smacker909
Member-
Content Count
247 -
Joined
-
Last visited
-
Medals
Everything posted by smacker909
-
Author: smacker909 Description: Pretty much and instant action street fight. You are leader of a 5 man squad with instructions to locate and take out a terrorist who is carrying a briefcase with intel on a bomb planted in Zargabad. There is an informant in the city with his location. Find him to get the targets location. Take out the terrorist and grab the case.. Return bomb intel to H.Q. before the bomb detonates. Features: • Intro/outro scenes with mission details • Reinforcements and Extract • Time limit • UPSMON and ACM used for re-playability Mediafire link - Silver Fox My first try so please give me feed back and advise! I would like to make it better :) Requires: Arma 2 OA Installation: Download .Pbo and move to Arma directory (example: C:\Program Files\Bohemia Interactive\Arma 2\Missions) Credits: Mostly UPSMON since it's used for most bad guy. Lots help on forums! More updates: - Fixed insertion and informant issues - Changed ending. Mission now ends after take off in extract chopper - Added weapon creates for more choices - Added more bad guys and reconfigured some parameters for them - Remove marker for informant , he moves too much for it to be useful - Remove laptop interaction for when target moved from orig spot
-
Updated - Changed ending. Mission now ends after take off in extract chopper - Correct problem with informant marker - Added more weapon creates to starting position - Added more bad guys and reconfigured some parameters for them - other minor changes / corrections
-
Cool. I'll change to "end in flight" and add more AMMO crates - then repost. Thanks again for trying out the mission!
-
Thanks for playing and giving feed back yogdogz :) I think I need to mark the H.Q. building better and give clearer instruction on that part. After the chopper lands at the base.. it's the brown H.Q. building with the US flag, in the corner.. you have to enter that building. I actually thought about just making the mission end during flight back to the base.. Last time I played it, my chopper collided with an opfor jet (boom.. dead) on the way back to base. lol - On the AMMO.. there are two crates there where you are inserted and in the center of the city. Check your map :)
-
Awesome. Thanks Robalo!
-
Hello, Is there an easy way to prevent only some soldiers from rearming? Mainly, just in my intro.. the guys just need to stand there.. not re arm.. ;) Also, If using this ASR_AI with UPSMON, is it best to use NOAI option for UPSMON or can they work together for AI enhancements.
-
Thanks for the MOD Jedra!
-
Enhanced Skills Slider WIP
smacker909 replied to jedra's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi Jedra, Thanks for your work on this. I had stopped playing (I'm SP only) since the 1.6 update do to the AI issues. Looking forward to your MOD -
Hey Reezo, Cool mod! I've been running through some test missions just trying to get a feel for it (I'm new to ACE, so that's taking some time by itself) One problem I have is just setting the EOD AREA module, I detect the IED with my Thor3 and spot the trigger man.. but can't seem to get any reaction from him. Watching your video, it looked like you just put him in your cross hairs for a bit. I tried about everthing I could think of.. including the ACE interaction menu (search / disarm). Any thoughts?
-
Civilian Interaction Module (beta)
smacker909 replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of course.. no problem. Thanks again for the cool script :) -
Civilian Interaction Module (beta)
smacker909 replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's a link to the rpt file.. i included a snapshot too ;) https://www.yousendit.com/transfer.php?action=batch_download&batch_id=T2djeFlYcHZ5UkhFdzhUQw -
Civilian Interaction Module (beta)
smacker909 replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, they are dead on their feet! lol. I'm not home now, but I can try to get the .rpt file this afternoon ;) -- Also, I'm running various scripts for things such as getting the briefcase from boss, transport , support , and UPSMON (as mentioned) , so maybe some of my poor scripting is causing trouble. I'll try some testing to see if that could be part of the trouble. -
Civilian Interaction Module (beta)
smacker909 replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey there Nielsen. Very cool addon :) Thanks for the hard work. I added it to one of my SP mission where I'm hunting down a group if insurgents (I use UPSMON for this too) and when their leader gets killed, the civs start burning tires! lol. It added lots of life my mission. Next I want to added the ability to gather intel on his whereabouts from the civs. One thing I noticed is that, since the civs start burning tires right when the boss dies, they kind of get in the middle of the fire fight.with the remaining rebels.. and if I'm not mistaken, some of the Insurgents were taking cover behind the poor bastards! So, needless to say, there were some collateral damage.. but I noticed that several of these tire burners turn to zombies rather than fall down and die! The are dead, but just stand there. lol. -
Arma 2 - ai first aid support
smacker909 replied to DAP's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi Dap. I had this working a while back and now for some reason can't seem to get it going. Question.. when using dapman_auto, is there anything required in the init.sqf file? or just include the @dapman_auto in the launch string? I'm using the latested released versions and only blastcore and CBA. -
well.. considering the price, I went ahead with the DLC purchase from steam.. although, now that I bought them, I expect they'll go onsale for 50% this weekend.. :(
-
Ok, thanks.. good to know. I had made a mission a while back, using PMC (light) and scrapped it due to the jagged edges on the units.. I didn't realize that was a side effect of the light version.
-
get position of smokeshellgreen
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That makes good sense Demonized. Thanks for the explanation. I'm soaking up as much as I can :D -
get position of smokeshellgreen
smacker909 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im trying to get position to place a marker, for smoke thrown.. I have tried and searched, still trying and searching..any help will be appreciated! :D -
get position of smokeshellgreen
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
gotit. Thanks I guess in this case, the chopper pilot whouldn't know who threw the smoke... only to look for smoke. So in this case, i think I'm ok with what I have. Thanks again for the help. -
get position of smokeshellgreen
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys. Testing now.. :) ---------- Post added at 04:21 PM ---------- Previous post was at 03:42 PM ---------- Ok, worked like a charm.. using the example Kylania pointed out. Demonized, what would be the advantage of using the eventhandler method, I'm noob, so haven't gotten into that yet. Thanks! hint "Chopper on the way"; _chopper = chopper2; _chopper setCombatMode "blue"; _chopper setBehaviour "CARELESS"; // move to player _chopper doMove (position player); _chopper flyInHeight 65; while {!unitReady _chopper} do {sleep 1}; //_chopper doMove (position player); hint "Throw smoke!"; _smokeCnt = 0; while {_smokeCnt == 0} do { _smokeArray = ((position player) nearObjects["SmokeShellGreen",50]); _smokeCnt = count _smokeArray; if (_smokeCnt > 0) then { _smoke = _smokeArray select 0; _smokePos = position _smoke; _lz = "HeliHEmpty" createVehicle (position _smoke); }; sleep 1; }; hint "Landing.. get in!"; _chopper land "GET IN"; -
calling reinforcements
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Cobra. Yes, I should! haha. Grimes, I did search. And found some stuff.. much more complex than I need, but also, just thought I would as the basic question. Thanks -
I can't try it cause I'm at work, but wanting to add a couple of guys to my base camp for reinforcement if I need.. they when I get in trouble call them. So if I add them as not part of my group, then use a radio trigger to active the 'join' command, I could then call them to me. Will that work or I'm sure they is a better way.
-
mission problem after removing ace wound
smacker909 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a mission which I had edited with ACE and added the wound modules.. I since removed the modules and now when I attempt to run without ACE, I get error says dependant content deleted. ace_sys_wounds. I have tried re-editing with ACE , adding and removing the modules again, still getting the error when trying to run wtihout ACE. Any ideas? :( -
mission problem after removing ace wound
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the tip! I found the line in the mission file.. and just removed it. -
Automated Medic [SCRIPT]
smacker909 replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sweet! I like the 'build mash' feature :) Will try this weekend