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mr.g-c

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Everything posted by mr.g-c

  1. mr.g-c

    SQF revive script

    personally 1.1 seems to be a huge improvement and i must revise my "advice to not use this script". It runs much smoother and "quicker" than the old versions. So far i found only one tiny issue while playing a lan game(with Grouplink2P) with my brothers: I was shot dead and while the unconscious cam starts, my body lying on the ground and another body (same soldierclass as me) appeard direct next to me and standing just there. Regards, Christian
  2. mr.g-c

    ArmA Effects

    Hello, great work again! Only one issues i found so far: The BRDM has no muzzleflash anymore when firing his Main-Gun. So you cant see anymore when it is firing... Im using your mod with the latest six-sense pack and your mod is loaded last. Regards, Christian
  3. WORKS! Great! Thank you very much! Regards, Christian
  4. Hi i have a building on my map which gets destroyed very often by enemy choppers crashing in it... Is there a way to make a certain building on the map "undestroyable" via a short script or something like that? I have the ID of the Object in the Editor.... Best Regards, Christian
  5. mr.g-c

    SQF revive script

    Great work Man! Lets test it live if it works with Grouplink2P.... Question: Does that mean, I need to place those 2 markers both away and somewhere on the map? Or do i need to place only Boot_Hill away but "BASE" in my Base? Best Reagards, Christian
  6. mr.g-c

    Resting your weapon

    Great!!! I hope BIS will implement this, because its more realistic and a "simulation" like ARMA is called, needs realistic thing like that. Also i think its very easy to implement by the engine-writers. So please Marek Spanel, consider such an option! Regards, Christian
  7. mr.g-c

    RPG

    # kbAddDatabase # kbAddDatabaseTargets # kbAddTopic # kbHasTopic # kbRemoveTopic # kbTell I guess they will be implemented in ArmA2 for RPG aspect. So I think basic and game default RPG element would be related to what AI could detect. If a friendly AI is shooting at something, go close to it -> dialog interface : - What's happen here ? - There is a sniper, at twelve o'clock ! Sure this would remind old radio report from our teammates, except we could ask even to AI from another group. Also maybe information could be more accurate : if the sniper have a great AI skill, AI friend could add to its answer "he's a tough one.", or if sniper is wounded "but he's almost done." And so on with : weapon does sniper have, is he fleeing, is hidden, etc... amount of information could result from knowabout value A absolute great idea! I hope, no i pray to see somthing like that in the final ARMA2 That would be so great and i think not soooo hard to implement. Regards, Christian
  8. mr.g-c

    Addons management

    Yes full acknowledge to this from me!
  9. mr.g-c

    bipods as a beginning

    Yes i agree too. These improved "Personal Weapons Interactions" like resting and deployable bipods would be great! IMPLEMENT IT BIS!
  10. mr.g-c

    Black Sword

    Igor, please answer me one question: why do you added a eventhandler (killed) in the init-line of each enemy vehicle? Regards, Christian
  11. mr.g-c

    SQF revive script

    Ok, i just come from a coop with my mission and your script. I disabled the invincibility and make the eventhandlers back to default, because with your fix it was to worse to play. I also disabled features like the kegetys thing, teamkill functions, JIP-dialog, etc. just to have a less error sources as possible. But still this script (and im very sorry to say that) is so extremely buggy. Unbeliveable what kind of errors we 12 ppl, who played this mission, had. Just a few examples: Somebody couldnt revive others, others couldnt be revived by parts of the team, other parts instead could revive other parts of the team but not certain players. After revive ot respawn, often nobody could move. The whole time we need to completely reconnect to avoid the errors. Somebody was un-killable and could not revive anybody. Often we see markers on map like "Error:No Unit is down" Or the same on units when you are in spectating mode (error: no Unit) these units were illustrated in the maps as "blue-units" instead of green ones, during the gameplay. Sometimes these erros appearing in combination with others and so on. Etc. etc.... This, what ill say now, should be no attack to you, i appreciate all the hard work you spend into this script and so on, but... My advise to everybody: Do not use this script currently, as it is totally bugged and mission playing with it is a strong pain. Ill take the old one from Doolittle until your script becomes mature and working without these major errors. Regards, Christian
  12. Version 1.03 Updated!!! See first post for download-links.
  13. mr.g-c

    SQF revive script

    My statement above should be no criticism to you nor to your work, please keep that in mind. So, and why dont you write it exactly like that way in the readme? There is no demand for a large manual of 100pages or so, so this short setence explains it all and very clear. but in the Readme, nothing explains this feature nor what it really does. Thank you for your explanation. I promise you here something: I'll rewrite the (or at least "unclear" parts) of the readme and send you this next week or so - OK? You really know what you've written? init.sqf is the default form for using with your script! It is like it comes with the package of your script. So i just make it like it should be by default. Also by doing this, the nul-variable error is gone! I double checked it and it is definately appearing every time i use .sqs instead of the default .sqf. So wheres the problem here? thats very sad, because its the ultimate gameplay experience for for coop missions! Thats very sad and i or we, the community, really appreciate your work and your help abaout this! By the way: Thank you again for! Thank your for that, ill try it asap and tell you again if there are any errors left. By the Way: If i were you, i would be a very little bit thankful, because I spending currently about 5 hours a day of playing (demo) missions with your script and GL2P to finding the bugs left. That is work you don't need to do again, so basically what i do is (from my point of view) help you a little bit out with bug findings. Question, if i change it to this, what is with the first (0) eventhandler from "_name" ? shouldnt it be read like this together: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player removeEventHandler ["hit", 2] _name removeEventHandler ["hit", 0] EDIT: I alos found out that your script add a "killed" eventhandler for the teamkill-function. And Grouplink2Plus does that too for scream-effects... Ill look forward to this! Thank you for your time! That is exactly what SNKMAN is telling me (were both from same countrys). His advice is to disable the invincibility. But i dont want to, because its IMHO one of the major features! Thanks again, Christian
  14. mr.g-c

    SQF revive script

    So i should all _name removeEventHandler in revive_player.sqf from 0 to 2 and all damaged in same file leave them at 0? Edit: Just tried it and i needed 50 shots or so to get killed finally. Just tried it again and this error first appears when i was dead 2 times before. So at the 3rd time they try to kill me, it takes many shots from theiry AKs. So what will be the best value for hit eventhandlers and damaged eventhandlers? What is with that line? addeventhandler? nothing to change there? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Enable invincibility for unconscious units if (unconscious_invincibility == 1) then { _name addeventhandler ["hit", {_this select 0 setdamage 0}]; _name addeventhandler ["dammaged", {_this select 0 setdamage 0}]; }; HELP!! Please help with that fcking Eventhandlers. BTW: Ive changed my init from sqs to sqf, i managed to load the Grouplink-script aswell from the sqf and now this "null-variable error" is gone! Regarding to the JIP progress dialog, what does it really do? I dont understand it well, because of the very unclear and "light" written manual. I currently disabled it to avoid these errors at point 5. Regards, Christian
  15. Found it and use it. It called Join in Progress Script and you can find it here: JIP Script Works great!
  16. Hi in my missions i use intro and various hint-messages controlled by triggers and/or sqs scripts. How can i make it that also the JIP players will see my scripted camera-intro and that they also will see the trigger messages? Regards, Christian
  17. Hi i only have a init.sqs and so if i put the code from the example init.sqf into my init.sqs, i get a error. How to solve that? solved: Changed my init to sqf!!
  18. mr.g-c

    SQF revive script

    Thanks! Regarding to your edit: Nope it was just one varaible missing (respawn_position = 1! Added it now, but i think this will not affect anything because i set the revive_timer function to 0. So i should all _name removeEventHandler in revive_player.sqf from 0 to 2 and all damaged in same file leave them at 0? Edit: Just tried it and i needed 50 shots or so to get killed finally. Regards, Christian
  19. mr.g-c

    SQF revive script

    Hi norrin, thanks for reply! Ive just figured out another error in my mission. My brother was killed, then he just stands there on the position he was kileld,then was killed a second time just a half second after the first time and then, after i revived him he got the weapons he should become when he respawns at base.... Strange bug and i think it has to do with i set the unconsciuous invisibility to 0, during that eventhandler issues I hope you can "fix it" for me as you seeing through my mission, i just sent you recently. Even more bugs found: We just had a coop-session in my mission with 4 players and the following happens randomly on all players (altough the JIP players had the errors more frequently): 1.After Revive, you cant move yourself but you can shoot and target via ironsight - your weapon is still on back. After some minutes (randomly) you can stand up and play. 2. Getting revived but still be in spectator mode, the units has just took the weapon from back but you are in spectating. Only ESC-pressing once helped out. 3. Sometimes when people got killed, they just can stand up directly after death and continue to play - the will then get the standart weapon i add in the "revive_player.sqf" which we normally only should get, after respawn with respawn-button 4. Spectating stops , when the spectating unit starts to dirve cars, helis, etc. 5. JIP players get respawn-button on mission starting. 6. Many other minor errors with animation after respawn in base via respawn-button, etc.... You are welcome to play a life round of my mission of you like to! I would be very pleased if you will, ill give you the IP-adress and Name of my machine. Regards, Christian
  20. Spooner, please make a better version out of this! It would be nice if all kind of AI-controlled enemy could decide to use supressive fire against the player(s) - of course Machinegunners in static, tanks, choppers, cars and even the mobile ones (m240, PK, m249) should use it more often. (thinking about coop-maps). Regards, Christian
  21. mr.g-c

    IED's and single bombs.

    Ever tried this: IED Regards, Christian
  22. Version 1.02 Update! See first post for links. Ricki i would like to play a round with you guys on your server. Please let me know when you have time. Regards, Christian
  23. mr.g-c

    ArmA Effects

    Cool, thanks. Don't have OFP installed anymore so can't test it myself, but maybe I'll have look at those scripts Yes please do so, because these effects are just great! Anyway, the shilka bullets in Arma do not explode in air like Flak-Shells do usually, so it wouldnt be very realistic to implement these bullet explosions from the Video. Best Regards, Christian
  24. mr.g-c

    Dynamic Mine Field

    Thanks for your answer, regarding to the sleep-comand issue: I dont removed the "sleep 1" command, i just replaced it with "~1". I've tried to remove it aswell, but that time my whole pc freezes. Of course i double- and triple checked that with the same conclusion every time. If just could remove all those error messages.... that would be enough Isn't there someone other scripter who can help me? I think a solving of this issue shouldnt be to hard... Regards, Christian
  25. mr.g-c

    ArmA Effects

    Ahh so the order after which mod/addon is loaded makes a difference? Good to know this.... I'll check it and change it that the SixPack will be the last Mod loaded. Regards, Christian
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