kampfgeist
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Everything posted by kampfgeist
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Editing, Expanding and Modifying Domination
kampfgeist replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry if I missed that one in the last pages.. But couldn't read all 33 pages of this thread.. I'd like to exchange some units in the normal ACE Domination! I'd like to have some of the Seals from the TF86 Seal pack, but if I exchange a unit (kept the name and init stuff) I always get russian weapons in the ammocreates the one at start and also those I call in via chopper.. What can I do so I get the normal American weapons? be aware I kinda suck at scripting :) Best Regars, KG -
selecting weapons? how?
kampfgeist replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, I think you have to do it that way then.. but I'm not a that good with the editor(skripting).. Maybe some of the good has an idea?! -
selecting weapons? how?
kampfgeist replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is an armed civilian addon, that should do the job :) @3inar I'm not sure if get whatyour probem is...but try just removeAllWeapons this; should remove the magazines too.. -
Fade out Alarm (without..)
kampfgeist posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey there, I simply would like to fade out an alarm after X seconds, so the sound is not that annoying to the player, since he has to "stay" in the alarmed area for a while.. I tried the "time" fadeSound "volume" but this fades the the whole sounds out.. and I'd really like to hear the enemy and me shooting and stuff.. So qustion is there a way to just fade out the alarm sound I triggered? -
Fade out Alarm (without..)
kampfgeist replied to kampfgeist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh big thanks guys! I would have faded it out really quick anyway.. since like you said turzy, it is the most realistic way to "switch" an alarm off.. I will also check out the script, I might learn something good :) -
Darken streetlights
kampfgeist replied to atledreier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
short question.. even just half on topic.. can I still find lampposts in the ARMA2 editor? Didn't manage it so far... :( -
Not sure if I get you right.. but have you double checked the unit names in the editor and the script itselfs... I think I had that error once I didn't name the units right... example.. in the sript you called your units P1,P2 and P3.. but in the editor you named them S1,S2 and P3.. so if you play with S1 or S2 the script can't find them and say the are unconscious... Not totally sure, but I'd double check that..
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F2 Mission Development Framework (BAS f for ArmA 2)
kampfgeist replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just a quick question... and maybe an idea to add a note in the wiki.. How do I update my mission I'm working on to the new version of the F2 Framework 8which files to exchange etc? :) Cheers, KG -
F2 Mission Development Framework (BAS f for ArmA 2)
kampfgeist replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't help you with everything.. but you only become a seagull if there is another player still plaing, otherwise you get the the debriefing screen since the mission is over.. So 1 will spawn you as seagull if there is another player still playing. As far as i know ;) And 2 should be instant.. can't help you there... And 3 is baserespawn.. so it works ;) -
Changing side of unit after placement or saving info?
kampfgeist replied to shanawa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guess you don't need that anymore.. but if you like to keep the waypoints and changing the "fraction" of the vehicle/unit.. just place a unit of the faction you like to have next to the existing one.. switch to "Group" (F2) link the old and the new unit, so they become one group and get rid of the first one. You will keep the waypoints and have only the right fraction left. -
selecting weapons? how?
kampfgeist replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
me neither.. damn :) -
Good Point :)
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Namalsk too, since in my opinion it is one of the best islands for Arma2 so far. Even it could still need some tweaking.. :) but if you think of adding them to the f2 framework.. I personally think it is easy enough to change the name and the mission file.. (so maybe a tab for that in your wiki woul do the work).
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selecting weapons? how?
kampfgeist replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I will try to take advantage of this thread too... Didn't really find anything in the forums so far and thing it kinda fits in here too.. I got 8 playable characters in my coop map named "P1 - p8" they are /in two fireteams. Each team has more or less the same layout.. 1 soldier with a grenadelauncher (p1/p5) 1 demoman (p2/p6) 1 medic (p3/p7) 1 Light MG (vs the other team a sniper) (p4/p8) Now I would like to be every "class" be able to pick from a different set of weapons in the beginning of the mission.. So there will still just be one LMG and one sniper.. and the medic can't choose a GL weapon but the Solder with the gerenadelauncher can... I think you know what I mean... :) I got the weapons to chose from ready... but everybody can choose every single weapon... So I'm looking for a ways to give every player different weapons to choose from in the grear section befor you start the mission. -
F2 Mission Development Framework (BAS f for ArmA 2)
kampfgeist replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, I just didn't see it.. thanks again norrin. -
F2 Mission Development Framework (BAS f for ArmA 2)
kampfgeist replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, didn't mention that in my first post, but guess that shouldn't be a problem... My mission takes place on Namalsk, not one one of the BIS-Islands. Anyway I gonna post some snippets, from what I did. Step one: Disable Kegetys Spectator Script in the init.sqf // F2 - Kegetys Spectator Script // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // [] execVM "f\common\f_spect\specta_init.sqf"; Step two Delete stuff in the Editor I got rid of the "First Aid: Battlefield Clearance" and the "First Aid: Simulation" Units and Logics. Step three Removed the //s in the init.sqf // F2 - Norrin's Revive Respawn // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) server execVM "revive_init.sqf"; Step four The description.ext Changed the respawn settings.. respawn = 3; respawndelay = 4; Removed all the // at the revive Part1 // F2 - Norrin's Revive Respawn (Part 1) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class f_param_lives { title = "Number of Lives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; code = "f_param_lives = %1"; }; And Part2 // F2 - Norrin's Revive Respawn (Part 2) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) disabledAI = 0; #include "f\revive\dialogs\revive.cpp" Step five Norrins Manual Step 1,2,3 and 8 already done, step 5 is also done by you guys and I got the: Server (Game Logic) Boot Hill (more than 100m away from the respawn points) Center Respawn West Respawn East Respawn Independent Step 6: For my mission I didn't need any additional markers to respaw (or do I need them to be able to be revived)? Step 7: Tested it with an untouched version of the "revive_init.sqf" and did some changes too, didn't see any effect, since I spawn diectly at the set spawnpoint for the faction, in this case west) Are there any options who can force you to spawn directly at the respawn_west in the "revive_init.sqf"? Some points are kinda hard to understand (in my opinion) Step 9: Don't wanna use any custom sounds here.. ---- Some things I came up with that may have cause the prolem are... I use the Namalsk Island. I use the BIS ForceRecon units as player units (units are named and names are used int the "revive_init.sqf"). ---- hmm.. that's all I can think of at the moment.. but it is quite late over here already :) Cheers... KG -
F2 Mission Development Framework (BAS f for ArmA 2)
kampfgeist replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I totally love your work, since I totally su*k at scripting :) Working on a mission, well the mission is ready, I just can't get the revive working.. I always respawn at the starting position after 4 seconds.. with standard loadout.. I doublechecked the files.. but couldn't find the reason.. So I totally have no Idea, what I did wrong. :( Not sure if this is the right thread to ask for meld with the F2 framework or if you have another one for that.. sorry if you do :) Cheers.. KG! EDIT: since you need to know what I did... I removed the First Aid: Battlefield Clearance & First Aid: Simulation. I removed the // in the required spaces to enable the revive script. I changed the respawn to 3 and the respawndelay to 4. -
looks good and i like the idea of the unification.. Maybe you guys heard of the Blitkrieg-Mod ? we still working and we are a lot of folkes... maybe we can cooperate in some ways .. but lets talk about that in private.. if you like to add me in ICQ or write me an PM (ICQ would be better) my ICQ is 101141230 cheers kampfgeist!
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Blitzkrieg-Mod (WWII)
kampfgeist replied to Ferdinand1942's topic in ARMA - ADDONS & MODS: DISCUSSION
Here we go, some nonofficial news... just on our website! more to come in our forums.. cheers kampfgeist -
Blitzkrieg-Mod (WWII)
kampfgeist replied to Ferdinand1942's topic in ARMA - ADDONS & MODS: DISCUSSION
uhh.. hope it didn't hurt to much ^^ -
Blitzkrieg-Mod (WWII)
kampfgeist replied to Ferdinand1942's topic in ARMA - ADDONS & MODS: DISCUSSION
Aloha! Our team is getting bigger, but we still looking for good members for the Blitzkrieg-Mod team. especially for peoples who have experience in Isle creation and would like to work on our Isle We are also looking for: -Textureartists -Config-/Scripter -Soundartists -and if you're good 3D-Modeler We're happy about every helping hand, but here are some.. requirements You should be.. -At least 18 yeas old (in some exceptions are younger) -Able to work in a team. -Experienced in your section. -Working to score. Furthermore you should.. -Have/create a MSN and Sykpe account. -Join our forums. -Be able to join our team meetings once a week -Have fun! If you would like to Join us, just write me an email (anjo.gaul(at)freenet.de) Cheers kampfgeist! -
Blitzkrieg-Mod (WWII)
kampfgeist replied to Ferdinand1942's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah, we are workin'.. more or less will post more renderings soon.. and if I have, some in-game footage! -
Blitzkrieg-Mod (WWII)
kampfgeist replied to Ferdinand1942's topic in ARMA - ADDONS & MODS: DISCUSSION
You ask for Pictures, so today we would like to present two render images of our WORK IN PROGRESS SdKfz 251 Ausf. D Some more info in our forums