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{USI}_Zombie

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Everything posted by {USI}_Zombie

  1. {USI}_Zombie

    Artillery Ranges

    thanks Kylania, it looked real good when I typed it, but not after submit! :p
  2. I have tested the different arty pieces and determined their ranges. test conducted as close to sea level as possible for the tube and target. I used the som module and the arty module. Bear in mind that the ranges can change due to elevation differences but this is a good baseline. Tube Minimum Range Maximum Range Podnos and M252 100M 3700M D30 and M119 2375M 5800M Grad 3300M 10100M MLRS 4900M 15550M Hope this info is useful. I tried the different shells, (illumination, laser guided, SADARM, HE and WP), if the tube could fire it, and didn't see any differences in ranges, the only variation came from elevation differences. The displayed ranges remained constant but the ranges where they would actually fire changed. I couldn't figure out how to use the function calls so I did it the hard way :p
  3. {USI}_Zombie

    Auto Reinforce - SOM

    BlackAlpha has figured out how to configure nearly every aspect of the SOM, check this thread for info. Works like a champ!
  4. {USI}_Zombie

    NIM Dynamic Weather

    anyone hear of this being tweaked for arma2? The weather works ok, but the snow and dust doesn't seem to work
  5. put this code in the init line of your som module, and you will get no side missions this setVariable ["settings", [[], true, nil, nil, false]];
  6. {USI}_Zombie

    Delete building

    can't delete it but you can "kill" it with setdamage
  7. {USI}_Zombie

    Grass on or off?

    for me it depends on the game mode. For ctf and dm grass isn't desired since I certainly won't be prone anyway, but all other game modes I appreciate the so called "tactical" advantage of the grass, or at least the potential of it.
  8. many of the squads that use ranks just have different xml's where everything you describe is done.
  9. {USI}_Zombie

    How to fix Arma 2 in 11 easy steps...

    The current grass system is one of my least favorite aspects of ArmA and ArmA2. While it is beautiful and adds to the immersion, it can be annoying as well. I do agree the AI are a little too good at finding you in the grass after only 1 shot out, but I have tried to adjust my tactics to compensate. I really have no viable solution. I usually just turn the grass way down with setTerrainGrid, an imperfect solution. That being said, I would rather be "forced" to compensate tactically or by scripting tricks than to have the whole concept of the grass being nerfed.
  10. {USI}_Zombie

    How to fix Arma 2 in 11 easy steps...

    I think we have a small communications gap. The 1st aid module and the secops module DO work with no need for configuration, but, what you are asking for IS configurablity. They work with no issues as designed, but, if we want to change they way they work, it is possible. I haven't experimented with the 1st aid modules, but I am certain they CAN be configured, and this thread explains how to configure the som module, blackalpha figured it out for all of us.
  11. Yep, found that one myself, thanks though Will modify, thanks, figured is was some kind of debug option In my opinion, that is the correct behavior. Didn't seem to work before I updated to v2.02 but now works as it should. Expect a new ctf map using this scriptpack this week, just need a good playtest from my squad mates.
  12. if you want the default behavior, you don't need to do anything. when a squad member dies, HQ will radio you that reinforcements are available. If you want them, "accept" that just like any other mission HQ sends, your map will be marked, and you go there to meet them.
  13. {USI}_Zombie

    How to fix Arma 2 in 11 easy steps...

    I haven't tried it, but doesn't mandomissles include some kind of countermeasures?
  14. found the line that turns off the map, solved that one...map almost ready for release.
  15. {USI}_Zombie

    How to fix Arma 2 in 11 easy steps...

    I won't dignify this with any more of a response. There is so much more to ArmA than Evo or domination. The built in modules need NO adjusting, select/click/configured, no lines of code. I never said only you, I am not against respawn at all, even for coops, but it makes more sense, to me anyway, in a coop, for group respawn. If you die you respawn in to one of the surviving squad members, and when all squad members are dead, mission failed. I make all my coops this way. There are MANY purists out there that play with NO respawns, which works for them but I think is a little over the top. Invoking BF2 on my part was over the top, shouldn't have gone there. :o (and I do play BF2, I just expect Arma to be different). I have been with the series since OFP, took the time to learn the editor, made missions my squad wanted to play when we couldn't find one already. Look, Arma is whatever we want it to be. I don't get the whole Chernarus life thing myself, but if it makes them happy....same with domination...and evolution...different strokes and all that. I am not against ANY of the changes you suggested IF they are options. Then YOU could play the game you want to play and I could play the game I want to play. My fear is that if enough people want something, they will FORCE it on the rest of us. I bought BF2 on release day, and enough people complained loudly enough about game mechanics they couldn't cope with that they forced a nerf game on all of us. Options are one thing, but sweeping forced changes to satisfy the vocal minority I can't abide quietly. I appreciate your passion and believe it or not respect your position, I just don't agree with it entirely. I shouldn't post under-caffienated, my tone is harsher than intended. Again, options are wonderful, if they are options. I also would like to encourage you to TAKE the time to learn the editor and scripting, it is a whole new element, and to many of us, just as rewarding as actually playing.
  16. {USI}_Zombie

    How to fix Arma 2 in 11 easy steps...

    I hope not, the 1st aid modules do a better job, and we aren't forced to use them Respawn is accomplished with 2 lines of code Actually, they are not, especially in a coop. You want infinate respawn so you will ALWAYS win? Maybe be more careful and you won't die in the 1st place. Try different tactics then3 Can you tell me how a passive guidance system on a missle would generate a lock on warning? Heat guidance is passive. Adjust your tactics OK, I actually agree with this one. this one too. again, this takes very minimal scripting, and about 60 seconds, no stroke for me to do. me and me again, I have no issue with the UAV and use it in my missions. Can't agree completely but I do wish MORE buildings were enterable There already are, called wizards. Anyone can throw a map together in about 11 seconds with NO scripting You already can, arty will work just fine w/o the "secops thing" It's already extremely simple. 1 module and 1 synchronization line? Is that too hard? Doesn't seem amateur to me, it's pretty straightforward. It works, turn your settings down, don't expect 100 fps all the time. I hope they don't try to turn this wonderful versatile game in to some bf2/cod clone because people want it nerfed because they can't take the time to learn the game, adjust their tactics, and contribute to the community
  17. ok, I got the body removal to work unless the body has the flag. If the body has the flag it isn't being deleted, which is good, but the flag isn't being returned to the pole, which is bad. Will try your sanity check ---------- Post added at 09:11 AM ---------- Previous post was at 08:58 AM ---------- OK, sanity check confirms. After I picked up the flag from the body, it deleted after the desired time. Sanity check also had shoot out/in spawn worked, so I need to do some checking on that. I also noticed I am using an older version, will upgrade to 2.01 and report back ---------- Post added at 10:12 AM ---------- Previous post was at 09:11 AM ---------- v2.02 fixed all the above issues! My fault for not updating. :butbut: 2 new issues though. 1) I don't like the map being disabled during briefing phase can that feature be disabled so the map shows? 2) my .rpt is being filled up with ["border player at",[3371.8,4256.92,0.000919342],10,0] and other locations. Debug feature? Can it be disabled? Thanks!
  18. I found the briefing issue, syntax on my part and now it works. I have added this to the ctfConfig.sqf but the last 2 entries don't seem to have any affect? /* IMPORTANT .... Configuration variables must only go below this comment ! | | | | | | | | | | | | | | | | | | | | | | | | | | | | V V V V V V V V V V V V V V */ /* Change the CTF_Titles array to modify the introductory text. You can add or remove lines if you want*/ CTF_Titles = [ CTF_MISSION_NAME, "A Capture the Flag map", "Take the other teams flag and bring it back to yours to score a point", "map by {USI} Studios, concept based on TNT CQB", "Good luck, and have fun" ] ; CTF_defaultWeapon=""; CTF_preserveLoadoutOnDeath=true; CTF_bodyRemovalDelay=90; CTF_lostFlagTime=90; /* A A A A A A A A A A A A A A | | | | | | | | | | | | | | | | | | | | | | | | | | | | IMPORTANT .... Configuration variables must only go above this comment ! */ again, probably a syntax error on my part somewhere. For the briefing, see this thread for what I use
  19. {USI}_Zombie

    is it possible to edit the specops missions?

    absolutely. You can add whatever you want. Just synchronize the module to the group leader. See this thread for a mission I made using the sec ops module.
  20. thanks for the feed back sbsmac, I will definitely make use of the info. Another issue has cropped up. Have you disabled the briefing somewhere? I added a briefing.sqf and briefing.html and they don't show. I have successfully used them in other missions, and will doublecheck for errors but thought I would ask. I have executed it in the init.sqf by execVM "briefing.sqf"; BTW, I have discovered that the OnLoadMission=CTF_MISSION_NAME; will not show unless you have both briefing.sqf and briefing.html. Don't understand why though. You may want to add a generic briefing.sqf and html in the mappack
  21. getting my brain around this now sbsmac, a couple questions though: 1. I saw where the deletebody function is carried out, can you make this time a ctf_variable? Or if I modify the original script can some problems come up? The delay of 120 is too long for my purposes. I see the variable is called CTF_bodyRemovalDelay, but the readme didn't say it was a variable we could change in the ctfconfig. 2. Is there an option for flag return I am not finding? If the player is killed while flagrunning, I prefer the flag to automatically go back to the pole after a 90 second delay if nobody else comes along to pick it up and try to run it. 3. spawn protection. shooting in to /out of spawn doesn't seem to incur a penalty. Am I missing something here? I like where if you shoot in or out of the protected spawn zone and kill someone, you also die. 4. I saw the weather synchronization. Should I set my weather with the editor intel area or will a gamelogic work to set the weather ok? I really like the building level function!
  22. use this code: [this, 1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" what you wrote calls halo.sqs, you need to call halo_init.sqs
  23. {USI}_Zombie

    {USI} Map Pack 1.0

    I have seen discussions that the som module is buggy on a dedicated server, so the mission random specops may have trouble, but it works just fine hosted. I have not tested it on a dedicated.
  24. has anyone figured out the classnames for the rocks and vegetation? I want to add them to a mission but can't figure it out. tried: r2_boulder1 boulder1 land_boulder1 land_r2_boulder1
  25. {USI}_Zombie

    rocks and plants

    As I said.......I want to add rocks/boulders and other vegetation to the mission area I am working on...natural answer
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