slimnala
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(EVO)CTI Release Full Release of EVO CTI
slimnala replied to arma.isgreat.org's topic in ARMA - USER MISSIONS
This link should be hosted by Arma sites.... It is horrible that someone makes some % of a cent every time u click on it.....I got 10-15 pop-ups.... I didn't find download link....... my opinion Blacknight -
I also want to praise this addon..... CEX makes controlling a small army easier with more situational awareness. QUESTION Is it possible, and if so how would I go about implementing the CEX system into RTS4 Issues: 1.) units get created dynamically under player control 2.) squad structure needs to be changed by color assignment made in game, or other menu interface accessible in game... I wanted to see if Spinor or anyone else could help.... This game is still in its own category as far as I am concerned.... Being able to control 30 AI for each human player.... This ability or function is not be utilized enough as far as I can see. Thanks for your time, Blacknight
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Awsome job on addon..... 1 issue: I set-up a Versus mission and it works good but both sides see the waypoint line. which means opfor can see Blufors waypoint lines. Is there a way to set the lines to side specific? thanx Blacknight
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The 6 AA rockets is not a bug......It was originally put in to combat the broken vulcan/silkas, and to keep air power balanced..... Also the fact that planes can take 2-3 rockets and still fly......I would guess this balance issue will be addressed when mando missles is incorperated. Blacknight
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Organized RTS-4 matches.... Every Sunday at 8pm est       KaRRiLLioN Bootcamp Server          209.193.133.66 Teamspeak IP: 208.63.124.254  Password:corn So It would be great if people could join TS and we could get some "scrimmages" going. So I was thinking setting up a time where RTS-4 fans can come test thier skills as a team player. We will choose experienced commanders who will than choose 1 by 1 like you did on the playground. Everyone will need to be on Teamspeak for thats what makes the Team play thrive. If you do not have a mic that is fine just join anyway. With Victory points and currency added in version 1.1, games do not last 10 hours. Plus, the game mode changes require a team approach towards victory. Blacknight ***if you are not familiar with Karrillions RTS-4 please goto link below he lays it out very nicely.***** http://www.flashpoint1985.com/cgi-bin....t=60631
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It would be nice to have a Scrimage system, but we would have to gauge the potential participation. could we get 4 teams of 10-15 players some type of organized play would solve many of the issues presented in this style of play. I remember that in OFP RTS-3 the best part was knowing that everyone was on Teamspeak(TS) and helped each other out. I have yet to play a RTS-4 where at least 5 players on each side was on TS. Plus, it would minimize the cheating, and we could employ Referees in the Civ slot to watch over battle with spectator script. Blacknight
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I skimmed posts did not see this: Stats on AI kills under my control........(armour,air,inf) Much of the experience for me in ofp and Arma have been controlling AI. So It would be nice to have a few stats dedicated to AI kills under your command.....for such game mode as RTS. Blacknight
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Hay guys, I did a search......but found nothing.... So I wanted to get some direction: Ability for person in a respective co-pilot seat to take over piloting helicopter or 2 man plane maybe add an action in the menu for the pilot to activate this ability, but if the pilot gets shot or disconnects the copilot can switch spots or take over control of the chopper.... Any thought or anything already out there? Thnx Blacknight
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thnx Gnat I will check this out this weekend. I appreciate ur response greatly...1 question tho where u on foot and in the group of the styrker...also where u in multiplayer? thnx slimnala  edit** found this in the bug reporting system..... 0001621: The Stryker ATGM AI will not target or fire at... Description:  The Stryker ATGM AI will not target or fire at any OPFOR target unless the player is inside the vehicle.[v1.02 czech] says it will be fixed in 1.07, so I will wait and see...
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Hello all, I have recently started on moding the stryker and Brdm to fire AA missles. Everything seems to be working fine. The main issue is that when I put these vehicles in a mission with AI they do not fire at choppers, unless I am in a vehicle. I don't have to be in the same vehicle as the AI. I also put a few  vulcans in the mission... an they never fire at the chopper...So I have a feeling this is a ARMA issue. Well if is something I have done in the config let me know... Armainter.pbo Thnx Slimnala
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hello all, I am have trouble with a condition and need a little help. It seems to only work for the server.....any suggestions.. this action is under the addon and in it's own .pbo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class RELOAD { displayName ="Reload Magazine"; position = "pos r"; radius =3; onlyForplayer= false; condition = "(count nearestObjects [this,[""UralReammo"",""Truck5tReammo""],10] != 0 ) && (not (someAmmo this))"; statement = "this addmagazine ""4Rnd_AA_Brdm2"""; }; }; any suggestions are appreciated thnx slimnala
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Error message when importing from OFP
slimnala replied to slimnala's topic in ARMA - MISSION EDITING & SCRIPTING
 Thnx sickboy that was it slimnala -
Ok guys, I ran into a problem importing a mission from OFP....This mission works fine in OFP. I am tring to get my units to be created through scripts but am getting this ERROR: <span style='color:red'>'....Esoldierpad, group _player,"",.5,_rank] |#| call createunit2' Error call:Type string, expected code</span> my menu's are working fine: this is part of menu dialog: Soldier.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = _this select 0 lbClear 3200 lbClear 3213 ctrlShow[3209,false] ctrlShow[3212,false] ?(side _player == East):goto "EastFillSoldiers" #EastFillSoldiers _index = lbAdd [3200, "Medic"] lbSetData [3200, _index, "SoldierEMedic"] lbSetValue [3200, _index, 55] these value's are sent to this file Purchase.SQS <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ##### File v1.53 w/ manned _which = lbValue [3210, 0] _index = lbCurSel 3200 _cost = lbValue [3200, _index] _vehicledata = lbData [3200, _index] _textname = lbText [3200, _index] _colortype = lbColor [3200, _index] _player = _this select 0 _manned = _this select 1 ?(_which == 1):goto "Soldiers" ?(_which == 2):goto "Weapons" ?(_which == 3):goto "Vehicles" ?(_which == 4):goto "Aircraft" ?(_which == 5):goto "Boats" closeDialog 0 exit ####################################################### SOLDIERS #Soldiers _unit = _vehicledata ?(side _player == West):goto "WestSoldier" ?(side _player == East):goto "EastSoldier" #WestSoldier ? eastnobuy==1:goto "enemypresent" _currentunits=count units group _player ? wscore<_cost:goto "nomoney" ?(_currentunits >= 1):_rank="MAJOR" ?(_currentunits >= 2):_rank="CAPTAIN" ?(_currentunits >= 3):_rank="LIEUTENANT" ?(_currentunits >= 4):_rank="SERGEANT" ?(_currentunits >= 5):_rank="CORPORAL" ?(_currentunits >= 6):_rank="PRIVATE" ?(_currentunits >= TroopMaxW):goto "toomany" _chooseunit = [_unit, getpos WSoldierPad,group _player,"",.5,_rank] call createUnit2 wscore=wscore-_cost PublicVariable "wscore" [_chooseunit] exec "FUNcTIONS\EquipNVGoggles.sqs" [_chooseunit] exec "FUNcTIONS\AddNewUnits.sqs" _chooseunit addEventHandler ["killed",{_this exec "\EVOObjs_PS\Killing.sqs"}] exit #EastSoldier ? westnobuy==1:goto "enemypresent" _currentunits=count units group _player ? escore<_cost:goto "nomoney" ?(_currentunits >= 1):_rank="MAJOR" ?(_currentunits >= 2):_rank="CAPTAIN" ?(_currentunits >= 3):_rank="LIEUTENANT" ?(_currentunits >= 4):_rank="SERGEANT" ?(_currentunits >= 5):_rank="CORPORAL" ?(_currentunits >= 6):_rank="PRIVATE" ?(_currentunits >= TroopMaxE):goto "toomany" _chooseunit = [_unit, getpos ESoldierPad,group _player,"",.5,_rank] call CreateUnit2 escore=escore-_cost PublicVariable "escore" [_chooseunit] exec "FUNcTIONS\EquipNVGoggles.sqs" [_chooseunit] exec "FUNcTIONS\AddNewUnits.sqs" _chooseunit addEventHandler ["killed",{_this exec "\EVOObjs_PS\Killing.sqs"}] exit createunit2.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //createUnit2 v 1.0 //By Backoff (michael@backoff.ch) //This function does the same as createUnit but it will return the new object id. //usage: //place the sqf file in your mission folder and add this line in your init.sqs: //'createUnit2 = preprocessfile "createUnit2.sqf"' _private = ["_class","_pos","_group","_init","_skill","_rank","_index","_return"]; _class = _this select 0; _pos = _this select 1; _group = _this select 2; _index = count units _group; _return = false; if(count _this > 3)then { _class createUnit [_pos,_group,_this select 3,_this select 4,_this select 5]; } else { _class createUnit [_pos,_group,"",0.5,"PRIVATE"]; }; if(_index < 12)then { _return = (units _group) select ((count units _group) -1); }; _return; I do have the preprocessfile  command in my init I think the error has to do with the values I am sending to createunit2.  Agian this works in ofp but not armed assault if that helps....... Any Idea's would be appreciated..... Thnx Slimnala