kuIoodporny
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Everything posted by kuIoodporny
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Thanks
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Corrected the addon, try new version.
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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]
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I won't mind thanks so much!
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Bikes and motorcycles unflipping option ;P
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Hell yeah, I hope it isn't PROPER modified bullet sounds addon that DACS locks me up for...
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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
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Yup, it's only removeweapon & addweapon script. I'm going to enhance it in future in some way
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zGuba's OFP Music Replacement 2
kuIoodporny replied to kuIoodporny's topic in ADDONS & MODS: COMPLETE
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 -
zGuba's OFP Music Replacement 2
kuIoodporny replied to kuIoodporny's topic in ADDONS & MODS: COMPLETE
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 -
zGuba's OFP Music Replacement 2
kuIoodporny replied to kuIoodporny's topic in ADDONS & MODS: COMPLETE
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  -
zGuba's OFP Music Replacement 2
kuIoodporny replied to kuIoodporny's topic in ADDONS & MODS: COMPLETE
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). -
I have simple question - is Mi-24 Hind going to appear in ArmA? (like BIS addons made for basic OFP)
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RHS Suggestions for future add-ons
kuIoodporny replied to Supernova's topic in ADDONS & MODS: DISCUSSION
Looks like ArmA wouldn't have Hinds applied... Maybe make your Hind up to ArmA level? -
tides seem to be ideally straight in ArmA :/ that's wrong!
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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
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RHS Suggestions for future add-ons
kuIoodporny replied to Supernova's topic in ADDONS & MODS: DISCUSSION
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... -
Nice work, OFman ^^ Naprawdę spoko wyspa
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
So that's the reason of your average nick -
Well it's probably in a case of the fact that some destroyed buildings can trap soldiers.
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
It is Battlefield 2. If you like both Counter-Strike and OFP, you shall see it. -
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
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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]
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
funny but precise -
FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
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