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ricki

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Everything posted by ricki

  1. ethne: http://www.acemod.net/wiki....AH1_.3F How does my AI gunner switch weapons in the AH1 ? Press 'Command Mode' key (usually: SPACE) + 'Weapon Switch' key (usually: F) i suggest you inform yourself on other issues over at the wiki page if needed
  2. ricki

    c-mag for M4

    yes, edit ur CMag to the M4 config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> magazines[]={20Rnd_556x45_Stanag,20Rnd_556x45_Stanag,100Rnd_556x45CMag};
  3. u can retrieve the unit that performs the action in a script (when set in the statement) with _unit = _this; if that helps u can use all kind of things in the condition field like normal if checks in sqf / sqs. u can set statements like global vars or run scripts
  4. ricki

    Change cargo eject animation

    u have all necessary memory points in for cargo ? if missing unit is ejecting high above ground and falls down. u have set getoutAction in config to "GetOutLow" or "GetOutMedium" ? other than that, not sure if u can have other animations
  5. ricki

    Convert OFP faces to ArmA

    if u need help skype me
  6. ricki

    Falseprophet's fx mod..

    when u hook up a vehicle and fly to fast, it falls down and u still got the action "release vehicle" in the action menu. when u try to pickup another vehicle, and have accidentally pressed the "release vehicle" action, the attached vehicle gets immediatly released after u hooked it, with a hint "vehicle released". the "release" action stays in the menu. for some reasons the "drop medbox action" disappeared when i tried to hook up vehicles/release them. tested with uh60 mg and there are several annoying typos in. ** I dont like that u can drop a medic box from a UH 60. Pls make this only useable to M113 Ambulance. Would make more sense imo. Is it intended that you switch from rifle to pistol, when attaching the silencer ? U also gain a M4 QDS which has single and auto fire. The "normal" M4 the most units are equipped with only have single and 3 round burst. Also my action menu is "overloaded" with actions, when standing near choppers. think about using GetIn eventhandler. or make a monitoring script which checks if the chopper has a pilot, and ONLY execute the script for that seat. Dunno if *this* will conflict with other users in the same chopper who have the mod installed too. Saying that the action menu is overloaded, you should add some priorities which action should be on top, and which not, its a pain in the ass to scroll down the huge list. U also should remove 1 Illumination action, and change color to white or yellow. And the action to attach a vehicle should come on TOP automatically when u hover over it, instead of having 1 more action entry in the menu.
  7. ROCKO_ILS Enables ILS system for helicopters and aircrafts. Utilises OFPEC ILS script. - 100% OFPEC stuff - Extended Init Eventhandler required (not included). Check readme.txt for more information. Fully signed. Full credits to OFPEC for the original script. Mirrors welcome. How this works ( showing OFPEC ILS script)Get the file here Report bugs and whatever here. regards rocko
  8. ricki

    Rocko_ils

    Hi, just to make things clear. I intended to do this private but public seems more suitable for me. Permission issue: leads to credit issue: quote from actual readme.txt as well as: and: Naming the .pbo: quote from OFPEC TAG Information site http://www.ofpec.com/index.php?option=com_tags&task=info Expectations from OFPEC to release FIRST in their boards (for what ever reasons) sounds ridiculous to me, as this mod utilises an existing original resource. Seeing one of the OFPEC staff complaining about several things in his THIRD post, after posting 2 times before where no complains were brought, is a lack of reclamation as it just came "too late". Why not earlier Mandoble ? The wish for not redistributing the resource is decrepit, as this is a mod and not a modified script. I suppose this is how it's meant. Result 1: Sticking to OFPEC rules and even giving proper credits is a crime. Result 2: I became insulted from one of the guys involved for so called "robbery" as mirror hosters just renamed the resource (which is not in my hands). Anyways I am not a f*cker and will ignore both results. The resource has been deleted in the initial post. I insist that all current mirror hosters delete this mod from their FTPs to stop it`s spreading. Those who have followed the discussion can make their own point of view from the facts I gave. Sorry that things have turned into this. Those of you who already have downloaded the mod, be glad that you can use it. It's a shame that ppl take things too seriously to give away great things to the community, for a wrong naming of a mod. Just my opinion. So the resource is not distributed anymore. I am thinking of going for a private release - Â I am not going to ask for a colaboration with OFPEC, not after the last PM from a certain member, who obviously has no clue of their own webpage nor has read the readme at all. Sarcasm is intended. So long Best regards and merry Xmas to all of you rocko
  9. ricki

    Rocko_ils

    initial download link deleted
  10. ricki

    Rocko_ils

    stick to the topic pls. thanx
  11. ricki

    Rocko_ils

    what do you mean by this cheetah ?
  12. ricki

    Rocko_ils

    k i see, if you set yourself in a airplane or chopper directly flying in the air in editor it wont work. it has an eventhandler "get in" so only if an air vehicle is on the ground and you get in you have the action ILS in the action menu. it was annoying to have the action called "ILS" even if you were standing outside the vehicle. so i decided to add the get in eventhandler. sorry for that.
  13. ricki

    Rocko_ils

    WHAT exactly does not work ? Using same configuration as you and it works for fine me.
  14. ricki

    Wind deflection

    fing awesom - we gonna try it on our server. so i will report back laters how firefights against ai will look like now. thx so far
  15. ricki

    Wind deflection

    so i take this right, when installed on a server it will affect (enemy) ai only ? right ?
  16. ricki

    Mp nitro boost

    think they use setVelocity , but not sure good luck
  17. ricki

    Ctkua

    hi, is it a good thing to post an editor screen which shows most of the enemy positions ? Â ed: uhm, or r the own units red ? looks weird tho... regards rocko
  18. ricki

    Music player - HULK_OggPlayer

    cool video mate !! thx 4 contributing... what is the 2nd track called ?
  19. ricki

    SQF revive script

    Yay! thanks ! works now. sorry for my stupidity
  20. ricki

    SQF revive script

    ^^ yeah but whats the issue with the second unit spawning near my dead body ? disabled mission end func. but second unit is still spawning near me.
  21. ricki

    SQF revive script

    hey maybe some1 knows that problem. i ve set up the init.sqf and everytime i die (tested with grenade) a second unit is spawned near my dead body and seconds later my alter ego, formerly dead is switched into this unit and seconds later the message appears "mission failed ...." whats wrong ? i created all markers on the map, had a logic called server. this is the init.sqf (only the var config - rest deleted) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _NORRN_mission_end_function = 1; //array no.0 _NORRN_reward_function = 0; //array no.1 _NORRN_team_kill_function = 0; Â Â //array no.2 _NORRN_all_dead_dialog = 0; //array no.3 _NORRN_JIP_spawn_dialog = 1; //array no.4 _NORRN_nearest_teammate_dialog = 0; //array no.5 _NORRN_unconcious_markers = 0; //array no.6 _NORRN_follow_cam = 0; Â //array no.7 _NORRN_call_out_function = 0; //array no.8 _NORRN_revive_timer = 0; //array no.9 _NORRN_heal_yourself = 0; //array no.10 _NORRN_kegetys_spectator = 0; //array no.11 _NORRN_water_dialog = 0; //array no.38 NORRN_player_units = ["a","a1","a2","a3""]; _NORRN_no_respawn_points = 1; //array no.12 _NORRN_Base_1 = "lsd_spawn_1"; //array no.13 _NORRN_Base_2 = ""; //array no.14 _NORRN_Base_3 = ""; //array no.15 _NORRN_Base_4 = ""; //array no.16 _NORRN_time_b4_JIP_spawn_dialog = 10; //array no.17 _NORRN_Base_1_respawn = 0; //array no.18 _NORRN_can_revive = "soldierWB"; //array no.19 _NORRN_can_revive_2 = "soldierGB"; //array no.20 _NORRN_can_be_revived = "soldierWB"; //array no.21 _NORRN_can_be_revived_2 = "soldierGB"; //array no.22 _NORRN_no_enemy_sides = 1; //array no.23 _NORRN_enemy_side_1 = "EAST"; //array no.24 _NORRN_enemy_side_2 = ""; //array no.25 _NORRN_max_respawns = 1000; //array no.26 _NORRN_respawn_button_timer = 6009; //array no.27 _NORRN_distance_to_friend = 20000; //array no.28 _NORRN_revives_required = 10; //array no.29 _NORRN_no_team_kills = 5; //array no.30 _NORRN_revive_timer_type = 0; //array no.31 _NORRN_respawn_position = 0; //array no.32 _NORRN_revive_time_limit = 6000; //array no.33 _NORRN_no_of_heals = 0; //array no.34 _NORRN_lower_bound_heal = 0.1; //array no.35 _NORRN_upper_bound_heal = 0.7; //array no.36 _NORRN_follow_cam_distance = 50; //array no.37 thx regards rocko
  22. ricki

    DDAM NATO M113A2

    CTDs all over <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warning Message: Cannot load material file c:\games\arma\@ddam\addons\ddam_m113\elcan.rvmat. Cannot load material file c:\games\arma\@ddam\addons\ddam_m113\elcan.rvmat Warning Message: Cannot load material file c:\games\arma\@ddam\addons\ddam_m113\tmgrail.rvmat. Cannot load material file c:\games\arma\@ddam\addons\ddam_m113\tmgrail.rvmat Blowin up arma.rpt.... just some of em. deleting now regards rocko
  23. no, no need to binarize, until it's working  here is a link to a pboprefix discussion link
  24. hi just for interest: [did you try leaving the pboprefix and renaming the .pbo file only to nfs4 ? wondering WHAT will happen if you do like the above.] the problem itself: maybe if you have a pboprefix and call \nfs4\res only add in config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound[] = {"\sfx\rad...ogg", NUMBER, NUMBER};
  25. second: if you define sounds in the "addon" you dont need to define the sounds in the description.ext. if you just copy the sounds into your addon without a sounds config the description.ext wont access the sound files in your addon. you need to define the sounds in you config.cpp /.bin then you can easily call the sounds with say or playsound command edit: your resources for sounds would look like this in your config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds { class Radio_Squark { name="Radio Squark"; sound[]={"\nsf4\res\sfx\radio_squark.ogg", db+20, 1.0}; titles[] = {};}; }; but interesting graphics work this way but no sounds
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