Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Undeceived

Member
  • Content Count

    1977
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Undeceived

  1. tom3kb, did you use mods (other that the required addons)? Thanks a lot for playing and providing feedback. There's still some work to do, as it seems. :D Can you make a screenshot of the grey boxes in the loading screen? I did it this way that only in the intro cutscenes of the campaigns (and maybe in the first mission) the loading screen (the campaign overview picture) appears. In the other missions the screen should be black.
  2. Dude, either you can't read or you're trolling. :D It was clearly written at the beginning of the campaign that there are 2 more episodes coming. My thoughts on "Survive":
  3. Thanks a lot! Did you finish it? Black Lands | Resistance Campaign for Arma 2: CO For The Life Of A Friend | SP scenario for Arma 2: CO
  4. Undeceived

    AI Discussion (dev branch)

    Btw. guys, this subject (the need to be able to override combat behaviour) is contained here in this ticket. Please VOTE! http://feedback.arma3.com/view.php?id=3920 It was assigned to a dev some days ago, but nevertheless vote. :)
  5. Hi tom3kb, actually, almost all text (except some parts in the intro, which are meant to be that way) were put at the bottom of the screen. At least I used the respective command. :) About the Polish strings.. Yeah, I thought about that already, but didn't consistently do it from the start. In my other Mission (For The Life Of A Friend) I implemented this (for Russian version too), but for the campaign it will be a bunch of work, due to the HUGE amount of text. :) Hopefully I'll get to it soon...
  6. Hi Brainbug, thanks - I'll check the points you mentioned. And... :D I never went to that base near Bor while playing, haha :D Nice to hear something my mission which I didn't know. :) Good tip with the motor bike. I only remember it "eating" rifles but I'll test it with grenades too.
  7. Thanks a lot for the good feedback. Yeah, it's always better to test without mods first, as stated in this sticky: http://forums.bistudio.com/showthread.php?137388-Providing-feedback-to-mission-creators Anyway, thanks for playing, skuzapo! :)
  8. :D As I said, I was not at home yesterday since early in the morning and when I arrived home at night, the only thing I managed to do before falling asleep was to copypaste the link here with the smartphone. :) Going to catch up on everything today. Have fun with the campaign, mate! :) EDIT: Btw. someone (wasn't me) uploaded and announced it at Armaholic already. THANKS for the one who did it! :)
  9. Hi guys sorry for the late reply - was on a trip and didn't have internet the whole day. :) Couldn't get in touch with Armaholic yet, but with Armabase. Here's the link: http://www.arma2base.de/include.php?path=download&contentid=6087 Sent from my RM-821_eu_euro2_248 using Tapatalk
  10. Hello guys, can you help me with that... I'm making a campaign in which I use the weapon pool (pass weapons to the next mission briefing). But there is one mission in which I don't want to use the weapon pool because the player gets a special gear which he has to give back at the end of that mission (and take his old equipment again). I managed to disable the pool by clearing it ( clearMagazinePool; clearWeaponPool; ), but when I need it again, it's completely gone. So how can I temporarily disable the weapon pool or copy its content and "paste" it again later? Thanks for your help!
  11. Well, savestatus definitely goes in the right direction. I found this thread as well which gives some good information: link But as far as I understand it, saveStatus and loadStatus won't make the gear of the last mission available in the briefing of the next mission but only add the stuff to the unit. Do you know a way to make the equipment appear in the weapon selection of the briefing?
  12. Undeceived

    Development Blog & Reveals

    What about the sitreps? :)
  13. Not that I don't agree with those points, but you should add this after your thread title: I personally don't care about the shotguns. My short list of the really great A3 looks different. Do you want me to open a new thread for it as well? ;)
  14. Since a new preview version (Consumer Preview) of Windows 8 is out for some days: Did anyone try if and how Arma 2 runs on it? I love the new OS and its possibilities (from what I heard and saw in videos) but one of the most important things for me is if I can continue exercising one of my greatest hobbys on it - Arma. :) So did anyone try it out (I can't do it as I don't have enough disc space :D )?
  15. Undeceived

    Development Blog & Reveals

    I stand behind BIS' decision to postpone the campaign. Everyone who makes campaigns or complex missions knows how difficult and time consuming it can be. And... Building your campaign upon a ever changing platform (as it was stated in the devblog) is definitely a PITA... What - there is a ignose list?? Damn, I didn't know about that! One last thing to metalcraze, before you get on the list: Why are you still here? Must be because Arma is the love of your life, otherwise it's absolutely incomprehensible why you waste so much energy in bashing the game aka. "constructively providing valuable feedback and encouraging the dev team"... LOL...
  16. You're a machine, kju! Thanks a lot, really! :)
  17. Hello, does anyone know how to create a dialog window with scrollable text? I have much text to put in this dialog, but the as the text is not scrollable at the moment, the player can only read the first half of it. The text windows needs a scrollbar so the player can scroll down and read on. Can anyone help? Many thanks!
  18. Sorry for bumping this - can't find an answer on my own... Can anyone help?
  19. I noticed that when the player commands an AI subordinate to lay down, he will stay down, even if a script tells the unit to stand up again later. This is a problem since I want that AI unit to take the lead later in the mission (and at that time the player won't be able to command him to stand up again). He just won't stand up even though I script unit setunitpos "UP"; and even unit switchmove ""; He just stays down resp. gets down again immediately after the switchmove. Do you know a way to work around this? Is there a way to "simulate" a players command? Or is there a "stronger" code than the simple setunitpos?
  20. Great work, kju, keep it up! *thumbsup*
  21. The problem I have is with that while condition! while {! (_u in (units _g))} do { ... }; It says that while _u is NOT in the group it should joinas [execution code]. But the thing is that my unit already IS in that group. Is there some other condition I can use to to execute the code? The condition "alive _u" for example would not be ideal because the script would loop practically infinitely. But I want it to finish and move on to the next unit after _u has the next available number. Basically to do it right one would scriptwise need to find out if a certain group id number is already used or not... (which takes us back to the question in the first post)
  22. Hm, I thought this code would help me but somehow I'm stuck. :( Rejenorst, did you find a way to change the number of certain team members without making them unjoin and join the group again? Example: 5 and 7 are dead, at the moment the team consists of: 1,2,3,4,6,8 Execute script to change the numbers -> Team now consists of: 1,2,3,4,5,6
  23. tom3kb, thanks, but I noticed that my topic title was a bit confusing. :D I'm not talking about dialogs like conversation, but dialogs as a scripted window and button system. :) In my case the scripts look like this: UI.hpp class PERSON_DESCRIPTION_TEXT: RscStructuredText { idc = 1100; text = ""; x = (0.617349 - 0.030) * safezoneW + safezoneX; y = 0.298634 * safezoneH + safezoneY; w = 0.123532 * safezoneW; h = 0.19052 * safezoneH; }; defines.hpp class RscStructuredText { access = ReadAndWrite; type = CT_STRUCTURED_TEXT; idc = -1; style = ST_CENTER + ST_MULTI; lineSpacing = 1; w = 0.1; h = 0.05; size = 0.02; colorBackground[] = {0,0,0,0}; colorText[] = {0,0,0,0}; text = ""; font = "Zeppelin33"; class Attributes { font = "Zeppelin33"; color = "#ffffff"; shadow = false; }; }; UIfunctions.sqf (the script which "launches" the text) ((uiNamespace getVariable "myDisplay") displayCtrl 1100) ctrlSetStructuredText parseText format[localize "STR_Description_Kamil"]; And the result is this: As you can see, the text is cut as it reaches the bottom of the dialog window. How do I add a scrollbar to this window so that the player can scroll down the text? Do I have to work with RscStructuredText in the UI.hpp at all?
×