raedor
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Everything posted by raedor
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Dynamic-AI-Creator (DAC) V3.0 released
raedor replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Haha, what about reading the readme files? -
Dynamic-AI-Creator (DAC) V3.0 released
raedor replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cool, congratulations to this release :) -
Arma 2 Addon request thread
raedor replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Merged idea thread into here. Smurfbr, next time please RTM such a thread. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
raedor replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Merged the last post in here, sounds like an ACE problem. -
Annoying problem with UPSMON
raedor replied to Ish's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Exactly. http://forums.bistudio.com/showthread.php?t=91696&highlight=upsmon%23 Closing. -
Glad to help. ;)
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_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
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Censoring offending chat (I am offended)
raedor replied to SWT_Janowich's topic in ARMA 2 & OA - GENERAL
This thread can't be taken seriously. See this one of the same creator: http://forums.bistudio.com/showthread.php?t=96093 Closing. -
ArmA2 1.05 Impressions - ALL Impressions/Videos/Screenies Here
raedor replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Merged voice acting thread into here. -
PC Discussion Thread II - All PC related discussion goes here.
raedor replied to Placebo's topic in OFFTOPIC
Merged Paul's thread into here. -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
raedor replied to Major Fubar's topic in OFFTOPIC
As we're at it: I met the turkish president Abdullah Gül in March: Larger -
Stay doggie, stay!
raedor replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want vehicles to stay, just use this setFuel 0 -
Guys, this is not a 2nd PR thread, so please stop discussing "PR only" here.
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James "Planck" McNicoll: 1952 - 2010 Rest in peace our friend.
raedor replied to hoz's topic in BOHEMIA INTERACTIVE - GENERAL
: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. :( -
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"
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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 ...)
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That's not true as the other clients will remove your unit then. Try this as condition: {isPlayer _x} count thisList == 0
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Extract BIS ArmA2 models - legal?
raedor replied to icewindo's topic in ARMA 2 & OA : MODELLING - (O2)
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. -
Project Reality Development
raedor replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Too late, they already have him on board ... ;) Check this. -
Problem with stringtable / say / sideRadio
raedor replied to W0lle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Huh? Did you try this? titles[]={0, $str_voice_01}; -
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.
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CSLA Studio - work in progress thread
raedor replied to MAA's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
When it's done, as always? -
Nearestobj laser?
raedor replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just create the plane, make sure it flies and give it a WP "S&D", then it should automatically attack. -
looking for Simple delete dead body script
raedor replied to davincy81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. ;) -
ArmA II: Operation Arrowhead discussion thread
raedor replied to Tonci87's topic in ARMA 2 & OA - GENERAL
p75, do not quote images and mind your language.