spetsnazcu
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You were kicked off the game, session lost
spetsnazcu replied to Lauri90's topic in ARMA 2 & OA - TROUBLESHOOTING
Same thing has been happening to me, except I found that if I turn off the mod folder I can join any server just fine. So no custom anything for me anymore, this has to be fixed. -
This is also happening to a friend of mine. If you guys find what it might be, let us know here. Thanks!
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Changing uniform
spetsnazcu replied to Cyborg11's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i'd love to try this out if it gets done! -
Hi all. -Okay so there's a flag named flagCDF. -A soldier named charlie_6 -Theres a trigger set over it with on activation flagCDF setFlagOwner charlie_6 So it all works fine, as the soldier walks to trigger zone, the flag becomes his. However, when i respawn, the flag goes back to flag pole, but once I respawn, I cannot retake the flag. I'm guessing its because once flag respawns, the flagpole loses its flagCDF name. Anyone have any idea how I can set it so everytime charlie_6 walks up to the flag pole, he can take the flag? Thanks in advanced.
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how to disable ingame speech/greetings?
spetsnazcu replied to daza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://www.ferstaberinde.com/f2/en/index.php?title=Disable_BIS_Conversations -
Nope, not lies, only truth. Sahrani Radio, we interviewed him and he told us. Here's proof. :D http://www.armedassault.eu/Table/Sahrani-Radio/Radio-Shows/menu-id-12.html
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Never heard of this... lol i still play it like if it was ofp...havent really paid attention to many of the new keyboard features
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Nope, when we interviewed Ivan, he told us it would most likely come out in one of the patches.
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Actually, with the built in ALICE module(ambient civilians), the civilians go about their own lives in the town, and some meet up and start having conversations. Another time I noticed one civilian randomly died in his yard and a few civilians ran over and started crying beside his dead body and speaking with a sad tone. But as soon as firing and explotions happen, they scream as they run inside their houses.
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INIT.sqf to start more than 1 thing
spetsnazcu replied to spetsnazcu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yea it makes sence what you said. So I've rethought and redone the whole thing and now it works. -
INIT.sqf to start more than 1 thing
spetsnazcu replied to spetsnazcu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, not really. I didn't name the unit "player". I had a feeling with that code that it was required. The mission is a multiplayer for 8 players, 4 bluefor and 4 opfor. I would like all 8 playable units to be able to access the briefing, and when respawn, to keep their ammo. thanks for you patience guys lol -
INIT.sqf to start more than 1 thing
spetsnazcu replied to spetsnazcu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
okay, it all works great, however, only for the unit set as PLAYER, when i test it as another PLAYABLE unit, it doesn't work -
INIT.sqf to start more than 1 thing
spetsnazcu replied to spetsnazcu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol funny that you pointed that out, and you're right, however, when i switch it around the other thing doesnt start. -
INIT.sqf to start more than 1 thing
spetsnazcu posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The mission is a multiplayer for 8 players, 4 bluefor and 4 opfor. I would like all 8 playable units to be able to access the briefing, and when respawn, to keep their ammo. Okay, so aparently, the INIT is only starting the first command it is given and not the ones after it. So in my example its not starting the briefing, unless if I put it before the other code for retaining weapons. But then if I do put the briefing first, the code for retaining weapons won't work...arg... Can someone check it for me please? Thanks for your assistance advanced. Here's the code in my init.sqf while {true} do { waitUntil {!(alive player)}; // Save the weapon config of the player when he die. PlayerWeapons = weapons player; PlayerMagazines = magazines player; waitUntil {alive player}; // Give back the weapons the player had when he died. removeAllWeapons player; {player addMagazine _x;} forEach PlayerMagazines; {player addWeapon _x;} forEach PlayerWeapons; player selectweapon (primaryWeapon player); }; }; }; }; //// execVM "briefing.sqf"; }; }; }; /// waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; ////// waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; ////// waitUntil {!isNil {BIS_ACM2 getVariable "initDone"}}; waitUntil {BIS_ACM2 getVariable "initDone"}; [1, BIS_ACM2] call BIS_ACM_setIntensityFunc; ////// waitUntil {!isNil {BIS_ACM3 getVariable "initDone"}}; waitUntil {BIS_ACM3 getVariable "initDone"}; [1, BIS_ACM3] call BIS_ACM_setIntensityFunc; ////// waitUntil {!isNil {BIS_ACMcdf getVariable "initDone"}}; waitUntil {BIS_ACMcdf getVariable "initDone"}; [1, BIS_ACMcdf] call BIS_ACM_setIntensityFunc; [bIS_ACM, 300, 500] call BIS_ACM_setSpawnDistanceFunc; -
MP respawn dialog
spetsnazcu replied to lanmancz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah nvm, does work, however, had to put it in beginning of of the init.sqf