{USI}_Zombie
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Everything posted by {USI}_Zombie
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secops support types
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks Manzilla. I will try to root it out. Won't it be great when the Biki has all this? :p -
secops support types
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK, thanks for the info on the chopper. The params I was talking about are actually in the call BIS_SOM_addSupportRequestFunc; so I guess that's where I need the params. The biki has the params for the arty already but if supplis will accept params has anyone found them? -
numerical entry for motars and cannons
{USI}_Zombie replied to twisted's topic in ARMA 2 & OA - SUGGESTIONS
agreed Apocal, I kind of like the new interface too. I really liked the portability of the WGL mortars though, and Frederf came up with what I was thinking of, CoC unified artillery. -
numerical entry for motars and cannons
{USI}_Zombie replied to twisted's topic in ARMA 2 & OA - SUGGESTIONS
there was an excellent arty add on for ofp, can't remember the name, where you actually had firing tables and such. I remember having to use my calculator to make adjustments and the pride when I figured it out. I think such a system is a lot of fun but most won't want to devote the time to learning it. That is where the add on community can come in, which is I believe the true strength of the entire game engine. -
Will some of my old tools still work for Arma2
{USI}_Zombie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I used Armaedit from Chris Henderson, and xSQSedit to make everything for arma missions, so will they still be ok for A2? I have read the briefing is way different now so I'm guessing they won't work for that. If there are any updates for these wonderful tools I can't seem to find them. Thanks! -
Will some of my old tools still work for Arma2
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
fantastic, I used bas f so this tool should be familiar. Thanks for the info -
Will some of my old tools still work for Arma2
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
fatastic then, thanks for the feedback. Anyone working on a briefing, or "diary" generator? -
I though mp community was more creative
{USI}_Zombie replied to katua's topic in ARMA 2 & OA - MULTIPLAYER
I am sure more types of maps will start to come out once we can buy a physical copy of the game here in North America -
I think the camping issue is related to the game play mode as well. For warfare/cti it is a valid tactic. For AAS type maps, it's validity is questionable, but for CTF is where it's not valid. CTF mean capture the flag, you should either be a) advancing to take the flag b) covering the flag runner or c) chasing the enemy who has your flag. Like Walker said, most ctf's are postage stamp "prisons" where motion is the key. In a ctf, your kill count doesn't matter near as much as your flag touch or hang count. Primarily the argument is "unwinnable" though. People who LIKE to camp can rarely be persuaded it is inappropriate, same with people who HATE campers cannot accept the merits of camping. Personally, if the other team never advances past the midway point of the map and just racks up their kill count without attempting a flagcap, they should be playing a tdm not a ctf. I know there are those who don't agree, and that's fine too.
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I use nim_weather and it works just fine.
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if you don't mind using scripts, Kronzky's urban patrol script is really good for making the ai do flanking and other tactical movements.
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Script Pilot into Plane at mission start?
{USI}_Zombie replied to Mr Opteron's topic in ARMA - MISSION EDITING & SCRIPTING
normally that would work, but guer doesn't use camels, so I had to do it the way I did so I could have a guer pilot in a camel -
Script Pilot into Plane at mission start?
{USI}_Zombie replied to Mr Opteron's topic in ARMA - MISSION EDITING & SCRIPTING
I do it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">patrolpilot2 moveInDriver patrol2; patrolpilot2 flyInHeight 200 Â where patrolpilot2 is the name of the man and patrol2 is the name of the plane. Â Â I put this in the init of the pilot. Â I also used: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">patrol2 setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +50]; patrol2 engineOn true; patrol2 setVelocity [80, 0, 0] Â in the init of the plane, that way it is flying right away. Â The setvelocity of 80 works well for a camel, if you are using a different plane, you will need to adjust that value higher. Â This works for an AI pilot, for a player pilot you will need to do something else. -
are you testing this in the editor or in the mission after you save as export to? respawn won't work in the editor
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thanks for the links to winter Kol guy...will check it out. One of our favorite OFP missions was Christmas Gift
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thanks q, that was the ticket! I always loved winter Kolgujev, wish I could mod the whole island...or someone else would, but at least with the snow ground it's a start.
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Copy that to the ace/addons folder. I think-work for me! Â I did, but it still doesn't work, all textures are grass
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absolutely beautiful work!  Still exploring, but didn't see anything out of the ordinary so far.  Couldn't get custom textures to work though.  I followed these directions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">HowTo get custom ground textures for each island (part 1) 1. Copy the userconfig folders from @ACE-Islands\Optional\dta into the .\ArmA\dta. 2. Copy the ace_island_rvmat_dta.pbo from @ACE-Islands\Optional to .\ArmA\@ACE-Islands\addons. 3. Go to .\ArmA\@ACE-Islands\addons. 4. Rename the ace_island_rvmat.pbo to ace_island_rvmat.pbobk 5. To revert to the preset textures simply revert the rename action. [edit]HowTo switch ground textures (part 2) 1. Go to .\ArmA\Dta\userconfig. 2. Open the ace_island_select_texture.hpp file with a text editor. You can chose the texture you want to test. 3. At the very end you have the list of available textures. 4. Replace the UPPERCASE string, like ARMA_BLATO, with a new one for the desired island but get an error that the  ace_island_rvmat.pbo  couldn't be located.  Is there another file to be changed? I tried it on the ofp world map if that makes a difference
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
because logistics is a huge part of warfare, and managing your supply lines adds another dimension to the entire arma warfare experience. If you don't like it, then by all means don't pay the versions that have it, but some of us like the extra dimension. A famous general once said: "Amateurs(sp?) think tactics, proffessionals think logistics". Personally I like the concept, plus you can really hurt your opponant by interrupting his supply lines. That's what is so great about this game, so many different ways to play. -
I was thinking about why ai controlled supply trucks and salvage trucks stop running....it isn't because they are lost, it's because they are out of fuel! Â Perhaps building either an empty fuel truck at the main or an ai squad member fuel truck, the ai supply trucks will continue to run...I hope they are smart enough to refuel off of a refuel truck! Â Can anyone confirm this? Â I will try it out tonight...we have noticed on very long missions a lot of ai controlled vehicles just stop. Â The current solution is to go around the map murdering them, but that hurts your score, and eventually your rating, go down, and "friendly" troops will attack you. Â I am hoping that they will be smart enough to use either a static truck, or call for a manned truck, since they are not bright enough to refuel from static fuel stations. Â If they WON'T use the trucks on their own volition, I think some sort of script could "help" them, but I realize there is still no "getfuel" function.
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I get this error in my arma.rpt <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Item STR_03s01 listed twice What does it mean, where is it "listed twice" and how do I make it go away? It shows while I am using csm and ace islands addons
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I figured it meant it was listed twice somewhere, any idea where?
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sounds great chammy, wonderful work as usual. I did find a couple problems tho, just wanted you to know, (in case you didn't know already)
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
should be OK Commando84...I did mine like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#Update ~10 _base = Call Compile Format["%1Base",Str _side] if (IsNull _vehicle) then {Goto "Quit"}; if (IsNull Driver _vehicle) then {Goto "Quit"}; if (!Alive Driver _vehicle) then {Goto "Quit"}; if (!CanMove _vehicle || GetDammage _vehicle >= 1) then {Goto "Quit"}; if (IsNull _destination) then {Goto "GetDestination"}; ;;added by {USI} Studios to refuel supply trucks,thanks to oktane from the BI forums if (fuel _vehicle < 0.3) then (_vehicle setFuel 1); That script is in the server/ai/ai_supplytruck.sqs for the people who don't know -
Vehicle Respawn - multiple vehicles of one type
{USI}_Zombie replied to Stuntman's topic in ARMA - MISSION EDITING & SCRIPTING
yep, I'm not sure if it is still needed, but I got in the habit long ago of putting a game logic named server somewhere on the map, seemed to always eliminate troubles and even if not needed now, it doesn't cause any troubles.