mcvittees
Member-
Content Count
155 -
Joined
-
Last visited
-
Medals
Everything posted by mcvittees
-
Why isn't Chuck Norris in this poll? He'd kick both their asses while brushing his teeth.
-
RMM Reducer - Group Caching Made Simple
mcvittees replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This sounds dead mega. Will defo give this a go! -
Please tell me why "setCaptive false" is not working...
mcvittees replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice liitle nugget of info that - ta! -
AI Convoy Script
mcvittees replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Will infantry mounted this way still move to their intended waypoints (if set) on auto dismount? -
Is a version without any of the vehicle or weapons modes possible?
-
ShackTac Fireteam HUD (STHUD)
mcvittees replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great! Look forward to giving this a try! -
Falkland Islands Map - Ideas, Discussion & Demo Terrains
mcvittees replied to bushlurker's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oh dear, you do like to keep yourself busy don't you!:j: -
proper AH64 support
mcvittees replied to Rhodesy77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think tactical doctrine will depend on the threat, mission and terrain your operating in. In Afghanistan flights are routinely made at higher altitude to avoid machine gun fire and gain a better stand off LOS. Obviously, if you're fighting an enemy with a more sophisticated AAA threat in less open terrain then you might chose to fly nap of the earth as the risk of exposure to MG fire may less than the risk of getting a manpad up the jacksie. -
High command & AI Group Respawn
mcvittees replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It seems once spawned, you have to allocate the group to yourself: <HCO> hcsetgroup [<group>,""]; Where <NCO> is your unit's name, and <group> the name of the spawned group. e.g. player hcsetgroup [Razor_team,""]; Couldn't explain how you then fitted this in with a spawn script, working that bit out now my self. -
In addition to being able to pick your challenges, I would like to see the option of immediately re-trying them if you fail.
-
Forcing a civ unit to run (don't stop)
mcvittees replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about using the setFriend command to make civilians friendly to everyone? edit: (more detail) I had a problem with civis hitting the deck. Setting Civilians setfriend [west,1]; solved it for me! If they're not frightened of anyone they'll have no reason to lie down! -
Attatch Trigger to unit?
mcvittees replied to f2k sel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, that's a simple solution! Cheers! -
Attatch Trigger to unit?
mcvittees replied to f2k sel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to get a trigger to be physically attached to an AI character so as he wonders around, players can walk up to him and the trigger will activate. Is the attachTo command the way to go? -
Stopping people lying down
mcvittees replied to zippers's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having a problem with this at the moment. I have two policemen and a civilian standing next to a car. Even though I put: this setUnitPos "up": in their initialization field, they still randomly decides to lie down. The only way I have managed to gaurantee they don't go prone when I approach is to put: this disableAi "anim"; in their initialization field, which is a bit drastic and looks crap (and complicates adding animations). Any ideas? -
RKSL - British Army Lynx AH Pack for ArmA2 Released
mcvittees replied to a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
-
Fantastic island! Really top notch work! Outstanding!
-
Eight years special forces huh? Nice, we need more experts input here.
-
What cobra?
-
Tracers M249 not working/Only see the tracers with NVG
mcvittees replied to 1in1class's topic in ARMA 2 & OA - TROUBLESHOOTING
The M249's 5.56 rounds uses dim tracers, while the 7.62mm rounds in the M240 a standard tracer. Not being able to see M249 tracers unless its nearly dark or at night is normal, not being able to see the M240s tracers during the day means something aint right with your game.:) -
Interesting...
-
For example, we use the UKF weapons pack. In it are the SA80 and the LSW. In real life because the LSW has a longer barrel than the SA80 it has a higher muzzle velocity (970ms vs 940ms) and therefore is effective out to a greater range. Likewise the carbine version of the SA80, the L22, has a much shorter barrel and so isn't effective at long range. In ArmA2 the only way you could simulate these differences is to create a seperate ammo type for each weapon.
-
There was an awesome map and campaign made by BAS for OFP that was set in africa and you had FALs and all that. It was brilliant. So much fun. Never understood why BIS couldn't include such a good campaign with OFP/ArmA/ArmA2 themselves. Regarding ArmA3 changes, well beyond all the stuff already mentioned I would like to see: - Trenches and 'proper' field fortifications - Bayonets! - A more sohisticated vehicle damage model (no hit points) - Allow rifles to change balistic performance of ammo (i.e to simulate longer/shorter barrels on guns using same ammo)
-
Recent MP mission showing why ArmA2 MP is so much fun if done properly: <object width="853" height="505"><param name="movie" value="http://www.youtube.com/watch?v=vvBahwaK9W8&hl=en&fs=1&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=vvBahwaK9W8&hl=en&fs=1&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>
-
WIP British 4 Rifle Soldiers
mcvittees replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Seesh, you VCB guys are sooooo crude.