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{USI}_Zombie

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Everything posted by {USI}_Zombie

  1. {USI}_Zombie

    On Map Click Artillery Help

    here is how I do it...in your init.sqs use 1 setradiomsg "null". Then make a trigger, and using groups (F2), group the trigger to the group leader. Then inside the trigger, set the activation to "Group Leader", in the on activation use 1 setradiomsg "call my script". Then make another trigger, activation Radio Alpha, on activation [] exec "myscript.sqs" Hope this helps............. All works fine for me, except I have a west and an east set up as described, with east on radio bravo...problem is both the east and the west squad leaders see and can activate both radios...any ideas about that? I use it with Mr. Murrays arty script and have no other problems
  2. I placed a few buildings using the edit *.sqm method, and they are leaning with the terrain...I tried "this setvectorup [0,0,0] in the init of each one and still, they lean. How can I get them to a level orientation?
  3. {USI}_Zombie

    stand up straight

    doh! That was it...thanks for the assist
  4. {USI}_Zombie

    Artillery Support

    ok...I will try to work it out...I think ?!server: exit...just have to figure out where
  5. {USI}_Zombie

    Artillery Support

    I appear to have a locality problem. The scripts work just fine when I am the only one on my hosted map... when 1 person connects, the scripts still work fine, but the guns fire 4 times instead of 2 with 2 people connected, (plus me), the guns fire 6 times... I am afraid to try it with more people....
  6. {USI}_Zombie

    Evolution V3.0

    a: return to the airfield b: build or go to a FARP then occasionally you have to do the dance: get in as driver, get out, get in as gunner, get out, then get in as driver again.
  7. {USI}_Zombie

    SetAccTime

    did you try in sp or mp? are you certain the trigger is being tripped? setacctime won't work in mp
  8. {USI}_Zombie

    Evolution V3.0

    What is the "phone" good for that is in the ammocrates? We haven't been able to determine what it is good for/or how to use it either
  9. {USI}_Zombie

    Less and less CTF players.

    It isn't that ArmA isn't CTF friendly, it's that there are few decent CTF maps, and even fewer decent CTF players.  We have tried and 30v30 is not a ctf, unless your definition is camp the field.  Anymore than 12v12 really doesn't work for a good ctf game.  A lot of the newer players seem to think they "win" a ctf if they get the most kills, consequently, they never venture more than 1 quarter of the way across the map and set up a campsite.  That's fine for a DM, but in my book anyway, you "win" a ctf by capturing the most flags.  My team has won many ctf's and got less than half the kills of the other side.  What is needed to have the ctf make a comeback is: 1)  A good league...TNT was the premier league and hopefully hasn't died. 2)  Better maps...there is time for Hex and drop zone and corridor...but for serious ctf play we need more maps like CastleKeep, St.P, and Big Everon...and my team is working on that issue. 3)  Player education and a fundamental paradigm change in what a ctf is...kills don't count, only flags...the only kills you should be getting are in support of flag hangs.  I am working on a script that constantly removes a players score and kill count  and only displays score gotten from flagtouch and flagcap. We at {USI} thoroughly enjoy CTF and WANT to start playing it more, but the problems we are encountering, outlined above, just make it too frustrating right now...but we have every hope that things will get better and a large, dedicated, and enthusiastic ctf community can come to ArmA.
  10. {USI}_Zombie

    Evolution V3.0

    True, after all - having a medic repair you and bring you back to fighting capability isn't realistic - but having you respawn back from the dead a few hundred times, is. Â Again, Revive just isn't all about "realistic", it's far more about encouraging Co-Op play by people playing Co-Op. Play a revive map with your friends using Norrin's script and come back and tell me how horrible it was for team play. Trust me, you won't, ever. Again, if you look in the old 70+ page evolution thread, you'll find I was always against the revive stuff. Always. But then Norrin's stuff came along and I checked it out with an open mindframe and "just wow". I think that the current respawn the HQ is of course very anoying, at first thought. But it forces you to take care of your teammates and yourself, especially if you don't want to cross hundreds miles again to rejoin the group. It forces you to play better I think. The revive option would decrease the quality of the players I guess. But these are just my thoughts. If Kiljoy wants to implement this, fine. I'll just keep the old version of Evolution, like many guys will. Agreed. If revive is available, people will be more likely to go banzai in an attack instead of being careful and thoughtful. I have seen that in other games where revive is available. No need to be careful if there is a medic nearby. If so many people really insist on this, then make it painful...every time you get revived you lose 5 points. If the medic gets points for reving someone, then this leads to abuse and everyone will be a medic to get the big points, people will team up and 1 guy will walk off a building just so his bud can rev him and get some points. It will happen, it happens in other games, (BF2), and while I really enjoy that game, I want to play ArmA for a different experience, not to play BF2 with different graphics.
  11. {USI}_Zombie

    Evolution V3.0

    Still, I think this "revive" option is crap... Let's keep a bit reality in this game, thx... Respawn is required for players to have fun and be able too play a long time. Revive wouldn't be suitable I think. Gotta agree on this one. Revive is a bit too far out of the norm. I think a better option would be selectable respawns. If I could respawn at a FARP in a friendly area, or even at a MASH, then that would save a lot of time, and I think would be a much better option than revive. my 2 cents
  12. {USI}_Zombie

    Night Vision

    I noticed this also, and thought it was a feature. Perhaps it is a simulation of AGC (automatic gain control). When I looked at something bright, the goggles would appear to go off, but as soon as I looked away from the light source, the green goggle vision would return. I know that nv in some other games really needed some sort of AGC
  13. Whatever they do, they can't seem to win... There are the people that constantly demand they want the patch NOW!!!!!!!!!!!!!!!!!!!!!!! and get irate because the devs ARE TAKING SO LONG!!!!!!!!!!!!!!! and then there is the group, with many of the same people who cry Why did they release this patch if they didn't take the time to release a good patch!!! Come on people, we can get one or the other. You want a patch twice a week that only fixes 1 issue, and probably not YOUR issue? or do you want to wait a month for a patch that fixes MOST of EVERYONES issues? I think BIS is doing fine, and ArmA is an amazing game...warts and all
  14. {USI}_Zombie

    toadlife

    Searching for missing toadlife. His scripts are brilliant, but I am having trouble modifying them for ArmA. I was hoping he would be able to help me chase the bugs out. Any ideas? I have sent emails and pm's but the adresses are a couple years old and may not be valid anymore.......
  15. {USI}_Zombie

    wind direction

    thanks, I will give that a try, might be able to for a day or so tho
  16. {USI}_Zombie

    wind direction

    is there a way to detect the wind direction? Due to the differences every time, it is making my halo drop function not a desired.
  17. {USI}_Zombie

    wind direction

    actually underchute time isn't much of a factor as the drop is a HALO, and pull height is about 120M, the problem is the 5000M fall. The wind will blow my troopers out of the drop zone during the long fall. Plus, I was really hoping for steerable chutes, especially after seeing they were the wing type chutes instead of the round canopies, but alas, I guess I must wait for an addon for the steerable chute. A steerable chute would alleviate part of the problem I am having anyway.
  18. {USI}_Zombie

    wind direction

    I was able to determine the wind vectors, but discovered something strange; when testing it hosted, with a friend connected, we were seeing different wind vectors and weather conditions. I tried 3 different ways to synch us up: 1. Set the weather sliders in the editor to storm 2. Set a trigger calling 0 setovercast 1 and 0 setrain 1 3. Used a script to set overcast and rain to 1 and in all 3 instances, we were experiencing different weather conditions. Is some sort of public variable required to synch everyones weather the same? Also, gathering that info didn't really help me solve my initial problem. When doing a HALO drop, each mission is different as to the landing area because, (I assume), the wind vectors are different. What I want to do is correct the soldiers fall back to the intended drop area using the wind vector data but cannot figure out how to do this. The only idea I have to to set a series of markers at the drop area and use setpos and getpos on the markers to correct the fall trajectory of the units.
  19. {USI}_Zombie

    wind direction

    thanks, I'll check it out
  20. what I did was place 3 of them the painful way, then open the mission.sqm and see the spacing...say each piece was "15" apart...then I would create a bunch of them, set 1 location the same for all of them, then set the other locations 15 apart using a text editor. I made an silly long wall out in the ocean and saved the map calling it "wall sections". Now whenever I need a wall section, I open that "mission", copy a length of it and paste it where I need it
  21. {USI}_Zombie

    Blank Fireing Attachments

    erm, actually not...I really haven't gotten my brain around eventhandlers yet   guess I need an egg-on-face smilie
  22. {USI}_Zombie

    Blank Fireing Attachments

    cannot think of a way to do that as a script...but as an addon it could probably be done.
  23. {USI}_Zombie

    Feature or bug?

    Playing some mp ctf's last night and a player on the other side was doing something I haven't seen before. Normally when I stop running, I will still take 2 steps or so before the weapon will come up, dunno what this is called, overrun? Anyway...this guy on the other team was shooting us to pieces and we noticed something...he always seemed to be leaning. Trying this, if I was running, stop running and hit "lean button", and no overrun and the weapon comes up right away! Is this a feature/bug/exploit?
  24. I too have had the same problem, a map I worked on a totally debugged works just fine hosted, but on dedi.....it's totally ugly behaviour. I hope this gets figured out soon
  25. {USI}_Zombie

    WHERE IS TNT?

    Anyone know the status of TNT league? Â Their site hasn't been updated in weeks and we are really looking forward to getting started matching in TNT again. Â There are some good maps out there that are TNT quality, Clear Cut HAD BETTER BE A TNT MAP Â Â . Â {USI} Studios is willing and able to make maps as well. Â Come on TNT, let's get rockin!
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