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raedor

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Everything posted by raedor

  1. Haha, what about reading the readme files?
  2. Cool, congratulations to this release :)
  3. Merged idea thread into here. Smurfbr, next time please RTM such a thread.
  4. Merged the last post in here, sounds like an ACE problem.
  5. Exactly. http://forums.bistudio.com/showthread.php?t=91696&highlight=upsmon%23 Closing.
  6. _IED = _this select 0; _caller = _this select 1; _id = _this select 2; _IEDpos = getpos _IED; _trg = createTrigger["EmptyDetector", _IEDpos]; _trg setTriggerArea [10,10,0,false]; _trg setTriggerActivation ["WEST","PRESENT",False]; _trg setTriggerTimeout [5, 5, 0, true ]; waitUntil {triggeractivated _trg}; _bomb = 'Bo_GBU12_lgb' createVehicle (getPos _IED); This should work. You could also write the bomb code in the OnActivation field: http://community.bistudio.com/wiki/setTriggerStatements
  7. raedor

    Censoring offending chat (I am offended)

    This thread can't be taken seriously. See this one of the same creator: http://forums.bistudio.com/showthread.php?t=96093 Closing.
  8. Merged voice acting thread into here.
  9. Merged Paul's thread into here.
  10. As we're at it: I met the turkish president Abdullah Gül in March: Larger
  11. If you want vehicles to stay, just use this setFuel 0
  12. raedor

    Why is this game not more popular?

    Guys, this is not a 2nd PR thread, so please stop discussing "PR only" here.
  13. :icon_sad: Not much I can express in words. Thanks Planck, it was always fun to chat with you! You were one of the best team mates I ever had. Thanks again. :(
  14. raedor

    Deleting multiple units?

    You probably have a trigger with something like player in thisList ... to create the zombies, right? Every player then executes this trigger. You have to add a additional variable for example (there are probably various other ways ...). Put this in a player's init: spawnedZombies1 = false Add this to the trigger's current condition: ... && !(spawnedZombies1) And add this to the trigger's onActivation line: spawnedZombies1 = true; publicVariable "spawnedZombies1"
  15. raedor

    Deleting multiple units?

    D'oh, sorry, I didn't see we're in the OFP section. Huh. Rellikki, this will again not work ;) As "player" is different on every client. For OFP, you have to do it this way: Give every player a name (name1, name2, ...) Put this in a player's init line: myPlayerArray = []; {if (format ["%1", _x] != "scalar bool array string 0xfcffffef") then {myPlayerArray set [count myPlayerArray, _x]}} forEach [name1, name2, ...] And this is your trigger's condition: {alive _x && _x in myPlayerArray} count thisList == 0 If there are empty slots and you have it filled with AI, the AI will be handled as player, so you have to make sure they're leaving the trigger as well. (Sorry, it's years ago that I coded the last time for OFP, so this doesn't work maybe ...)
  16. raedor

    Deleting multiple units?

    That's not true as the other clients will remove your unit then. Try this as condition: {isPlayer _x} count thisList == 0
  17. It is definitely forbidden to do such stuff (read the EULA you're accepting on installation of the game). It only depends on if BI tolerates it as they did (in the late phase) for OFP. But for A1 they didn't like it and I'm rather sure they won't like it for A2.
  18. Too late, they already have him on board ... ;) Check this.
  19. Huh? Did you try this? titles[]={0, $str_voice_01};
  20. loosebruce, I merged your thread into here. We appreciate that you're making such great videos, but we cannot allow everyone to have an own video thread. JW Custom, rather use the RTM function than wordless posting a link?! You're long enough around to know that.
  21. Just create the plane, make sure it flies and give it a WP "S&D", then it should automatically attack.
  22. You need to execute it once. E.g. in the player's initline: [] execVM "clearCorpses.sqf" I'd like to suggest using F2 as well, though, as you have mayn other useful features and a readme that explains all the stuff. ;)
  23. p75, do not quote images and mind your language.
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