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kuIoodporny

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Everything posted by kuIoodporny

  1. kuIoodporny

    2a42 & ffar's by zguba

    Corrected the addon, try new version.
  2. kuIoodporny

    VFAI - AI Extension

    I've noticed that VFAI makes all units several to enemy fire. Example: Infantry squad holding a position being stormed by enemy chopper. 1. Soldier with AA and several other get killed with FFAR. 2. Remaining soldiers won't try to take cover and send one brave man to retrieve Stinger, but the whole group will rush to the place where previous rocket landed. 3. Enemy gunner spots remaining squad members and kills all of them with single FFAR. I suggest making some "combat delays" and "group resource thinking". ArmA AI has too much of it mixed with individual VFAI makes stupid ArmA soldier rich in ammo or weapons but on other side totally thoughtless   we can't call it tactics or self-caring when half of a squad risk their life to obtain single magazine or RPG. With addition of some CQB scripts and group thinking w/ grouplink (so there won't be 5 soldiers from different groups of one side racing to the last remaining RPG)... it'll just be nice dream...  [sorry for my awful English, I hardly said a word since May]
  3. kuIoodporny

    2a42 & ffar's by zguba

    I won't mind thanks so much!
  4. kuIoodporny

    Interface discussion

    Bikes and motorcycles unflipping option ;P
  5. kuIoodporny

    DAnti-Cheat System

    Hell yeah, I hope it isn't PROPER modified bullet sounds addon that DACS locks me up for...
  6. kuIoodporny

    SCUD - Nuclear Explosion

    Have you tried THAT? nuke_exp.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_fallposx = _this select 0 _fallposy = _this select 1 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.025 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.05 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.075 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.1 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.15 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.2 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.25 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.3 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 900] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 900] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 900] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 900] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 900] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.4 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1100] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.5 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1100] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1200] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.6 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1200] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1300] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.75 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1300] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1400] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~0.9 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1400] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1500] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~1.1 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1500] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1600] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~1.3 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1600] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~1.5 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1700] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 1700] {_x setdammage ((getdammage _x) + 1.0)} forEach _array {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1800] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~1.7 _array = [_fallposx,_fallposy,0] nearObjects ["Motorcycle", 1800] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Car", 1800] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Air", 1800] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Tank", 1800] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["All", 1800] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2000] {_x setdammage ((getdammage _x) + 1.0)} forEach _array ~1.75 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2000] {deletevehicle _x} forEach _array _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2100] {_x setdammage ((getdammage _x) + 0.5)} forEach _array ~1.8 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2200] {_x setdammage ((getdammage _x) + 0.4)} forEach _array ~1.85 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2300] {_x setdammage ((getdammage _x) + 0.3)} forEach _array ~1.9 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2400] {_x setdammage ((getdammage _x) + 0.2)} forEach _array ~2.0 _array = [_fallposx,_fallposy,0] nearObjects ["Man", 2500] {_x setdammage ((getdammage _x) + 0.1)} forEach _array exit Well, it's not causing damage to the trees, walls and junkyards... but it makes less lag after killing units (they disappear, with one except - players...). Combined with explosions... it'll probably create outstanding effects
  7. kuIoodporny

    FFUR 2007

    Yup, it's only removeweapon & addweapon script. I'm going to enhance it in future in some way
  8. kuIoodporny

    zGuba's OFP Music Replacement 2

    I thank you too you gave me very useful information about my own production Yes, it is, I know my music much less than I should... fortunately the importance lies in the music itself, not in it's origin
  9. kuIoodporny

    zGuba's OFP Music Replacement 2

    01 - unknown no. 1 - cutted in half 02 - Commandos II - second mission (U-Boot Base, day) 03 - "Crimson Tide" 04 - "Early Spring" - Voyage 05 - probably "Gladiator"? 06 - "Early Spring" - Revolution 07 - "Armageddon" 08 - 01's second half 09 - unknown no. 2 10 - "X-Men" Egyptian 11 - "Early Spring" - Desert 12 - "The Rock" - major cuts 13 - unknown no. 3 14 - USSR Anthem 15 - Depeche Mode - Junior Painkiller 16 - "Blackhawk Down" - Gortoz a ran Frost, Mixdown, Motherland - completely unknown by me. They came from FFUR 2006 2.0 original music selection. Seventh songs that have been replaced: Lifeless - Russkiy Rubel, unknown artist I am gonna fly - Psycho, System of a Down Decide - Deer Dance, System of a Down Overdose - Sektor Gaza, Vosstavshij iz ada
  10. kuIoodporny

    zGuba's OFP Music Replacement 2

    I have new mirror - OFP.pl <a href="http://www.ofp.pl/zguba/OFPMR2.01.zip" target="_blank"> OFPMR2.01.zip</a> - 77.0 MB There's a little difference between SendSpace and OFP.pl version. I've decided to erase SendSpace file, don't ask for it anymore Â
  11. kuIoodporny

    zGuba's OFP Music Replacement 2

    Well fellas, try downloading at morning... Tracks 04, 06 & 11 come from Polish film "Przedwiosnie" (Early Spring), are composed by Michal Lorenc. 10 is X-Men Egyptian (or something like that... took out from Lost Brothers mod trailer).
  12. kuIoodporny

    Helicopters in AA

    I have simple question - is Mi-24 Hind going to appear in ArmA? (like BIS addons made for basic OFP)
  13. kuIoodporny

    RHS Suggestions for future add-ons

    Looks like ArmA wouldn't have Hinds applied... Maybe make your Hind up to ArmA level?
  14. kuIoodporny

    Game physics

    tides seem to be ideally straight in ArmA :/ that's wrong!
  15. kuIoodporny

    RHS release 6

    Well I have a little question to Shadow NX. Do my PM's get into your inbox? I've send you one last time, and I still have it marked as "Unread". B.R. zGuba
  16. kuIoodporny

    RHS Suggestions for future add-ons

    Maybe some more helicopters? Mi-28 - not DKM "digital Havoc" one Ka-28 - may be a good addition, balancing OH-58 In addition - UAZ Hunter, Lada Niva...
  17. kuIoodporny

    Saria

    Nice work, OFman ^^ Naprawdę spoko wyspa
  18. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    So that's the reason of your average nick
  19. kuIoodporny

    Undestroyable environment (bildings, trees)

    Well it's probably in a case of the fact that some destroyed buildings can trap soldiers.
  20. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    It is Battlefield 2. If you like both Counter-Strike and OFP, you shall see it.
  21. kuIoodporny

    Su-24 Fencer addon

    Downloaded Fencer and changed my mind about substituting Flanker. I forgot that Su-24 has no built-in cannon :/ Excellent work, Footmunch. Pretty cockpit, gunnery and overall
  22. kuIoodporny

    Su-24 Fencer addon

    THIS could be included for FFUR 2006 2.5 to balance F-16, in place of Su-27. [OT]BTW: Footmunch, have you noticed how weird does F-16 cockpit look in FFUR 2006 2.0?[/OT]
  23. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    funny but precise
  24. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    They look fantastic But - to texture material fx: do soldiers clean their shoes all the time? They are shining more than my car just after washing Â
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