proxemo666
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I was wondering if it is possible to replace only the skin and sound for the default m9 with this. I don't want to edit the damage so I can still play MP. Thanks and good work. Looks well made.
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FDF= Quake Wars Hows that for a generalization?
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Jeezus. Go play resident evil. That's too much for this game.
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Well F me sideways: *Warning* Though the following video is a live action shot, it does not show any blood/gore and you cannot see any enemy combatants. It is basically a POV of soldiers shooting at a building. If this is not allowed, I am sorry and will accept my punishment. My intent was to compare CSM and a live action shot. Actual Chammy I salute you. I was in disbelief in the accuracy of your mod. IF anything, turn up the volume on all .50 cal and vehicle mounted weapons.
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I have mentioned earlier in this topic (not searching through 53 pages) and had already mentioned this. It is not a bug with the game but a bug with CSM. I have confirmed this. Someone else acknowledged this as well. CSM is the only sound mod I run. When CSM is not running (and my other mods are) the gun works. ArmA w/o ANY mods and updated to 1.08 = gun works ArmA with CSM only = gun does not work.
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icemotoboy I think the problem stems from the repackaging hint you told me. I named the mission "test" when I first started to make it and when I wanted to test it, I named it something else. When I saved the mission under the original name (test), everything worked! I still got the game logic error which I should be able to fix with no problems. I know you mentioned repackaging and what you did but I am still a little confused. How do you "repackage" the scripts? I don't quite follow what you said about "manually package the file and move it from my SP missions to my MP missions and ensure all the scripts are there". Do you first save the file to SP missions and then copy and paste the mission folder into MP and then make a pbo out of it? Thanks in advance.
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Ok. So I decided that I wanted to test my map that I made. Got all the scripts working fine and everything. I've only tested this in the editor though. I decide to host it online on my box and now crap hits the fan. None of my scripts work, I received an error where I needed to add a gamelogic and call it server (which I did) and it is saying that one of my scripts (xxx.sqs is not found) when it is in the folder. I have no idea what the deal is. A quick search resulted in the differences between local and server. I'm a noob at this so please explain this to me in english and not refer me to another link unless the link is server scripting for dummies. I have searched and found the link that explains it but it didn't help me as far as coding it to get this to work. My problem is: Why are my scripts not working? (I know there is a difference between local vs server) but I have no clue. Why is it saying I'm missing a script file when it is in there? Here is an example of one of my scripts: i.e. -------------------------------------------- test.sqs: hintC "blah blah blah." I then create a trigger, set parameters (act. by blufor, etc) and in the activation line put: this exec [test.sqs]; ---------------------------------------- I want the hintC command to be read on everyone's PC even if they do not activate it themselves. In SP, it works great. In MP, I could walk and do backflips over the trigger and nothing happens. This is a simple script. I am using Arma Edit for this. I also just noticed that my "wizard created custom crates" in Arma edit do not work. NOTHING WORKS in MP.
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AimPoint Desert Weapons 1.3
proxemo666 replied to AimPoint's topic in ARMA - ADDONS & MODS: COMPLETE
So does this config replacement file change the default m4's to this desert? If so, does it change the firing mode as well? I don't want to be seen as cheating with a full auto m4. I just want to change the looks to this and keep the 3 round burst for "non-cheating" purposes. I think the supressed m4 is the only full-auto m4. This is very sexy btw. Good job. -
Apparently this script doesn't work in MP. How would I get this to work in MP? I tried hosting it and none of the scripts work?
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I was just curious as to whether or not there is a fix for the m16/acog/m203? It appears that if I use it, I am unable to shoot the m203. It only affects this model of rifle. The m4/acog/m203 works fine. I figure I'd let you guys know before you release the new version and if it has already been posted, sorry but I didn't want to search through 45 pages. Continue the good work!
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Trying to activate a trigger based on direction
proxemo666 replied to proxemo666's topic in ARMA - MISSION EDITING & SCRIPTING
Yeah things will be more difficult because it will be more than one player involved with the trigger. 4 people enter a room and 4 must exit. I don't like the use of radio triggers in this case. I want it to be automatic with as little user interaction as possible. I do like that suggestion though and appreciate your input. I haven't tried this out but I think LCD344 suggested something that might make me look stupid. Right now the trigger just covers the doorway meaning once you are completely in the room, the player(s) are no longer in the trigger. If I expand the trigger to cover the entire room, then the trigger will stay active until everyone leaves. I will try this and see if it works. I'll post back later. -
Trying to activate a trigger based on direction
proxemo666 posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hello. I have a trigger/script set up so that when a player enters a room, a timer begins. Everything works perfect except when I exit the room, I have to cross the trigger which activates the timer again. (This trigger must be activated every time I enter the room so putting the trigger on "once" will not work.) My question is if it's possible to only activate the trigger when crossing it from a certain direction (entering the room)? or Is there a way so that once I activate the trigger, it will not reactivate until I leave and reset the room (which I have done using another script). -
Thanks man. I was sweating hoping that I didn't have to redo this.
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I have a question regarding this mod and editing. I made the mistake of editing a mission using the shortcut with this mod instead of my default arma (no addons). Now when I try to edit the same mission using the default arma, I cannot open it and receive the error along the lines of "cannot edit this because it's missing downloaded content, csoundmod" or something like that. Is there a way to fix it so I can edit the map and not receive the error using default arma (no addons)? The shortcut that I accidently edited the mission with has chammy's mod and arma effects. Great mod btw!
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limiting blast radius/damage of satchel
proxemo666 posted a topic in ARMA - MISSION EDITING & SCRIPTING
Does anyone know how to limit the blast radius and damage to a satchel? I did a search and found something about making bullets harmless but not sure how to edit that to make it satchels. Is it possible to only have satchels from a certain crate be edited and satchels from a different crate have the default characteristics? Also, is there a way to swap out an object (MP). I want the wall that once it's blown up (preferably with the satchel), instantaneously changes into another wall with the hole in it simulating that the satchel charge blew a hole. Thanks in advance