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lockjaw-65-

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Everything posted by lockjaw-65-

  1. lockjaw-65-

    Game of the year 2009 - Game Page

    Voted ARMA 2
  2. I would really like some help with the construction and coin interface. I have created a mobile hq which will allow you to build a base, hospital and some defence items. Thats all I want it to do, the problems that I am having are: when you deploy the base the original mhq is still there and you can build more than one base. The other problem that I am having is: if you get in the mhq and drive it to another location, get out and try and use construction, its not available? any help or suggestions will be much welcome....:o
  3. Thanks for your response, I will have a mess around with event handlers tomorrow. I think I need to put some kind of script in so that when you build the base from the mhq the base appears (mhq unpacked) and the original mhq disappears. In the mission Im making I want several mhq,s to be able to create base,s as and where needed, I want them to be set up once only like forward command post,s. If I can limit funds to each mhq then i can limit the amount of buildings that way. I have sort of done this "example": funds = 1500, to deploy the base costs 800 so this allows for only one to be made. the hospital cost,s 300 and the rest of the funds can be spent on various defences. One other thing is I also want these mhq,s to be respawn points with markers :-)
  4. but all the scripts you have to write with your hands ekk, for me thats the hard part lol. never thought about using coin, i think the reason is because of the cash involved. You see I dont want the cash part included, thanks for your imput :)
  5. As the title says im trying to make a mission using mhq's and I want to use several in my mission. What I want is a mhq to drive anywhere on the map, unpack it. Then have the defense options from it as well as a respawn. So basically it can set up a small base anywhere on the map. Any help would be great thanks :rolleyes:
  6. Cant wait for Mr Murrys editing guide, hopefully it will explain a lot about the modules!
  7. Just been messing around with secops for first time, must say im very impressed with the whole thing. I like the transport feature. What would be really good would be the abilility to call in a chinock (for example) to lift a tank etc and transport it to a location of your choice. A bit like Mando hitch. Is this possible at the moment or is anybody working on such a thing? :) BTW I have noticed that a lot of the side missions spawn on top of buildings etc. Camps can be part in and out of a building ,same as vehicle etc. Hope something can be done about this!
  8. Thank you for posting this info, it was needed so much :-)
  9. lockjaw-65-

    CALL FOR HELP: new to the game

    New players is a good thing, @ Liamr you need to practice all aspects of the game. I Played opf for hours online but mostly in single player. Doing single player missions then going to more complex missions being the squad leader. Played CTF online for hours, formed a clan and nearly got divorced lol. The point im making is its just learning all the different aspects of the game so they become second nature, then you can fit into any role :-)
  10. I kinda agree and arma is capable of much more, I suppose we still in early days yet for this sim. I like the idea of resource pool but I think my aims are for the bigger picture more like a full invasion. Your supplies are brought in from a fictious home land, thats why I thought of a time scale to represent travel. On the other hand I like your idea of transporting your resorces from town to town, this would make for good secop missions i.e. "Ambush that supplie convoy" :)
  11. I would do away with the money system altogether (hate it when it comes up with the amount when you make a kill). Instead i would do everything on a time scale, each unit is available in a certain amount of time and depends on towns etc. not sure how to implement but thats the line I would go down
  12. lockjaw-65-

    Oden Warfare Pack

    Runs good, one thing though, I did not notice any enemy ai air activity
  13. voted, dont need to say what for lol
  14. lockjaw-65-

    Editing Superpowers?

    Ahh I found it, go to your addons folder where your game is installed. its in the pbo file "missions" you need to unpack the pbo then you can place it within your editor, there are also some good templates :)
  15. Hi all, I have searched but cannot find any reference. Is it possible to edit the mission superpowers that comes with the game, cant seem to find the file. I love the layout and style and even more now with the extra parameters. I want to add some custom weapons etc. Any help would be much appreciated :confused:
  16. I have been searching but can't find any info on this. Does anybody know if this is compatable with arma2 because i can't seem to get it to work. Any help would be great or any info about another way to create vehicle lift :o
  17. lockjaw-65-

    Mando Hitching for ArmA2

    thanks guys for replies, @ Mandoble have you got any plans to port it over soon. @ Manzilla I looked at Xenos domination but I too got overwhelmed lol....
  18. lockjaw-65-

    Mapfact.net discussion thread

    Phew, relief, great to hear this :bounce3:
  19. lockjaw-65-

    Mapfact.net discussion thread

    This is really sad news. Are you still working on dacs 2 or has that come to an end too??
  20. lockjaw-65-

    Oden Warfare

    Hi Oden, I was looking forward to playing your latest map last night. When in the game none of the constrution worked for me, I let ai becaome commander and it seemed to work fine for them. I then loaded up some of your older versions and that was the same?? any ideas thanks
  21. lockjaw-65-

    I just pre-ordered COD Modern Warfare 2

    No need for us to say anymore :)
  22. Cannot install it says my version is 103 but i know its 104? any ideas!
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