868
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Everything posted by 868
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I must admit that the project grabbed my attention. However after seeing BlackBloods signature. That just over shadowed the project completely. Got me giggling like a 10 year old. Good job on the units BlackBlood.
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Invisible 'H' can be found by downloading the EditorUpdate102 or EditorUpgrade102. Class is under 'Empty/Objects/Invisible H' Good luck.
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Hello all, First of all, allow me to applogise if this is in the wrong forum. Or if it has been answered before. Scenario: Secure the Bio-chemical plant as objective. But if one of the barrels are 'damaged' it will leak its contents to the immediate surrounding area. Not the whole map. Question: I know that I can somehow use the MP kill zone and a simple warning (using 'hint' feature ingame) to impliment this but so far it doesn't have the effect that I need. This way it would only kill them instantly. Is there a way to have a certain 'countdown' of effectiveness of the agent? i.e. the longer you linger around the opened barrel you are more exposed = health meter drops eventually killing you. Any help would be appreciated. Thanks in advance.
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I'm not the one to question ya, but I don't think that script is working. I've tried all the values from 0.005 to 0.8 in setdamage. Any suggestions?
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Script = checked Triggers = checked this is what I get from ingame: {_x setDamage ((damage _x)+0.25)} forEach list _this|#|':Error list:Type Array, expected object OnActivation: [] exec "agent.sqs" {_x setDamage ((damage _x)+0.25)} forEach list _this|#|':Error list:Type Bol, expected object OnActivation: this exec "agent.sqs" I have tried this to prevent that message error ingame: {_x setDamage ((damage _x)+0.25)} forEach _this that worked fine, as in not showing up as error but are we sure about the '+' instead of '-'? I am assuming that using + would add not subtract the value? Also, it didn't 'damage' the unit within the trigger either.
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Err.. Not working guys... I thought it was the spelling 'getDamage' to 'getDammage' but no joy. Any thoughts?
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Outstanding! I'll check it out. Thanks Hardrock.
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No lag here. Ran with Max setting and Lowest. Didn't really have any problems with the large city/ies either. System spec: AMD XP 2700 128MB GF4ti4800 1GB RAM
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C One thirty rollin down the strip.................
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I just like it the way it is.
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Operation Flashpoint 2: Return of the Guba Operation Flashpoint 2: Angelinas Reign Operation Flashpoint 2: Sign the deal already!
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That link is 'invalid' anyone else get that?
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Could it be that your processor is sending data faster than your graphics card can handle?
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So where is this channel button to change the 'Out of Service' on the www.flashpoint3.com website?
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Hello ofpchaos, There is a nice script from the OFPEC regarding the Choppers landing in a specific area. I believe its called 'land_chopper.sqs' I do not know the author/creator for this script. (tried a quick search but wasn't able to find it in time) Should you need it, I have a copy. Works well in MP play specially for Air Assault missions. Let me know. 868
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Gaiters Pardon my spelling.
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Hello all, This is concerning a multiplayer map where all slots are 'playable'. I am trying to find a way to hide the map in the briefing page for certain units (playable) and have another units be able to see/read the map (playable). Could any one help me with this? I've tried looking it up but had no success in finding the answer. Thanks in advance Yours, 868 p.s. if there is a same question asked in this forum then I applogise in advance.
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@hardrock Ok, ill check that out. @Blanco I will ask for their permission in OFPEC
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Blanco May I ask for your permission to de-pbo this and use its contents only?
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This is great but unfortunately I need to impliment this without using an addon. Anyone?
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Yes, 7 stranded men/players all named from s1 to s7. Also what do you mean by the local sX?
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Much appreciated hardrock Thank you for your prompt replies. Yours, 868 EDIT: Actually that doesn't seem to work. this is precisely what i had in my init.sqs ;================ ;hidemap from s1 to s7 ;================ ? (s1==player) : showMap false ? (s2==player) : showMap false ? (s3==player) : showMap false ? (s4==player) : showMap false ? (s5==player) : showMap false ? (s6==player) : showMap false ? (s7==player) : showMap false exit
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? (player12==player) : showMap false I assume the 'player12' is the unit that I do not want the Map to show. Now do i have to place this in the init of that soldier or could I just do this in the init.sqs? e.g. ;Hide map from player12 ? (player12==player) : showMap false exit