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psych

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About psych

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  1. psych

    Claymores finally released

    i've added these to my server but when i restart the server it just seems to hang without ever actually loading, anyone have any ideas? I'd like to give these a good testing on mp!
  2. psych

    Tutorial for Visitor3 ?

    loving visitor 3, thanks for everyones input on here. I finally got island in game and working. Looking forward to everyone releasing some decent islands for ArmA. pic of island
  3. psych

    Map making

    finally got something working using wilbur and terragen
  4. psych

    Oxygen 2

    are you guys running a clean install of arma? or do you have addons etc within your main directories?
  5. psych

    Textures path problem

    cool ty for info
  6. psych

    Textures path problem

    i am also getting this 'no texture loaded' i have the folder and textures in the p:\ drive within a folder called crate, and i am following brsseb's tutorial found here http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson1/lesson1_d.htm any ideas?
  7. psych

    UNA British Mod

    banned for two months? poor? I don't think so, he deserves worse IMO In our clan we use others addons and integrate them into a mod folder with other mods that have been released, we appreciate the effort gone into making these addons as we know how much work it takes to make such fine work. From a personal point I have seen this from UNA clan before in regards to UKF addons. Fair enuf use others addons, maybe even modify them for 'you' own needs but to release them as your own and then even argue about them not being ripped off, its people like this that ruin good gaming communities. Keep up the good work UKF and don't let people like that put you off making further advancements in addon creation. your OFP addons were high quality, we at 22 Regiment are hoping ArmA will be even better for your releases.
  8. this looks great, could the mouse tracker be used to control the parachute too? detecting left and right for movement and up and down for speed of decline?
  9. ah forgot the first line of the script _u = _this select 0 its activated by an in game trigger waiting for the player to have a certain weapon then it gives an action menu option and when clicked this script runs and teleports a ammo crate to the players position.
  10. for some reason this isnt working on multiplayer, can anyone please help Its meant to check if the player is named A1, and then if thats true then it should move an object called BA1 to the position of A1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? _u == A1 : goto "objectA1" exit #objectA1 _upos = getpos _u _objA1pos = getpos BA1 BA1 setpos _upos ~60 BA1 setpos _objA1pos exit
  11. thanks kyle got it working at last
  12. thanks again Kyle Although I am having troubles getting my ammocrates to work. this is what i have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleClasses { class Misc_Ammo { displayName = "My Ammo Crates"; }; }; class CfgVehicles { class ReammoBox; class MYAmmoBox: ReammoBox { scope = 2; accuracy = 1000; vehicleClass="Misc_Ammo"; displayName = "MY AmmoBox"; class TransportMagazines { class _my_Mag1 { magazine = "my_mag"; count = 10; }; }; class TransportWeapons { class _my_Wep1 { weapon = "my_weapon"; count = 5; }; }; }; class MYAmmoBox2: ReammoBox { displayName = "MY AmmoBox 2"; vehicleClass="Misc_Ammo"; transportMaxWeapons=4; transportMaxMagazines=20; }; }; Any ideas where I am going wrong? I get the first ammocrate ingame and working fine, the second however causes no crashes but never displays in the list either.
  13. thanks for the info so for handgun ammo slots its 2*16 or 3*16 for example what is it for primary mag slots? oh and also on a similar note, can i edit an ammo crate to hold a certain number of mags and weapons from each type?
  14. there must be someone who knows about configs??? help
  15. heya I'm trying to mess around with addons and get a few things working. Could someone explain a couple of things to me please. Is it possible to make say a handgun magazine take more than one handgun mag slot? if so how? Also could someone how i would convert a law launcher to be in the handgun weapon slot instead of secondary weapon slot? thanks in advance
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