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--Scorpion--

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Everything posted by --Scorpion--

  1. Thanks Ei8ght for the fixed version You did a great job again with this checkpoint base. I simply love these missions template you're creating, they save me so much time it's amazing and I can't wait to see what will be next. Maybe it'll be the El Presidente Palace, the Maruko Airport or simply something else. Keep up the good work You could try the MAP EditorUpgrade which give you every objects found in the game in the editor. I'm not sure if these buildings are there but I don't see why it'll not be there. BTW, these objects are from the good old Operation Flashpoint.
  2. Amazing work on these models MeanMachine, they're all top quality. I really like the way this project is heading so far and Kyle have tons of good idea that if implemented right will make this island truly unique. I don't know if you've any experience with making map but if you put as much love as you do with your models, the island will be awesome and one of the best Arma 2. Keep up the good work
  3. --Scorpion--

    ARZUELA Project

    Good job guys Everything is looking great so far and it'll be a nice addition to any tropical island. Keep up the good work
  4. It still required the ibr_towns.pbo to open the mission in the editor so I erased it in the mission.sqm like I did last time but I found myself having the same problem that Genpatton is talking about. I can't load the mission because of the ACE_M4_Eotech. Could you update it by removing any ACE related stuff or simply make a non-ACE version plz ? I ask because I really like your stuff Ei8ght and it'll be a shame not being able to use this one because of that.
  5. --Scorpion--

    Putting guns on the wall

    Here's the mission template http://www.4shared.com/get/sNdwTAc9/Container_Wall_of_Gunsutes.html You'll need the MAP EditorUpgrade addon(MAP_EU.pbo) to load the mission. http://www.armaholic.com/page.php?id=6194&highlight=MAP_EU
  6. --Scorpion--

    Putting guns on the wall

    Here's the entire code I'm using to place guns on the wall #Gun01 wh01 = "weaponholder" createVehicle getpos Desk; wh01 addWeaponCargo ["M16A4",1]; wh01 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-1.25,1.25]; [wh01, 90, 90] call BIS_fnc_setPitchBank; #Gun02 wh02 = "weaponholder" createVehicle getpos Desk; wh02 addWeaponCargo ["G36K",1]; wh02 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-3,1.25]; [wh02, 90, 90] call BIS_fnc_setPitchBank; #Gun03 wh03 = "weaponholder" createVehicle getpos Desk; wh03 addWeaponCargo ["DMR",1]; wh03 setpos [(getPos Desk select 0)-0.33,(getPos Desk select 1)-4.5,1.25]; [wh03, 90, 90] call BIS_fnc_setPitchBank; #Gun04 wh04 = "weaponholder" createVehicle getpos Desk; wh04 addWeaponCargo ["M4A1_aim",1]; wh04 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-1.25,0.75]; [wh04, 90, 90] call BIS_fnc_setPitchBank; #Gun05 wh05 = "weaponholder" createVehicle getpos Desk; wh05 addWeaponCargo ["M249",1]; wh05 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-3,0.75]; [wh05, 90, 90] call BIS_fnc_setPitchBank; #Gun06 wh06 = "weaponholder" createVehicle getpos Desk; wh06 addWeaponCargo ["M4SPR",1]; wh06 setpos [(getPos Desk select 0)-0.33,(getPos Desk select 1)-4.5,0.75]; [wh06, 90, 90] call BIS_fnc_setPitchBank; #Gun07 wh07 = "weaponholder" createVehicle getpos Desk; wh07 addWeaponCargo ["M1014",1]; wh07 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-1.25,0.25]; [wh07, 90, 90] call BIS_fnc_setPitchBank; #Gun08 wh08 = "weaponholder" createVehicle getpos Desk; wh08 addWeaponCargo ["G36_c_SD_eotech",1]; wh08 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-3,0.25]; [wh08, 90, 90] call BIS_fnc_setPitchBank; #Gun09 wh09 = "weaponholder" createVehicle getpos Desk; wh09 addWeaponCargo ["SMAW",1]; wh09 setpos [(getPos Desk select 0)-0.28,(getPos Desk select 1)-4.5,0.25]; [wh09, 90, 90] call BIS_fnc_setPitchBank; #Gun10 wh10 = "weaponholder" createVehicle getpos Desk; wh10 addWeaponCargo ["AKS_74_kobra",1]; wh10 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-1,1.25]; [wh10, 90, 270] call BIS_fnc_setPitchBank; #Gun11 wh11 = "weaponholder" createVehicle getpos Desk; wh11 addWeaponCargo ["AK_107_kobra",1]; wh11 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-2.75,1.25]; [wh11, 90, 270] call BIS_fnc_setPitchBank; #Gun12 wh12 = "weaponholder" createVehicle getpos Desk; wh12 addWeaponCargo ["SVD",1]; wh12 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-4.25,1.25]; [wh12, 90, 270] call BIS_fnc_setPitchBank; #Gun13 wh13 = "weaponholder" createVehicle getpos Desk; wh13 addWeaponCargo ["AKS_74_UN_kobra",1]; wh13 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-1,0.75]; [wh13, 90, 270] call BIS_fnc_setPitchBank; #Gun14 wh14 = "weaponholder" createVehicle getpos Desk; wh14 addWeaponCargo ["PK",1]; wh14 setpos [(getPos Desk select 0)+0.47,(getPos Desk select 1)-2.7,0.75]; [wh14, 90, 270] call BIS_fnc_setPitchBank; #Gun15 wh15 = "weaponholder" createVehicle getpos Desk; wh15 addWeaponCargo ["VSS_Vintorez",1]; wh15 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-4.25,0.75]; [wh15, 90, 270] call BIS_fnc_setPitchBank; #Gun16 wh16 = "weaponholder" createVehicle getpos Desk; wh16 addWeaponCargo ["Bizon_silenced",1]; wh16 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-1,0.25]; [wh16, 90, 270] call BIS_fnc_setPitchBank; #Gun17 wh17 = "weaponholder" createVehicle getpos Desk; wh17 addWeaponCargo ["Saiga12K",1]; wh17 setpos [(getPos Desk select 0)+0.51,(getPos Desk select 1)-2.75,0.25]; [wh17, 90, 270] call BIS_fnc_setPitchBank; #Gun18 wh18 = "weaponholder" createVehicle getpos Desk; wh18 addWeaponCargo ["RPG7V",1]; wh18 setpos [(getPos Desk select 0)+0.45,(getPos Desk select 1)-4.25,0.25]; [wh18, 90, 270] call BIS_fnc_setPitchBank; ###################################################################################################### #Gun19 wh19 = "weaponholder" createVehicle getpos Desk; wh19 addWeaponCargo ["M9SD",1]; wh19 setpos [(getPos Desk select 0)-0.75,(getPos Desk select 1)-0.2,1.2]; [wh19, 90, 0] call BIS_fnc_setPitchBank; #Gun20 wh20 = "weaponholder" createVehicle getpos Desk; wh20 addWeaponCargo ["M9",1]; wh20 setpos [(getPos Desk select 0)-0.35,(getPos Desk select 1)-0.2,1.2]; [wh20, 90, 0] call BIS_fnc_setPitchBank; #Gun21 wh21 = "weaponholder" createVehicle getpos Desk; wh21 addWeaponCargo ["colt1911",1]; wh21 setpos [(getPos Desk select 0)-0.75,(getPos Desk select 1)-0.2,0.85]; [wh21, 90, 0] call BIS_fnc_setPitchBank; #Gun22 wh22 = "weaponholder" createVehicle getpos Desk; wh22 addWeaponCargo ["glock17_ep1",1]; wh22 setpos [(getPos Desk select 0)-0.35,(getPos Desk select 1)-0.2,0.85]; [wh22, 90, 0] call BIS_fnc_setPitchBank; #Gun23 wh23 = "weaponholder" createVehicle getpos Desk; wh23 addWeaponCargo ["UZI_SD_ep1",1]; wh23 setpos [(getPos Desk select 0)+0.35,(getPos Desk select 1)-0.2,1.2]; [wh23, 90, 0] call BIS_fnc_setPitchBank; #Gun24 wh24 = "weaponholder" createVehicle getpos Desk; wh24 addWeaponCargo ["UZI_ep1",1]; wh24 setpos [(getPos Desk select 0)+0.75,(getPos Desk select 1)-0.2,1.2]; [wh24, 90, 0] call BIS_fnc_setPitchBank; #Gun25 wh25 = "weaponholder" createVehicle getpos Desk; wh25 addWeaponCargo ["MakarovSD",1]; wh25 setpos [(getPos Desk select 0)+0.35,(getPos Desk select 1)-0.2,0.85]; [wh25, 90, 0] call BIS_fnc_setPitchBank; #Gun26 wh26 = "weaponholder" createVehicle getpos Desk; wh26 addWeaponCargo ["Makarov",1]; wh26 setpos [(getPos Desk select 0)+0.75,(getPos Desk select 1)-0.2,0.85]; [wh26, 90, 0] call BIS_fnc_setPitchBank; #Gun27 wh27 = "weaponholder" createVehicle getpos Desk; wh27 addWeaponCargo ["Revolver_ep1",1]; wh27 setpos [(getPos Desk select 0)-0.55,(getPos Desk select 1)-0.2,0.4]; [wh27, 90, 0] call BIS_fnc_setPitchBank; #Gun28 wh28 = "weaponholder" createVehicle getpos Desk; wh28 addWeaponCargo ["Sa61_ep1",1]; wh28 setpos [(getPos Desk select 0)+0.55,(getPos Desk select 1)-0.2,0.4]; [wh28, 90, 0] call BIS_fnc_setPitchBank; exit I've named the ammo boxes USbox and RUbox. I could upload the mission template too if you prefer, that way you could see how I've done it.
  7. --Scorpion--

    Putting guns on the wall

    Your idea sound pretty interesting but how you'll script something like that ? What's the CCP project you're talking about ? Are you talking about the Arma 2 CCP project ? I like the idea of having real model for the mag instead of these bags and I presume that by 1.63, you mean the official 1.63 patch right ? P.S. Check your PM inbox, I'll send you one soon about something else.
  8. --Scorpion--

    Putting guns on the wall

    The thing is I really hate these huge bag for each mag that it create, I'll not mind so much if it was the actual weapon mag but these bag look ugly. About the script, I was thinking using this solution to give the player the right ammunition for the gun he took but then I thought the player will always have pre-defined loadout and not what he really want. So even if I'll use a script for this, I'll probably need to put ammo box inside anyway just to be sure the player can have the loadout he want and I was starting to have a headache just thinking about how it'll complicate thing for nothing. I know it's far away to be perfect but it's simple and easy to use. I can imagine that it'll not work that great in MP but it's to be used only in SP mission anyway. Thanks again SaMatra, your help is really appreciated.
  9. --Scorpion--

    Putting guns on the wall

    Here's how the final product look like #Gun01 wh01 = "weaponholder" createVehicle getpos Desk; wh01 addWeaponCargo ["M16A4",1]; wh01 setpos [(getPos Desk select 0)-0.34,(getPos Desk select 1)-1.25,1.25]; [wh01, 90, 90] call BIS_fnc_setPitchBank; exit As you can see I decided to put ammo box inside instead of using a script, so far everything is working just fine. The only bug that I've found is that if you put the gun back on the wall while having ammo, it put the ammunition on the wall with the gun and that look really weird. The only way for that not happening is to put all your ammunition in the ammo box before putting the gun back on the wall. It's not perfect but it work.
  10. That's good to hear, I'll keep a eye on your future release
  11. Thanks Ei8ght, it seem to have fixed my problem BTW great job with these base, they save me alot of time making my mission on Lingor. Any chance of doing the same with the El Presidente Palace or any place else ?
  12. --Scorpion--

    Putting guns on the wall

    It's working Thanks alot SaMatra
  13. --Scorpion--

    Putting guns on the wall

    Well I'll have to forget the Library_WeaponHolder object then since I want the player to be able to take the weapon from the wall. About the ammo glued to the wall, I know it look weird and I was thinking about removing them and put them in a ammo box or use a script giving the player the ammo when he take the gun.
  14. --Scorpion--

    Putting guns on the wall

    Where I can find this object ? It's a BIS object coming with the game or a community made addon ?
  15. --Scorpion--

    Putting guns on the wall

    Ok here's what I've so far using the command weaponHolder and SetVectorUp. The gun on the table is working great #1st Guns M16A2 = "weaponholder" createVehicle getpos Desk; M16A2 addMagazineCargo ["30Rnd_556x45_Stanag",2]; M16A2 addWeaponCargo ["M16A2",1]; M16A2 setpos [getPos Desk select 0,getPos Desk select 1,0.88]; exit But the gun on the wall is not working so great #1st Guns M16A2 = "weaponholder" createVehicle getpos Desk; M16A2 addMagazineCargo ["30Rnd_556x45_Stanag",2]; M16A2 addWeaponCargo ["M16A2",1]; M16A2 setpos [getPos Desk select 0,getPos Desk select 1,0.88]; M16A2 setVectorUp [180, 0, 0] exit As you can see the gun barrel is facing the ground and I want it to face the container door so anyone who know how to flip the gun in the right direction. I'm not familiar with these command so maybe I missing something here. It's really frustrating that I can't find the solution for that when I'm so close. Any help will be really appreciated.
  16. Hey Ei8ght, I can't load this FOB in the editor. It tell me that I can't play or edit the mission because I'm missing the ibr_dtowns addon, that's weird because I've no problem with your FOB Eddie (GAL or RACS). :confused:
  17. --Scorpion--

    Road Barrier Animation

    You probably looking for this gateName animate ["Bargate", 0] gateName animate ["Bargate", 1] Just use a trigger to open and close the gate.
  18. I'm making a mission where I make a HALO insertion and I want the AI to throw a IR Strobe to mark the LZ to know where to land but I'm having trouble with this. joe fire "IRStrobe" joe fire "IR_Strobe_Marker" joe fire ["throw","IRStrobe","IRStrobe"] joe fire ["throw","IRStrobe","IR_Strobe_Marker"] joe fire ["throw","IR_Strobe_Marker","IRStrobe"] joe fire ["throw","IR_Strobe_Marker","IR_Strobe_Marker"] I tried all of these but none of them worked so anyone know why and how I could do this ?
  19. Thx Twirly that did the job For everyone who did have the same problem as me, here how you need to write it joe fire ["IRStrobe","IRStrobe","IR_Strobe_Marker"];
  20. --Scorpion--

    BIS Arma 2 Gunshop script

    I added a Rapidshare link since Megaupload is down because of the US lawsuit against the site. I'll keep the Megaupload link in case they go back online but I really doubt that's going to happen.
  21. --Scorpion--

    BIS Arma 2 Gunshop script

    Like always, a big thanks to Foxhound and Armaholic. That's one of the primary reason why I uploaded it, I've lost so many stuff over the years due to hard drive failure. About the MP compatibility, just contact me via PM so we can talk more about this.
  22. Anyone know if it exist a cab driver script where the player make money by moving AI unit from town to town or something similar ? I did a research on the forum but only a bunch of heli taxi script came up. I'm looking for something like in the GTA serie where the player pick civilian in a town and drive to another one, drop them and pick a new one.
  23. I did a simple script to loot dead body by giving them a random sum of money but the problem I've is that it give them a number with three decimal. You'll get something like 252.567 $ when you loot their body. So my question is did anyone of you know a solution to remove the last decimal or all of them ? Here is the script Dead.sqs Money.sqs
  24. Did it mean that I'll have to do this for each number or just once ?
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