Ben
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Montreal, Fantastic place! I too am EST. I'll shoot you a PM.
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Ah, I see what I've done. Would you be interested in collaborating on this mission, I've got alot of ideas, and been multiplayer testing them with my roomates.
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"The Rebel Forces parted faster than a Thai hookers thighs.."
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Norm, I figured out what the problem was. When adding the Unitskill to the Group Leader, for some reason it makes the ennemie area randomly jump, instead of waiting for the town to be cleared, once the Unit skill is removed from the group leader this error stops.
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Looks very nice. It does need the shine reduction, maybe add a little wear and tare to it, or make two seperate skins, IE the HMMV looks a little bit dirty (exhaust areas and such). It also rolls really easy, it doesn't feel like I'm flying a huge chopper, give it more weight, make it harder to turn and the such.
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I'm going to try that tonight. I also tried adding more towns to attack randomly. I got up to 44 different random areas. if (AreaClear) then { while { NewTargetName == _OldTargetName } do { NewTargetName = "PossibleEnnemies" + str( ceil (random 44) ); }; I edited the code to that. However in the multiplayer game it just cycles through the towns and never spawns AI.
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if (_RandomTroop < 40) then { _group = createGroup _EastSideHQ; _FirstUnit = _group createUnit ["RU_Soldier_SL", getPos EnnemyTrigger, [], 200, "NONE"]; "RU_Soldier_GL" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_GL" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_MG" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_MG" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_AT" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_AT" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_LAT" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_LAT" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier_AR" createUnit [getPos _FirstUnit, _group, "",.02]; "RU_Soldier_Marksman" createUnit [getPos _FirstUnit, _group, "",0.2]; "RU_Soldier" createUnit [getPos _FirstUnit, _group, "",0.2]; }; Thats what I edited it too, .2 should be an extreme distance, but upon flying in a chopper to a location all enemy AI Units are shooting at the chopper roughly 1500 km away. They continue to track your location after that and fire upon you. Way more difficult then .2.
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Must be played online, elsewise nothing spawns on the dots.
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I have tried editing the skill the same way you had, I have no luck with results, they are still insanely hard and accurate.
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Roger. Felt like I was playing terminators. I apologize for me posting so much on here, but for some reason, your mission has really intrigued me.
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May I ask the current skill?
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First Aide does not work after you have died, you still go into the wounded mod, but you are unable to recieve first aid. The option is there, but when you select it nothing happens. Also, the skill of the AI is very very high, is there a way to modify there level .01 to 1.0?
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Yes, I'm not really sure why. I wish I knew so I could help. I really do like this mission, it has great potential. I'd work on the layout of the base maybe, and set it so SecOps missions somehow wouldn't just happen on the airbase.
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Just ran some tests and did not have First Aid break after respawning 4 times. After going back into the town after dying, the AI seem to no longer attack me or my team mates.
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Group Spawn Trigger
Ben replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Woo! Mucho Gracias for that demo mission. It makes sense, I'm excited to see how you add in ability to add vehicles and what not..