sprite
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Everything posted by sprite
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The flags have a zone marked on the map in the team that owns it's colours (as can be seen in the screen shot). Should the "red" team have 4 players in the "blue" zone around the "blue" flag, and the "blue"'s have 3 players in there, then the "red"'s will beign to capture it, when the flag is captured it returns to the "blue" base.
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A.C.E. Advanced Combat Environment Public Release!
sprite replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Rucksacks - Can I ask if its possible to have an invisible rucksack. This may sound odd but its to allow addons that have a backpack pre modeled onto them to make use of the rucksack system without looking stupid? -
also if memory serves me correctly the folder name should change from missionx.ace_everon to missionx.sap_everon . This is the folder hat you will extract from the PBO that I am talking about
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I would still make it so you can enter, like have an animated ramp but make it so that people know its for eyecandy purpose only, or for ending missions (like make it an objective to make it into the cargo bay then the trigger ends it and cuts to the outro where the plane takes off)
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Looks good, I would add the blue and white cheverons as the m113 has - simply to match it.
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was just doing some testing and looked in my rpt file becusae of it. This line was in there, seperated out a fair bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File Matt_ArmAEffects\config.cpp, line 5263: '/CfgCloudletShapes.Matt_Fireball2': Missing ';' at the end of line
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You need to use the units through the editor as in put an Abrmas in fromt he Mcnool's section. It is not a replacement pack.
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native English as in from England? Or "native english" like americans? if you need UK voices, I will contribute being from the UK and all.
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for towing planes etc, look on ofpec for Mando Tractor scripts
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the pilots work fine for me, but the austrailians troops, and drens retextured swat units do this - but the origianl swat ones dont. I have no idea what it is but it seems to be with units using custom models.
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Hi, I tryed to use some custom weapons with my game - aimpoints and pingu's claymores. Both these rely on ammo boxes however all that shows in my menu is HWM crates, default ones and these - hundreds of them:
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im getting ctds but I cba testing it in isolation and I have more mods than modzilla
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is there an index of all the icp anims, as in a pic of each one with its name next to it?
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Ingram, I know there is one in QG, but it isnt that one, this one has a us flag and they are sat in the bed, not on the tailgate. Also it says "sf pickup, unreleased" as the comment.
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could you do it by making a trigger that senses if they have left the area and makes them return by completing the waypoint then sending them to another dismissed waypoint in the area again?
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could I be cheeky and ask if the m2a2 in one of your addon packs will ever be released in desert camo, to match the mcnool desert vehicles ? other than that question, nice work.
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nightkiller, what effects mod are you using for your explosions? nice pics btw
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wow, swift reply. OK thanks mate
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Johnny, not sure if this has been asked before, search didnt find anything (searched snow and winter) are there any plans to make snow camo units? This is purely becuase its christmas time and Im a bit bored and I found out there is the VIRUS snow sara and another snw island who's name escapes me. Also it would make eddyd's snow cammo UH60 useful. Thanks for the work you've already done, using it via sixth sense mod
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becuase of the issues with non defualt weapons alot of my troops try to take towns with pistols :/ As such I was wondering how I would change this : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Man { SLX_Init_Man="_this execVM ""\VFAI\equipment_ai.sqf""; (_this select 0) addMagazine ""SmokeShell""; (_this select 0) addEventHandler [""hit"", {_this execVM ""vfai\smokeshell_ai.sqf""}];"; }; so that it ONLY removes the equiptment and keeps it so they will throw a smoke when hit. OR could I be linked to a addon that does this? thanks all
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This has probably been asked and solved before, but I am hopeless at searching forums so here goes: I recently removed all my addons and downloaded the 6th sense addon and fully patched it. I then added addons I liked that were not included with 6th but I had used before. I also installed CSM after a few launches. The first few launches I have had no radio sounds at all, and even with CSM I have got no sound from my commander telling me what to do, merely the text. Anyone know how to get the radio sounds working again?
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6th sense and Chammy's sound mod are the only ones I haven't used before, and I tried commenting out the command to remove radio commands to see if it was the wrong way around (in SIXsettings.hpp i tihnk) but that has no effect.
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its on 8 :/ thanks for replying tho