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Everything posted by PuFu
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This guy speaks nothing but the true...:icon_rolleyes: @zipper Well, tell you what, i am 100% sure that the vast of those guys posting that crap can't even put the finger on Czech Republic on a map... They haven't heard much about OFP rather that it has crappy graphics and it was developed by the enemy, or that it developed some other games as well, true sandbox ones. Most of them are console players, and they haven't seen a more realistic game than COD4, BFBC or GRAW... Anyways, i do believe that 4/10 in a review should be explained a bit more than "i should have given it 8/10 but the AI difficulty made me give it 4/10"..
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You can't. Why would you like it changed?
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it is 63 entities in total then yeah? from what i could gather, 1 entity = 1 soldier or 1 manned vehicle, or 1 empty vehicle...strange indeed.
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The animation is already done in the vanilla game (used in a campaign intro i think). Found it looking for something else, forgot to note it though :)
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CM policy is at follows: 1. if the information that the potentially buyers (a lot of them with pre-orders) is a bad one, just stay silent until we take the money from them. 2. if anyone is threatening the well-being of DR sales by posting truth, just ban his MoFo Ass. 3. if it doesn't fall under under points 1 or 2, just let them ramble and post whatever and however they want to so, i doubt there will be dedicated server files :)
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It is not. Another "fantastic" video here :P Clicky For Video
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You can always use triggers over those towns you want them to be in, can't you?
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No kill score whatsoever - how?
PuFu replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for the scoreboard not to be visible until mission has ended: NetStats=1; in the server.armaprofile under the class difficulties (by default is 1 for every difficulty level minus the expert) You could also change to 0 the following: DeathMessages=0; more info here: http://community.bistudio.com/wiki/server.armaprofile for having no points when you kill something you will need to mess with eventHandlers (killed) and addScore command, so that everytime the game adds points to the scoreboard per kill, you (via mission) would remove the same amount.. -
all A2 content is binarized. Afaik files such as p3ds and rtms cannot be "unbinarized". The rvmats and configs can.
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it is very modable, including the AIs
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How let people sit on a chair?
PuFu replied to AAD10 Pete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am sure it is possible if you got the proper animation. Which you probably don't and unfortunately cannot direct you to it (as i don't know the sit on chair anim) -
A2 demo does NOT have the full content of A2 retail game (download version, either steam or sproket or else, or box). SO i am positively sure you got screwed :)
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It depends if you are building the mission for AI or humans. For AIs, it wouldn't work properly yes, but I for once, never play with AI, only against them
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keep them as groups (as per your layout described), and use the High Command Module You can use (default key ctrl+spacebar) to switch between commanding the guys in your groups, and the squads. Note that you can link everything in such a way that you can have the squad leader element command the 3 FTs in the same way you would have the HQ element command the 3 squads.
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Few newbie questions about the editor...
PuFu replied to MasterChief096's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd say that description.ext is a must in any mission. BUT your are right, there is none done for you by the editor. You'll need to create one yourself with a text editor (notepad would do for instance, make sure you save it as .ext). The link provided above covers what can be and should be put in that file -
How let people sit on a chair?
PuFu replied to AAD10 Pete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
using switchMove rather than attachTo. you should try this one.... sitUnarm_L_idleLoop_inUH1Y this is a (incomplete) list of know A2 animations: http://community.bistudio.com/wiki/ArmA2:_Moves -
Few newbie questions about the editor...
PuFu replied to MasterChief096's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is no such thing as team switch in MP. However, you can have the respawn set so if you die, you spawn in the group (if the group AIs are still alive) or on the side (if AIs on the side are still alive). check this: http://community.bistudio.com/wiki/Description.ext#Respawn... Yes, choose from the available list of waypoint types (move, search and destroy, guard etc) CYCLE No, there isn't. EDIT: Wrong forum section. Nex time please post in the PROPER ONE: ArmA 2 - MISSION EDITING & SCRIPTING -
F-117A NightHawk - Alpha Released
PuFu replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That was done via armalib. It is in fact a bit of a hax (dll changes etc). Not possible using tools available atm for A2 afaik -
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
hmmm....MNO. what would be possible though is (especially if BIS releases a mlod/template) too look at how the "temperature texture" has been made, and then updated all the A2 content (huge project) with those....since the mlods for A2 are not foreseeable anytime soon.... -
Arma 2 Addon request thread
PuFu replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
you can script it in your mission...not really need for an addon -
what kju said also, would be important to list what mods you are running on the server. @AL doesn't tell much
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A.C.E. Advanced Combat Environment Mod 2
PuFu replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
removed -
wtill bollocks, don't get why those were removed, especially since you have in the controls options the commands where you could just bind some keys to
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How do I extract a model and reskin it?
PuFu replied to CornFlakes's topic in ARMA 2 & OA : MODELLING - (O2)
check this: http://www.ofpec.com/forum/index.php?topic=33537 -
Actually the correct anims for this ones would be AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDl.rtm - left sidestep and AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDr.rtm - right sidestep there is also a AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDb.rtm - back step To be found in: ca\anims\Characters\data\Anim\sdr\mov\erc\stp\ras\rfl\ You can Preview it yourselves in the editor using player playMove [i]anim[/i] I have never tried this myself prior to 1.03 though (and too lazy to reinstall just check that), and if so, why would BIS remove it (evasive right and left binds don't work for me at least). Current repro: Sprint (2xW) then on the last step of your character(back to hold) press A or D But as Snyde said, with a quick addon, those sidesteps could be active and usable again :) (via 2xA or 2xD or event whatever key the user wants to set)