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shark-attack

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Everything posted by shark-attack

  1. shark-attack

    Best Coop Mission

    hey thanx snake ... pleased you enjoyed m8
  2. shark-attack

    alt tab

    thanx mate
  3. shark-attack

    alt tab

    hi .. since installing patch 108 i am no longer able to alt tab to other programs (notepad) whilst editing ... every time i try arma encounters a problem and needs to shut down ... only started happening since 108... any one else having similar issues and is there a work around ? many thanx in advance
  4. shark-attack

    alt tab

    forgive my ignorance ... but how do i do that
  5. shark-attack

    C&H Obregan

    big fan of youre work ... will keep an eye open for this one ... keep it up matt ...
  6. shark-attack

    The Tiptoe Boys II

    thanx for heads up blanco ... have changed to suit !
  7. shark-attack

    The Tiptoe Boys II

    hi  paveq have been toying  with  exploding  sapper  but  i feel  a  shot  to the torso  could  possibly  detonate  a mine  strapped  to  sappers  back .. not in real life ...  but  in game ... encourages  player  to  go  for  head shot ... there  are  only  3  sappers  in  the  mission trying to keep player on  his  toes try  the new version  reaction  times  of  perimter  guards  have  been  lowered thanx  a lot  for  input ! Â
  8. shark-attack

    The Tiptoe Boys II

    UPDATED  version 5 ================= added  option to hide  dead  bodys map is easier to find enginners  only  explode  if  hit  in torso fixed issues  with  silvas position  after savegame more response  from arty teams fixed  issues  with  silvas extraction perimeter  guards (tents)  smartened  up ... ================= thanx  blanco  liongreek  charvel and matt  for  feedback if ever i can return the favour just let me know... nice one lads!
  9. shark-attack

    hide the dead

    guys im having problems hiding the bodies of fallen enemys unit init this AddEventHandler ["killed",{this addaction ["Hide Body","hidebody.sqs"]}] script _body = _this select 0 _act = _this select 2 _body removeaction _act #loop _body setpos [(getpos _body) select 0, (getpos _body) select 1, ((getpos _body) select 2) - 0.1] ~0.1 ? ((getpos _body) select 2) < -0.5 : exit goto "loop" problem is body isnt "swallowed" by ground ... it twitches and moves about but isnt removed any help more than welcome ... many thanx in advance
  10. shark-attack

    hide the dead

    thanx mate ... sorted !
  11. shark-attack

    hide the dead

    thanx for clarifying this AddEventHandler ["killed",{this addaction ["Hide Body", what here]}]
  12. shark-attack

    hide the dead

    i dont  get  an  option to hide the body using hidebody ... it happens automatically
  13. shark-attack

    hide the dead

    played  with this  and it works  well  for deleting dead  how  would i include it with action many thanx
  14. shark-attack

    Info on upcoming 1.08 patch

    the  support  from  bis  is  great ..  constantly  fixing  there  product ... Â
  15. shark-attack

    OutBreak - The Infected.

    sounds  good mate ... good luck !
  16. shark-attack

    The Tiptoe Boys II

    another good point raised thanx again blanco will hopefully have all points adressed by the weekend and will release an updated version .. again many thanx to all for feedback
  17. shark-attack

    The Tiptoe Boys II

    great point guys hide the dead will include in update .. again many thanx for feedback!
  18. hi ... how would i set an event handler to detect if a unit was shot in the back or body and call a script if this happens..? many than in advance
  19. shark-attack

    shot in the back

    lol ... i agree ... Â but a nice touch ...
  20. shark-attack

    shot in the back

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> UNITS INIT this addEventHandler ["dammaged", _this execVM "myScript.sqf"}] MY SCRIPT unit = _this select 0; _hitPart = _this select 1; _damm = _this select 2; ? (_hitPart == "body") Â : [] exec "blast.sqs"; exit simulates a body shot good enough for me ... thanx to LCD Â works a treat
  21. shark-attack

    shot in the back

    thanx mate ... what i was wanting to do was if an engineer was shot in the back his mine what he carrys would explode... thanx again
  22. shark-attack

    The Tiptoe Boys II

    thanx  blanco  will  give it a shot ... any tips  on how to use  _time more than welcome ... and  thanx  for the tip  about the event handler  for  sappers** edit ... got it working  nice touch also blast now alerts others thanx again for heads up ... have  also  fixed a slight bug with generals  bodyguards will include  everything  in next update ... again many thanx   nice one Â
  23. shark-attack

    The Tiptoe Boys II

    @blanco... snipers are  syncd  with searchlight ... engineers  i  added explosion  for effect  .. bad idea .. i have  noticed  a few  things  when saving  game .. ie  locked doors  become open ... maybe remove save game option ? . @ paveq  i havnt  marked the start  on this map  because  there a several possibile locations ... try ing to simulate a paradrop into ocean ... start point  is random  ... @matt .. pleased you enjoyed ... ========================== as  always  thanx  for  feedback  ...  will fine  tune  and fix the issues raised .. most of which have been in new version ! any feedback on airsrike which becomes available  after data recovery...? cheers  all ... edit ==== spotted fault with static gaurds around tents at southern start point .... will fix and update ...
  24. shark-attack

    The Tiptoe Boys II

    also works in beta v 107
  25. shark-attack

    The Tiptoe Boys II

    updated to new version slight bug  with download action  fixed .. Â
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