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thomsonb

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Everything posted by thomsonb

  1. Hi There is a way to set the skill in the scripts: 1) Unpack the mission 2) Open init.sqf 3) Change the line MAX_SKILL = 1; to read MAX_SKILL = 0.5; (or whatever u like from 0 to 1) This value is the max skill, leaders will have this skill, and others will have a random between 0 and this value. Also don't forget you can tweak these values for each difficulty in your "username.arma2oaprofile" file: skillFriendly=x.x skillEnemy=x.x; precisionFriendly=x.x; precisionEnemy=x.x; Hope that helps B
  2. Play the mission in recruit difficulty if you want really easy AI :) Also you can change your difficulty settings for each difficulty from the game settings menu. B
  3. Hi PTEMacLeod, It is possible to add new units... If you have a basic knowledge of scripting, and you can copy exactly the format I use to define weapons, units, squads, vehicles, factions etc.. If you give it a go, id be happy to answer any questions :) B ---------- Post added at 15:02 ---------- Previous post was at 14:56 ---------- @ Kyle_k_ski Thanks for that mate, you're very welcome :) glad you're enjoying it on Lingor! Ideas about your crashes to desktop: 1. Turn off all mods (apart from lingor island) and see if it still happens. 2. I have the ACR DLC, and have not tested with ACR lite, maybe that has bugs? 3. Look in your Arma2OA.rpt file for any error messages which might explain it. 4. Test Lingor island without my mission, just fly around in a helo for 20 mins, does it still crash? B
  4. Thats true, you should have no errors without the Czech faction active. However I have not tested it without ACR, so no guarantees! B
  5. I was just thinking the same thing... while zipping 14 different versions into 8 zip files ;) Cheers
  6. hi guys I have just released another update... Click here to download Flashpoint v1.23 All Maps updated! As promised, I have included the new weapons from the ACR, and also added the ACR faction to all maps! Changelog is on my website cheers B
  7. Hi LastKossack, you are right there are no Taliban weapon caches in Fallujah! The weapon cache locations have to be manually created by placing markers in the editor. This will take a long time on Fallujah, since the whole map is a town with possible places! I simply didnt have the time when I was making the Fallujah version :) If you really want them asap, please send me an editor mission with lots of markers called "wpn_cache_1" "wpn_cache_2" ... etc placed in good cache locations, and I will put them in! B ---------- Post added at 04:07 ---------- Previous post was at 04:05 ---------- Hi Dynamo11, quick answer is yes! iv had many requests, and I like the quality of the I44 mod :) It will take me longer than the average port, since all the weapons and ammos, vehicles squads etc need to be defined... please be patient ;) B
  8. Are you talking about Fallujah? Fallujah may freeze for a second at the start, as unlike other maps, all parked cars are spawned at the start.... Other than that, it may be the default group count I chose is too high for the map... (i wanted to keep it as high as pos for good gameplay!) keep the feedback coming thanks! B
  9. EDIT: @ NuroFunker Thanks for reporting the error! It is now fixed, please download the fixed Flashpoint Fallujah v1.22 from here The error was a dependency on the CAA1 mod, that was inherited from flashpoint Sahrani somehow! Cheers B
  10. Hi I have just updated my website, and also released a new version: Click here to download Flashpoint: Fallujah v1.22 I know a lot of people were asking about this map! Cheers B
  11. Hi guys Since the latest version is easier to port to new maps, I have prepared this release for you... Click here to download Flashpoint: Lingor v1.22 This version uses the default A2 units. Later I plan to release a version using the Lingor units. enjoy B
  12. You need to put the files in your arma2\missions directory (in my case it is "H:\Games\ArmA2\missions"), do not put them in you user made missions folder! (which in my case is "C:\Users\thomsonb\Documents\ArmA 2 Other Profiles\thomsonb\missions") arma2\missions is in the root directory, where the game is installed hope that fixes ur problem :) B
  13. Ok, just to get all versions up to date :) Click here to download Flashpoint Sahrani updated v1.22! enjoy B
  14. Not yet! :D But the next update will add the new Czech forces to those woodland maps (its easier for me to add factions now!) rgds B
  15. They do require ACR mate, the ACR faction now has the new vehicles aircraft and helicopters, errors will pop up when those units try and spawn! Of course this will only be a problem in games when the Czech faction is active :) B
  16. Holy crap, it only took 7 minutes for me, and I only have a crappy 2mbps ADSL, are you on a 56k dial up connection?!
  17. Another new release! Click here to download the new Flashpoint: Podagorsk v1.22 This version requires Operation Arrowhead + BAF + FDF Podagorsk (link provided on download page) Includes all features from the latest v.122 of Flashpoint Chernarus. Thanks to Orcinus for his work on this! cheers B
  18. Thats a good idea, I hadn't thought of that situation... I will work out a way of adding your last player to the respawn list! B
  19. Good evening all Flashpoint fans. I am very pleased to announce the release of the next update to the series: Click here for the new Version 1.22 release! There are many improvements and new features, please let me know what you think. All maps are updated, Takistan Zargabad Shapur Chernarus Utes Aliabad Hazar-Kot Important note: the Takistan Zargabad and Shapur versions now require the ACR addon (or the free ACR lite patch, link on my website) Regards B Good point JetlinerX, here is the change log: v1.22 - Changed: Preset Modes system now allows any number of Preset modes. (much easier to add new Preset Modes now) New Preset Modes: - Low intensity and high intensity presets, change the intensity of the battle (low can also help users with slower CPU). - Presets with set time of day and weather, foggy morning and stormy evening. - Low and high support group presets, for users who like less or more vehicles, aircraft etc (again, low can also help users with slower CPU). - Changed: Factions system now allows any number of factions per side. (much easier to add more factions now). - Changed: Factions setup Dialog, now has a Random option. - Added: Ambient Civilians (still beta version) - Added: The ambient civilians are available in the respawn system (if you want to play as a civilian). - Fixed: Performance improved, less CPU used by scripts. - Added: Debug info can be turned on in Setup. Displays markers on map for player and all units, and shows unit count stats as the mission runs. - Changed: All map specific settings are stored in a single file named after the map, auto detected by init.sqf. (much easier to port new versions now) - Changed: Many Functions are combined in functionsInit.sqf reducing the mission filesize slightly. - Added: Units now sometimes have smoke grenades (if they have space left after being equipped). - Added: Gcam option now available in Commands list (only ArmA2 Combined Operations versions). - Changed: Aircraft AI improved again. Higher speeds, and less circling the area than before (still some BIS AI limitations). - Added: "Old Tractor" in parked cars module. I never new it existed before, thank you SixConfigBrowser! - Changed: Vehicles now stick to roads a bit more when possible. - Changed: Parked cars spawned more or less depending on size of town. - Changed: Infantry groups no longer stop and guard at their start position. - Fixed: Script error in waypoint system when near water (mainly noticed in Utes). *The following changes are only in the Takistan Zargabad Shapur Alibad and Hazar-Kot versions:* - Added: Army of the Czech republic DLC units added to Czech faction. New Vehicles and Aircraft (weapons may come later) - Changed: Taliban Weapons Caches now shown on map with red X. - Fixed: RPK light machinegun was missing from Takistani and Taliban forces. - Added: Choose to play as a civilian man or woman, or a press reporter. - Fixed: Too many snipers in US SFOD-D Silenced teams.
  20. Hi Zorg_DK Do you know how to get the AI rocket vehicles to engage targets? Whenever I have put them in the editor, they just drive around and never shoot (same for Grad, MLRS and new ACR truck) Maybe Im missing something?! Just had an idea for a new feature, saw this in DayZ, lots of roadblocks and wrecks, I was thinking this could be good in my missions... (all randomly placed of course!) B
  21. Hi Taro8, Iv never tried the Unsung mod.. I decided to use my available time to make the missions better, rather than making loads more conversions to other maps. However I realise that my code does not allow easy porting to new maps! So now I am redesigning the code to allow a more "plug and play" style of porting to maps, and adding other factions. This will be released soon, and should allow people to make and release more versions easily :) B ---------- Post added at 01:05 ---------- Previous post was at 01:02 ---------- The MP version is going well, but still not polished for a real release yet, as I keep changing code and experimenting! I wil release an updated MP test version again very soon! cheers B
  22. Glad you like it, I used to love the Russian campaign in OFP cos you can play as the "other side" than usual Its not easy to code selecting players in MP, and even when you code it, it looks wrong in the MP player selection before the mission. So I think I will release a separate version of the mission for each faction, so you can look forward to a Taliban version ;) (and yeah there will be a sniper team you can choose, along with a specially equipped IED team) B BTW, just working on my own Ambient Civilians module today, looking good so far, detecting buildings and building positions and spawning are done now... should be included in next release :)
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