Crimson_Raptor
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Posts posted by Crimson_Raptor
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Awesome Coffeecat! That works! Thank you so much!
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Awesome! Thank you F2k Sel, those lines of code worked! This opens up all kinds of new operations to be created, what we have been needing since the very first flashpoint.
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The best way i've figured out how to lower their "chatter" is to remove the following:
1. Radio
2. Watch
3. GPS
Unfortunately they still call out "man..." or "far..." "right..." "left..." but nothiner else other than those 4 words, which is good, but when you're in "stealth mode" and they whisper this stuff, while your character itself yells out all his orders, it kinda makes stealth mode useless. :(
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This did not work, the trigger still activates even if all the OPFOR are shot within the timeout period.
We've even tried killing them all without them seeing/detecting us and the trigger still activates, meaning that when they fall under attack they "detect" enemy even though they didn't see who fired upon them.
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Hi guys ,I am having a little issue trying to add some BAF toi my ammo crate!
Did you miss my post and thread topic? :annoy:
All you need to do is put this in your script:
_this addWeaponCargo ["BAF_L7A2_GPMG",100]
Not "amountWeapon."
Have you found any missing from my script?
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I've been trying to find all of the weapons used in the game using a simple ammo filler script and this website:
Let me know if anything is missing or is repeated more than once.
I have yet to figure out how to make a backpack selectable in an ammo crate or backpack heap though.
while {alive _this} do
{
clearweaponcargo _this;
clearmagazinecargo _this;
//BIS WEAPONS//
_this addWeaponCargo ["AK_107_kobra",20];
_this addWeaponCargo ["AK_107_GL_kobra",20];
_this addWeaponCargo ["AK_107_GL_pso",20];
_this addWeaponCargo ["AK_107_pso",20];
_this addWeaponCargo ["AK_74",20];
_this addWeaponCargo ["AK_74_GL",20];
_this addWeaponCargo ["AK_47_M",20];
_this addWeaponCargo ["AK_47_S",20];
_this addWeaponCargo ["AKS_74_kobra",20];
_this addWeaponCargo ["AKS_74_pso",20];
_this addWeaponCargo ["AKS_74_U",20];
_this addWeaponCargo ["AKS_74_UN_kobra",20];
_this addWeaponCargo ["bizon",20];
_this addWeaponCargo ["bizon_silenced",20];
_this addWeaponCargo ["FN_FAL",20];
_this addWeaponCargo ["FN_FAL_ANPVS4",20];
_this addWeaponCargo ["G36a",20];
_this addWeaponCargo ["G36C",20];
_this addWeaponCargo ["G36_C_SD_eotech",20];
_this addWeaponCargo ["G36K",20];
_this addWeaponCargo ["M1014",20];
_this addWeaponCargo ["M16A2",20];
_this addWeaponCargo ["M16A2GL",20];
_this addWeaponCargo ["M16A4",20];
_this addWeaponCargo ["M16A4_GL",20];
_this addWeaponCargo ["M16A4_ACG_GL",20];
_this addWeaponCargo ["M16A4_ACG",20];
_this addWeaponCargo ["M4A1",20];
_this addWeaponCargo ["M4A1_HWS_GL",20];
_this addWeaponCargo ["M4A1_HWS_GL_camo",20];
_this addWeaponCargo ["M4A1_HWS_GL_SD_Camo",20];
_this addWeaponCargo ["M4A1_RCO_GL",20];
_this addWeaponCargo ["M4A1_Aim",20];
_this addWeaponCargo ["M4A1_Aim_camo",20];
_this addWeaponCargo ["M4A1_AIM_SD_camo",20];
_this addWeaponCargo ["MP5A5",20];
_this addWeaponCargo ["MP5SD",20];
_this addWeaponCargo ["Saiga12K",20];
_this addWeaponCargo ["VSS_vintorez",20];
_this addWeaponCargo ["M8_carbine",20];
_this addWeaponCargo ["M8_carbineGL",20];
_this addWeaponCargo ["M8_compact",20];
_this addWeaponCargo ["MG36",20];
_this addWeaponCargo ["Mk_48",20];
_this addWeaponCargo ["M240",20];
_this addWeaponCargo ["M249",20];
_this addWeaponCargo ["Pecheneg",20];
_this addWeaponCargo ["PK",20];
_this addWeaponCargo ["RPK_74",20];
_this addWeaponCargo ["M8_SAW",20];
_this addWeaponCargo ["Huntingrifle",20];
_this addWeaponCargo ["DMR",20];
_this addWeaponCargo ["KSVK",20];
_this addWeaponCargo ["M107",20];
_this addWeaponCargo ["m107_TWS_EP1",20];
_this addWeaponCargo ["M24",20];
_this addWeaponCargo ["M40A3",20];
_this addWeaponCargo ["M4SPR",20];
_this addWeaponCargo ["SVD",20];
_this addWeaponCargo ["SVD_CAMO",20];
_this addWeaponCargo ["M8_sharpshooter",20];
_this addWeaponCargo ["Colt1911",20];
_this addWeaponCargo ["M9",20];
_this addWeaponCargo ["M9SD",20];
_this addWeaponCargo ["glock17_EP1",20];
_this addWeaponCargo ["Makarov",20];
_this addWeaponCargo ["MakarovSD",20];
_this addWeaponCargo ["revolver_EP1",20];
_this addWeaponCargo ["revolver_gold_EP1",20];
_this addWeaponCargo ["Igla",20];
_this addWeaponCargo ["Javelin",20];
_this addWeaponCargo ["M136",20];
_this addWeaponCargo ["MAAWS",20];
_this addWeaponCargo ["MetisLauncher",20];
_this addWeaponCargo ["RPG18",20];
_this addWeaponCargo ["RPG7V",20];
_this addWeaponCargo ["SMAW",20];
_this addWeaponCargo ["Stinger",20];
_this addWeaponCargo ["Strela",20];
_this addWeaponCargo ["Binocular",20];
_this addWeaponCargo ["NVGoggles",20];
_this addWeaponCargo ["Laserdesignator",10];
_this addWeaponCargo ["Sa61_EP1",20];
_this addWeaponCargo ["UZI_EP1",20];
_this addWeaponCargo ["UZI_SD_EP1",20];
_this addWeaponCargo ["AKS_74",20];
_this addWeaponCargo ["AKS_74_GOSHAWK",20];
_this addWeaponCargo ["AKS_74_NSPU",20];
_this addWeaponCargo ["AKS_GOLD",20];
_this addWeaponCargo ["G36_C_SD_camo",20];
_this addWeaponCargo ["G36A_camo",20];
_this addWeaponCargo ["G36C_camo",20];
_this addWeaponCargo ["G36K_camo",20];
_this addWeaponCargo ["LeeEnfield",20];
_this addWeaponCargo ["M110_NVG_EP1",20];
_this addWeaponCargo ["M110_TWS_EP1",20];
_this addWeaponCargo ["M14_EP1",20];
_this addWeaponCargo ["m240_scoped_EP1",20];
_this addWeaponCargo ["M249_EP1",20];
_this addWeaponCargo ["M249_m145_EP1",20];
_this addWeaponCargo ["M249_TWS_EP1",20];
_this addWeaponCargo ["M24_des_EP1",20];
_this addWeaponCargo ["M32_EP1",20];
_this addWeaponCargo ["M4A3_CCO_EP1",20];
_this addWeaponCargo ["M4A3_RCO_GL_EP1",20];
_this addWeaponCargo ["M60A4_EP1",20];
_this addWeaponCargo ["M79_EP1",20];
_this addWeaponCargo ["MG36_camo",20];
_this addWeaponCargo ["Mk13_EP1",20];
_this addWeaponCargo ["Mk_48_DES_EP1",20];
//BAF WEAPONS//
_this addWeaponCargo ["BAF_AS50_scoped",100];
_this addWeaponCargo ["BAF_AS50_TWS",100];
_this addWeaponCargo ["BAF_L7A2_GPMG",100];
_this addWeaponCargo ["BAF_L110A1_Aim",100];
_this addWeaponCargo ["BAF_L85A2_RIS_ACOG",100];
_this addWeaponCargo ["BAF_L85A2_RIS_CWS",100];
_this addWeaponCargo ["BAF_L85A2_RIS_Holo",100];
_this addWeaponCargo ["BAF_L85A2_RIS_SUSAT",100];
_this addWeaponCargo ["BAF_L85A2_UGL_ACOG",100];
_this addWeaponCargo ["BAF_L85A2_UGL_Holo",100];
_this addWeaponCargo ["BAF_L85A2_UGL_SUSAT",100];
_this addWeaponCargo ["BAF_L86A2_ACOG",100];
_this addWeaponCargo ["BAF_LRR_scoped",100];
_this addWeaponCargo ["BAF_LRR_scoped_W",100];
_this addWeaponCargo ["BAF_NLAW_Launcher",100];
_this addWeaponCargo ["Sa58P_EP1",20];
_this addWeaponCargo ["Sa58V_CCO_EP1",20];
_this addWeaponCargo ["Sa58V_EP1",20];
_this addWeaponCargo ["Sa58V_RCO_EP1",20];
_this addWeaponCargo ["SCAR_H_CQC_CCO",20];
_this addWeaponCargo ["SCAR_H_CQC_CCO_SD",20];
_this addWeaponCargo ["SCAR_H_LNG_Sniper",20];
_this addWeaponCargo ["SCAR_H_LNG_Sniper_SD",20];
_this addWeaponCargo ["SCAR_H_STD_EGLM_Spect",20];
_this addWeaponCargo ["SCAR_H_STD_TWS_SD",20];
_this addWeaponCargo ["SCAR_L_CQC",20];
_this addWeaponCargo ["SCAR_L_CQC_CCO_SD",20];
_this addWeaponCargo ["SCAR_L_CQC_EGLM_Holo",20];
_this addWeaponCargo ["SCAR_L_CQC_Holo",20];
_this addWeaponCargo ["SCAR_L_STD_EGLM_RCO",20];
_this addWeaponCargo ["SCAR_L_STD_EGLM_TWS",20];
_this addWeaponCargo ["SCAR_L_STD_HOLO",20];
_this addWeaponCargo ["SCAR_L_STD_Mk4CQT",20];
_this addWeaponCargo ["SVD_des_EP1",20];
_this addWeaponCargo ["SVD_NSPU_EP1",20];
_this addWeaponCargo ["Binocular_Vector",20];
//PMC WEAPONS//
_this addWeaponCargo ["AA12_PMC",20];
_this addWeaponCargo ["m8_compact_pmc",20];
_this addWeaponCargo ["m8_carbine_pmc",20];
_this addWeaponCargo ["m8_holo_sd",20];
_this addWeaponCargo ["m8_tws",20];
_this addWeaponCargo ["m8_tws_sd",20];
_this addWeaponCargo ["PMC_AS50_scoped",20];
_this addWeaponCargo ["PMC_AS50_TWS",20];
//BIS AMMO//
_this addMagazineCargo ["30Rnd_9x19_UZI",100];
_this addMagazineCargo ["30Rnd_9x19_UZI_SD",100];
_this addMagazineCargo ["10x_303",100];
_this addMagazineCargo ["20Rnd_762x51_B_SCAR",100];
_this addMagazineCargo ["6Rnd_HE_M203",100];
_this addMagazineCargo ["6Rnd_FlareWhite_M203",100];
_this addMagazineCargo ["6Rnd_FlareGreen_M203",100];
_this addMagazineCargo ["6Rnd_FlareRed_M203",100];
_this addMagazineCargo ["6Rnd_FlareYellow_M203",100];
_this addMagazineCargo ["6Rnd_Smoke_M203",100];
_this addMagazineCargo ["6Rnd_SmokeRed_M203",100];
_this addMagazineCargo ["6Rnd_SmokeGreen_M203",100];
_this addMagazineCargo ["6Rnd_SmokeYellow_M203",100];
_this addMagazineCargo ["30Rnd_545x39_AK",100];
_this addMagazineCargo ["30Rnd_545x39_AKSD",100];
_this addMagazineCargo ["30Rnd_762x39_AK47",100];
_this addMagazineCargo ["64Rnd_9x19_Bizon",100];
_this addMagazineCargo ["64Rnd_9x19_SD_Bizon",100];
_this addMagazineCargo ["20Rnd_762x51_FNFAL",100];
_this addMagazineCargo ["30Rnd_556x45_G36",100];
_this addMagazineCargo ["30Rnd_556x45_G36SD",100];
_this addMagazineCargo ["8Rnd_B_Beneli_74Slug",100];
_this addMagazineCargo ["30Rnd_556x45_Stanag",100];
_this addMagazineCargo ["30Rnd_556x45_StanagSD",100];
_this addMagazineCargo ["30Rnd_9x19_MP5",100];
_this addMagazineCargo ["30Rnd_9x19_MP5SD",100];
_this addMagazineCargo ["8Rnd_B_Saiga12_74Slug",100];
_this addMagazineCargo ["10Rnd_9x39_SP5_VSS",100];
_this addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
_this addMagazineCargo ["1Rnd_HE_GP25",100];
_this addMagazineCargo ["FlareWhite_GP25",100];
_this addMagazineCargo ["FlareGreen_GP25",100];
_this addMagazineCargo ["FlareRed_GP25",100];
_this addMagazineCargo ["FlareYellow_GP25",100];
_this addMagazineCargo ["1Rnd_SMOKE_GP25",100];
_this addMagazineCargo ["1Rnd_SMOKERED_GP25",100];
_this addMagazineCargo ["1Rnd_SMOKEGREEN_GP25",100];
_this addMagazineCargo ["1Rnd_SMOKEYELLOW_GP25",100];
_this addMagazineCargo ["1Rnd_HE_M203",100];
_this addMagazineCargo ["FlareWhite_M203",100];
_this addMagazineCargo ["FlareGreen_M203",100];
_this addMagazineCargo ["FlareRed_M203",100];
_this addMagazineCargo ["FlareYellow_M203",100];
_this addMagazineCargo ["1Rnd_Smoke_M203",100];
_this addMagazineCargo ["1Rnd_SmokeRed_M203",100];
_this addMagazineCargo ["1Rnd_SmokeGreen_M203",100];
_this addMagazineCargo ["1Rnd_SmokeYellow_M203",100];
_this addMagazineCargo ["100Rnd_556x45_BetaCMag",100];
_this addMagazineCargo ["100Rnd_762x51_M240",100];
_this addMagazineCargo ["200Rnd_556x45_M249",100];
_this addMagazineCargo ["100Rnd_762x54_PK",100];
_this addMagazineCargo ["75Rnd_545x39_RPK",100];
_this addMagazineCargo ["5x_22_LR_17_HMR",100];
_this addMagazineCargo ["20Rnd_762x51_DMR",100];
_this addMagazineCargo ["5Rnd_127x108_KSVK",100];
_this addMagazineCargo ["10Rnd_127x99_m107",100];
_this addMagazineCargo ["5Rnd_762x51_M24",100];
_this addMagazineCargo ["20Rnd_556x45_Stanag",100];
_this addMagazineCargo ["10Rnd_762x54_SVD",100];
_this addMagazineCargo ["7Rnd_45ACP_1911",100];
_this addMagazineCargo ["15Rnd_9x19_M9",100];
_this addMagazineCargo ["15Rnd_9x19_M9SD",100];
_this addMagazineCargo ["17Rnd_9x19_glock17",100];
_this addMagazineCargo ["8Rnd_9x18_Makarov",100];
_this addMagazineCargo ["8Rnd_9x18_MakarovSD",100];
_this addMagazineCargo ["6Rnd_45ACP",20];
_this addMagazineCargo ["10Rnd_B_765x17_Ball",100];
_this addMagazineCargo ["20Rnd_B_765x17_Ball",100];
_this addMagazineCargo ["Igla",20];
_this addMagazineCargo ["Javelin",20];
_this addMagazineCargo ["M136",20];
_this addMagazineCargo ["MAAWS_HEAT",20];
_this addMagazineCargo ["MAAWS_HEDP",20];
_this addMagazineCargo ["AT13",20];
_this addMagazineCargo ["RPG18",20];
_this addMagazineCargo ["PG7V",20];
_this addMagazineCargo ["PG7VL",20];
_this addMagazineCargo ["PG7VR",20];
_this addMagazineCargo ["OG7",20];
_this addMagazineCargo ["SMAW_HEAA",20];
_this addMagazineCargo ["SMAW_HEDP",20];
_this addMagazineCargo ["Stinger",20];
_this addMagazineCargo ["Strela",20];
_this addMagazineCargo ["HandGrenade",50];
_this addMagazineCargo ["HandGrenade_West",50];
_this addMagazineCargo ["HandGrenade_East",50];
_this addMagazineCargo ["SmokeShell",50];
_this addMagazineCargo ["SmokeShellRed",50];
_this addMagazineCargo ["SmokeShellGreen",50];
_this addMagazineCargo ["SmokeShellYellow",50];
_this addMagazineCargo ["TimeBomb",50];
_this addMagazineCargo ["PipeBomb",50];
_this addMagazineCargo ["Mine",50];
_this addMagazineCargo ["MineE",50];
_this addMagazineCargo ["HandGrenade_Stone",50];
_this addMagazineCargo ["Laserbatteries",50];
_this addMagazineCargo ["30Rnd_762x39_SA58",100];
_this addMagazineCargo ["20Rnd_762x51_B_SCAR",100];
_this addMagazineCargo ["20Rnd_762x51_SB_SCAR",100];
//BAF AMMO//
_this addMagazineCargo ["NLAW",100];
_this addMagazineCargo ["200Rnd_556x45_L110A1",100];
_this addMagazineCargo ["200Rnd_762x54_GPMG",100];
_this addMagazineCargo ["5Rnd_86x70_L115A1",100];
_this addMagazineCargo ["12Rnd_CRV7",100];
_this addMagazineCargo ["5Rnd_127x99_as50",100];
_this addMagazineCargo ["SmokeShellBlue",100];
_this addMagazineCargo ["SmokeShellPurple",100];
_this addMagazineCargo ["SmokeShellOrange",100];
//PMC AMMO//
_this addMagazineCargo ["20Rnd_B_AA12_74Slug",100];
_this addMagazineCargo ["20Rnd_B_AA12_HE",100];
_this addMagazineCargo ["20Rnd_B_AA12_Pellets",100];
sleep 1800;
};
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Remove Dead script in my sig. Does exactly what you need.Celery, you're the best! :cool:
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Add a radio trigger ... and when you activate it in-game you get a nice interactive function browser.Why do you need the function browser and a radio trigger if when you enter the trigger area, it spawns the enemy troops at the location of the marker?
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How to set up a trigger that once we're (BLUFOR) detected (by OPFOR) we have 60 secounds to eliminate targets (Each OPFOR) before the alarm is triggered.
If we eliminate the targets before 60 seconds, then the alarm is not triggered.
You would think this was easy to do since it's a basica combat tactic to eliminate the guards before they alert anyone else.
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What if it didn't work because your host doesn't "really" have a 100mbit connection? Unless you host your own, I've found that many server hosts out there usually have two or 3 different games on one PC, but they're all sharing not only system resources, but the 100mbps connection as well. Some are very shifty...
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Lol, I got your PMs! Yeah, well I can't get past the first part of taking out both anti-air tanks, I keep dying, lol!
If it's not the guys patroling in the truck, it's some patrol in the trees next to the 2nd anti-air tank. I got really far last night, by disabling the ai so it was just me using the DMR Marksman rifle, two smaw Anti-armor rockets and a satchel charge and I got up to that point then got ambushed before I get past the entrance to the base.
One thing I have noticed is the that when it first starts out, every 3rd or so time I restart the mission, about 1 to 2 bots, and sometimes myself get killed or are heavily injured when our parachutes hits the trees or something like that.
Have you had this happen? I know it;s basically a luck of the draw, especially in a real combat situation, but I'm wondering if the C130 is too low tot he trees we parachute over, but then again having the C130 up too high would be too long of a parachute ride down.
Oh and Soldier #6 usually ends up within the chainlink fence of the enemy airbase.
The rest are scattered along until we regroup. Which is awesome because it's so cool to have me and my friends all end up in different places when we get out of the plane then have rendezvous together. I really like that!
I really enjoy this mission and hope to win it soon, lol. My friend, Dave and I are are about ready to get in and play right now! Hoorah!
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Awesome! It's playing really great!
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i have an idea for a vanilla version, should be able to have it to you within next day or two pall.Hey I found out it had something to do with the ommision of the Ace No Stamina lines of code. I got a semi-vanilla version working in the editor and is playable ingame.
[EDIT] Removed Link since Jeza made a vanilla version below [EDIT]
I've only run into a few issues such as:
Ace No Stamina not being found, but that's obvious since I don't have Ace.
Ace Parachute not found, ditto.
There are no markers on the map or triggers to let you know when to eject, and where to go after you do. I'm not for sure if this is due to the lack of having Ace (I'm not for sure if Ace has its own specific marker images) which would cause them not to show up.
Now this one is a little odd, it says the OPFOR cannot patrol a building due to game bug. Unfortunately it doesn't tell you where this building is or which soldier is having the issue. :(
I hope this helps, Jeza.
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Any reportsQUOTE]Jezaa, do you have a "vanilla" version that does not require the Community Base Addons or the two Ace packs?
I tried to create a version myself but now the editor won't load the mission, but it is somewhat playable as you can start up by simply hitting "play" instead of "edit" as the C-130J flys around and gets shot out until I tell my squad to "action" then select "eject" out. Just so you can take a look at it Jezaa, here's my attempt to de-addon your mission.
[EDIT] Removed since I updated it below.[EDIT]
I also removed the ace parachutes since every soldier by default comes with one, and left the code as this:
init="this moveinCargo plane; grp_drop1 = group this";
And the other Parachute codes spots as:
init="this moveinCargo plane";
I also changed the ace bandage case to the antidote case. I'm thinking that didn't do much, but the parachute changes are concerning to me and may be the reason for the editor not loading the mission.
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Only new weapon is the following:
Weapon ClassName Ammo
AA-12 AA12_PMC 20Rnd_B_AA12_74Slug
20Rnd_B_AA12_HE
20Rnd_B_AA12_Pellets
Here's your ammo box filler code to use:
_this addWeaponCargo ["AA12_PMC",20];
_this addMagazineCargo ["20Rnd_B_AA12_74Slug",100];
_this addMagazineCargo ["20Rnd_B_AA12_HE",100];
_this addMagazineCargo ["20Rnd_B_AA12_Pellets",100];
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A possibility is to put in init.sqf:That's the answer I was looking for! Thanks Galzohar!
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How are we able to add custom sounds we can play over the comm-links to other players in a mp or lan game?
If i remember correctly we could do this in the original ARMA, people would play little snippets of "Ride of the Valkyries" when we were fling into an Evolution OPFOR area or play soundsbars of "Get to da Chappa!" of Arnold fame.
Is there a size limit like 15kb or something similar to that?
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How are we able to add custom pictures for ourself when we play on mp servers or lan servers?
I've been seeing more and more people adding emails and remarks and quotes but they seem very "unhelpful" in letting others know how to do this for us ourselves.
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Just place a trigger.Condition: local player
On Act.: handle = [true] execVM "prep_backpack.sqf"
Do you have to place a trigger for each "playable" player or just one trigger that has a radius all around the "playable" units?
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There were not enough choices in this poll...
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The following eventhandler goes somewhere where you can be sure "player" is initialized:What does this mean? Should it be put in the init field of the player? Or maybe in the mission.sqm? I don't understand, Bon.
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This script works great! And works great in multiplayer!
My only complaint is that we can't load up a rifle on magazines, then put the rifle and all of its mags in the invisible "backpack" and then grab a M249 saw with plenty of mags, then switch weapon to the rifle and still have all of it's mags while the M249 and its mags go into the "backpack."
Basically, the sharing of the inventory space. Is there a work around for this script to include this? I've seen it on some Domination servers that have the action labeled i.e., "switch M16 to backpack" and etc., etc.
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-world=empty will prevent the animations from loading and the game will start up even faster.Oh hell yeah! Thanks Max! Down to 6 seconds load up! All I got now is is the following:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nosplash -world=empty
Thanks guys this helps and should be stickied!
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I implemented Norrin's revive script into my mission and there are a couple problems.1. When I die, I only respawn at my designated respawn point, and a revive dialog doesn't even show up. For example, if I die, the score menu comes up and it says "Wait (4) seconds to continue playing" and then I respawn at base.
I just now downloaded Norrin's revive script, did everything he said to do:
1. Place the following code into the init.sqf so that the revive scripts are activated when players join:server execVM "revive_init.sqf";
2. Copy across the text from the description.ext files into your description.ext file.
3. Copy the revive_init.sqf file and revive_sqf, spect, and sound folders across to your mission directory.
5. Create respawn markers for each of the sides your playable units belong to (eg.Respawn_west) and a second marker on the map called Boot_Hill away from the action on an island for the dead units - make sure that the respawn marker and the boot_hill markers are more than 100 m apart and are at least that far from where the units start on the map. You also need to create a marker on the map called "center". This is the point towards which a player's body will wash ashore when the respawn in water dialog is chosen (best to put this marker
So I do 1, 2 and 3, only on number 3 he says " spect" and there's nothing in the desert revive mission that is spelled like that, so i'm guessing he means the the "RespawnSpecial" folder?
Odd that step "4" is missing, lol. Just noticed that.
For step 5, I put the "Respawn_West" marker (When it comes to "markers" I'm guessing Norrin means just place a marker with an empty marker and no thing changed from the default double clicking or with nothing changed on it except the name, leaving the text block empty?) about 20 feet away from the original spawn postition (just like Domination has set up where you spawn by the barracks then when you die you respawn next to the flag and ammo boxes).
Then I set up the marker named "Boot_Hill" over by Chak Chak on the southwest side of the map.
Then I set up a marker named "Center" on the beach in the lake on the NorthWest of the map East of the town of Nur.
For some reason the bots won't revive me and I can't revive them, we all just respawn.
Now something to keep in mind, is that iI'm the only real player, the other 6 are just AI bots, but since we download revive_ai_enabled, I wouldn't think that'd be an issue.
Anyone else had any luck with Norrin's revive this?
How to use bags in OA? Other questions.
in ARMA 2 & OA - GENERAL
Posted
It looks like the 1.57 patch has broken both of these lines of code. has anyone been able to get these to work again?