes to crap, and will often stop 20m short, and eventually explode there instead. I have seen him fly between 2 hummers and explode successfully, so they were obviously just outside some intangible distance of his route in this instance. But most of the time, he slows and stops short. Question is, how do I force him on his path, preferably ramming anything in the way, rather than mostly stopping short?
  17. Think I got it now, doesn't necessarily force a ram, but still gets close enough to do the job.... :bounce3: d9VwYodiLKg
  18. Thanks Koni, will give it a go! Not sure how to decipher Kylania's advice? :rolleyes:
  19. gnarly_rider

    Complete task with IED

    LOL militant, he was a Spambot, reported and since deleted.
  20. Nice work guys. Have checked thorugh the additional rtf files, have found weapon class names, but not units? Anywhere anyone can point for this? Also, I believe that 'SoldierWMedic' is a global medic class (at least for BI units) so we are using this in Norrin's revive for units that can revive. However it doesn't work for the AAW medics, so we have been specifing specific units (which is annoying if using a clan-wide mission template). ie _can_revive_2 ="aawInfantryMedic1_dpdu"; _can_revive_3 = "aawInfantryMedic2_dpdu";
  21. Nice work Wolffy, thanks for your research! She'll get a good test tonight!
  22. gnarly_rider

    Complete task with IED

    Interested in an answer to this as well. I'm using 00dc15's advanced IED script http://forums.bistudio.com/showthread.php?t=107754 and can obviously check if the triggerman is dead easily, but really want to check whether the IED has been defused (if it has, triggerman is obviously dead, but the reverse is not necessarily true..). Obviously for the script I've mentioned, the trigger et al is all internal to the script, so I can't really check this in the editor (or at least, have zero idea how it would be done)
  23. gnarly_rider

    Prevent units from moving

    Nice summary, thanks Binesi, I always get confused!
  24. Anyone know how to actually get an AI to ram/crash his car into another car? If I place a move waypoint or invisible chopper pad at or past the 'ramming' point, the ai always slows down and avoids the player vehicle. I want him to crash at full speed into player and then IED goes off (its on a timer).
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