Jump to content

evilnate

Member
  • Content Count

    402
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by evilnate

  1. Still waiting for the DLC/update that has non-beta real time 3D editor. Holding breath... now! ;)
  2. evilnate

    DLC- What do YOU want?

    The next DLC I would like to see is the IDF (Israel Defense). Fictional world that has Nediterranean sea off shore, including four small non-proportionate "fictional" territories: Northern Esrael, Webanon, Balistine, and Cyria.
  3. evilnate

    Best Coop Missions for AO!

    I feel like an experienced player, and in my honest opinion the best coop mission is any that are not domination (no offense, Xeno is fawsome). The best gaming experience that I have with this game has been playing short(ish) coop missions with everyone working together, on the same communication channels, and playing maturely. This is very rare on public servers, and happen most often with password protected servers but I know there are lots of people out there who share my views on this. IMO the best servers are the ones that have TONS of sturdy coop missions to choose from with the exception of evolution/domination types. :)
  4. evilnate

    ArmA2:Oa Patch 1.54 released!

    I am very impressed with this new patch, and very pleased about the way DLC is being implemented (free low quality, cheap high quality)! I think if you keep this up you will acquire many more customers. :)
  5. You could if you had two computers with arma installed on each via MP. One PC to play, and the other connected to the same session tracking with the camera script.
  6. Greetings, I am having a heck of a time deploying crew served weapons. The only tripod that I am able to interact with is the "Tripod_bag", but no matter what weapon bag I use it always ends up being a Mortar. I also noticed that there isn't TOW or Mk19 gun bags, am I blind? Method of trying to deploy weapons: 1. Drop M2HD_mini_TriPod_US_Bag_EP1 where I would like to deploy the MG. 2. Pickup M2StaticMG_US_Bag_EP1 and move to tripod bag on ground. 3. Look at tripod bag on ground and only option is to pickup tripod bag.... My goal is to have crew served weapons for a multiplayer coop mission, too much to ask for? :confused:
  7. evilnate

    British Troops DLC released & Official 1.01 Update

    Shucks, I was hoping for another world. Would be sweet to see something like As Samawah (VBS) but bigger!
  8. So excited to see the result of this! When a solution is found for random civilian ambiance in MP dedicated, please post it in "newb friendly" language (i.e. script code + initialization method). Keep up the awesome work! BI should hire some of you.
  9. Okay I've spent most of the day trying to get a crew served M2, but no go. Instead i'm trying to get the M252 to work. It works well, but the problem is that i'm not able to get the artillery module to work with the M252 and tripod backpacks (no targeting). I can get it to work with a static M252. Anyone figure this out? Work okay in MP?
  10. You have? Awesome! I don't think i've been using a miniM2 gun, just the mini tripod(see above classname I referenced). Like I said, when I try to use the M2 backpark with the generic "Tripod_bag", it's only a mortar, not M2. Can you let me know exactly which class names? Also, I am currently running OA addons only (so anyone can play the missions).
  11. Has anyone been able to use a M2 on the generic tripod_bag?
  12. When I place AI in guard posts via setPos, the AI behave as if they don't know they are in a guard tower. I've found best results happen when you place a move waypoint directly on the guard post, then specify which position they should take inside the move waypoint.
  13. I'm having troubles with UAV and ULB modules with a dedicated server (A2CO). UAV - I, and other clients can access the UAV. The problem is that when the user clicks a point on the map to send the UAV to, the client gets teleported to the clicked position and becomes logged-out of the UAV. ULB - I, and other clients are not able to see through the view finder (stuck with 3rd or 1st person views). Clients are able to click on the map and have it move to the location but the user can't access the action menu to get out. Sure would be nice to use these features in MP. :( *Edit* UAV now works on dedicated server and I am able to control altitude. Problem I had was a pesky onmapClick command in one of my scripts. The solution to the altitude control was removing the hellfire missiles and launcher. Still unable to find a solution for the ULB.
  14. evilnate

    What am I doing wrong?

    I had the same issue and just figured it out. If you followed the instructions and it still doesn't work, remove the sync's and do them over again starting with the MQ9 to module, player to module, then terminal to module.
  15. I'm having a hell of a time trying to get time and weather params working without using sqs. Here's a example of how it works with a A2 coop mission, SQS Style. Description.ext onLoadMission="=MY MISHUN"; onLoadIntroTime = true; onLoadMissionTime = true; showmap = 1; showgps = 1; respawn = 4; respawndelay = 15; disabledAI = 1; titleParam1 = "Time Of Day"; valuesParam1[] = {1,2,3,4}; defValueParam1 = 3; textsParam1[] = {"Noon", "Dusk", "Night","Dawn"}; titleParam2 = "Weather"; valuesParam2[] = {1,2,3,4}; defValueParam2 = 1; textsParam2[] = {"Clear", "Stormy", "Cloudy", "Foggy"}; Init.sqs ?(param1 == 1):goto "Midday" ?(param1 == 2):goto "Dusk" ?(param1 == 3):goto "Night" ?(param1 == 4):goto "Dawn" #MIDDAY skiptime 12 fire1 inflame false fire2 inflame false fire3 inflame false fire4 inflame false fire5 inflame false goto "Param1_END" #DUSK skiptime 18 fire1 inflame true fire2 inflame true fire3 inflame true fire4 inflame true fire5 inflame true goto "Param1_END" #NIGHT skiptime 0 fire1 inflame true fire2 inflame true fire3 inflame true fire4 inflame true fire5 inflame true goto "Param1_END" #DAWN skiptime 5.5 fire1 inflame false fire2 inflame false fire3 inflame false fire4 inflame false fire5 inflame false goto "Param1_END" #Param1_END ?(param2 == 1):goto "Clear" ?(param2 == 2):goto "Stormy" ?(param2 == 3):goto "Cloudy" ?(param2 == 4):goto "Foggy" #CLEAR 0 setFog 0 0 setOvercast 0 goto "Param2_END" #STORMY 0 setFog 0.4 0 setOvercast 1.0 goto "Param2_END" #CLOUDY 0 setFog 0.0 0 setOvercast 0.7 goto "Param2_END" #FOGGY 0 setFog 0.70 0 setOvercast 0.7 goto "Param2_END" #Param2_END How do I get this to work with init.SQF? I am slightly retarted when it comes to SQF so please reply as if you are teaching a new born.
  16. evilnate

    AmmoBox crash

    I have a friend that is having this same exact problem. Windows 7 extreme x64 ArmA2 - Combined Ops (sprocket) AMD Phenom 9950 4GB ram ATI 4870X2
  17. Unable to have version 1.52, only running 1.50. How do I update to 1.52 and play with my friends? Existing installtion: US DVD Arma 2 1.07 OA installation: US DVD A2OA, installed into the existing A2 installation folder. System: Win7 -64b *edit* I found the solution, there is a update on the website. Strange that searching for 1.50 didn't get results...
  18. The Apache night patrol was kinda neat. Interested in seeing what happens to enemy combatants when shot with the cannon at night with FLIR (hoping for white bursts on human impacts).
  19. I still play, and my name hasn't changed. Still the best infantry shooter, still hoping for a solid real time 3D mission editor. And if i'm not playing this you'll find me playing Free Falcon 5, Flaming Cliffs 2 and DCS Blackshark.
  20. evilnate

    Quality vs Quantity

    A high quality addon/mod will get used be the community. A low quality addon will get loaded in someone's mission editor and played with for about 10 min, then thrown away. Quantity of mods and addons will accumulate over time.
  21. evilnate

    Revive Script

    I have a question that will most likely make me sound like an idiot, but here it goes.. How do I disable all "mobile" respawns? I don't want to have this as a respawn option, if someone dies and they aren't revived in 5 min they should be a bird for not sticking with their team. *edit* Ah, it's the _mobile_spawn option incase someone else doesn't know.
  22. evilnate

    Co06 Clear The Way

    Bravo on your mission, very well done and very enjoyable. Keep em coming.
  23. Great mod guys, yet again! The only thing I see as a set back for ACE2 continues to be the exaggerated fatigue feature. I would like to see the recovery time decreased and the fitness levels of the solders increased a good amount.
×