mcvittees
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Everything posted by mcvittees
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Mechanized Infantry Tactics Script
mcvittees replied to Sirex1's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Like the idea of this, will give it a go asap! -
Has anyone ever heard BIS comment on a proper 3D editors likelihood? What a godsend it would be. I've heard VBS has one. Could that be why ArmA doesn't??!
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Eject/MoveInCargo Howto
mcvittees replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a basic script that spawns a group via BIS_func_spawngroup, puts them in the cargo of some waiting trucks and then gives them a waypoint at the another location. I want to eject the group when the truck takes damage or arrives at its destination (so they can run off to their own waypoint). My question though is: how can I eject the the group if it doesn't have a name? -
This is just what I needed - thanks Kylania and Shk!
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PMC campaign.. 1st mission.
mcvittees replied to trooper117's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Generally if it doesn't land on or very near you then it's not. However, it does me so I guess it is. Don't vets say its better to be lucky than smart? Well I guess I'm not both...now where's that skip mission cheat... -
ARMA 2: Private Military Company 1.00 released
mcvittees replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Yes, the quality of the XM8 in the first mission (all I've played) is well, frankly pants. Compared to BAF I'm quite puzzled at the apparent difference in quality. Also, as there were no scenarios, thought I'd try that quick mission builder thingy on the new map. Spawned in a helicopter, nowhere near the bit of the map with objects, and then it wouldn't land so I couldn't get out...sound familiar?:rolleyes: Really puzzled by this PMC (so far). I love BI and love ArmA but, I'm wondering if they're beginning to drop the ball. -
PMC campaign.. 1st mission.
mcvittees replied to trooper117's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I just had a quick stab at the campaign before bed. Died five times from artillery. Err, is there supposed to be a point to death by random shelling? IMO it is a bizzare mission design choice. I'm sure the campaign will get better but who play tests these things without saying "you know, it's atmospheric but I don't think anyone's going to enjoy being randomly spammed by it". It's sooo basic - if I made a mission for my squad where five guys died like this I don't think I'd be very popular. Maybe there's a game dynamic I'm missing - I need to run more/less be more in/out of cover. Sigh. -
I'd pay for a new version of Chernarus with all enterable buildings and a winter version. A proper 3D editor would be a dream come true...
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
mcvittees replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a way to change the volume of the 'chirp'? -
Question about the online DRM
mcvittees replied to X.DEADBOY.X's topic in ARMA 2 & OA - TROUBLESHOOTING
Does mean the only way I can play now, without the disk, is by using Betas? The installation dialogue didn't mention that when it told me I could change my mind later.:( -
Spawn AI VIA a trigger ->Move to way points
mcvittees replied to Skelt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Spawn.sqf is just a name, so it could relate to any one of a hundred scripts all called the same thing but containing different code. There's a sticky thread containing common requests, spawning being on of them, look there. -
[Beginners guide]: Arrays
mcvittees replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is the: for "_i" from 0 to (count _arrayAdd) do especially the "_i" from 0 bit about?:confused: -
Good post Big Dawg KS . Although I for one don't mind the idea of paid for downloadable content in so far as it supports BIS, unfortunately it could actually impact me negatively. If my squad deciced to adopt it and I was strapped for cash that would count me (and possibly others) out for certain missions and would not go down well. I guess the way round this would be to always make two/three versions of missions: one vanilla/with free addons and one with paid for DLC, but what a Ballache! :j:
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ArmA II: Operation Arrowhead discussion thread
mcvittees replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I would imagen it's pretty expensive to get a stall at E3 and for a game like ArmA2 it probably doesn't/wouldn't sell the units to make the cost worthwhile. Or maybe they were just too busy! -
Ahh, okay, fair play. Love the map btw, so nice to get out and about somewhere sunny!:)
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Tbh this had crossed my mind, but I've never noticed it on other islands. It could just be that some of the open featureless areas on Duala make whatever is happening (sinking terrain?) more obvious. I'll try and perform something more scientific later.
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I'm surprised no one has mentioned this (or at least I haven't found it whilst searching through this thread) but basically objects float above the terrain when viewed from long distances (over 1000m). This is on Duala 1.31 as we haven't upgraded to the latest version yet, but is/was this a known bug? Can post screen shot this evening if required.
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I believe these issues are with the scripts themselves. They will only run as fast as your CPU can process them - it's the nature of the beast.
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From my perspective, I want AT soldiers armed with RPGs to blast away at soldiers. It is totally keeping with insurgent tactical doctrine.:)
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If it encourages BIS to develop arma3 (and even if it doesn't) I'd happily pay for DLC they've developed.
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Spawning an active flying aircraft with a trigger..
mcvittees replied to Howard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put it in the 'On Act' field of a trigger. For tesing make it a radio trigger so you can activate it using your radio (press 0-0-radio trigger number). Should appear above your markers position fer shizzle. -
addeventhandler "hit" and vehicles
mcvittees posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to get an armoured vehicle to stop when it takes incoming fire and then move off again when once the player has cleared the area. My idea was to add a "hit" event handler to the vehicle to get it to stop (via setfuel 0) and then by a radio command get them to move again (via setfuel 1). In the vehicle's (Lav1) init: this addEventHandler ["hit", {Lav1 setfuel 0}]; The problem is, when I shoot at the Lav the handler doesn't seem to fire. If I put the same code in a infantry unit's init and shoot him, the code works and the Lav stops. Where am I going wrong? -
addeventhandler "hit" and vehicles
mcvittees replied to mcvittees's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, I'll try out your suggestions. -
DAC3 initialisation tutorial (for DAC beginners)
mcvittees replied to dmarkwick's topic in ARMA 2 & OA - GENERAL
Hope your gunnu do a 2nd post covering some of the other stuff in the user manual - like the camps and object spawning. Good stuff! -
Scripting the Ai Grads to fire arty
mcvittees replied to -D:W- CryHavok's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well don't be shy, share the code! I for one would like to see how something like that is done!:)