egwal
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ACE 1.5 Beta (Advanced Combat Environment)
egwal replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can we please get a some kind of signal from the devs about ACE + STEAM! Right now it seems that most cant get it to work, me included. Just a "stay cool, were looking for a solution" would be enough. -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
egwal replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
OA seems to be the top #1 seller in steam =) Congrats guys -
All of the above, and M16A4 with m203 AND AIMPOINT How did this get missed? Also add some new variants of the weapons already in game, eg. M40A3 without camo, G36C + eotech, mp5 with aimpoint, AK107 + supressor etc. Shouldnt prove too much of a nuisance =)
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Add the following: M16A4 with M203 AND aimpoint M1014 with aimpoint M40A3 without camo Some AK107 variants with supressors aimpoints/kobras to bizons and mp5s g36c with just the eotech without a supressor and more camopainted weapon variants These additions shouldnt prove too much wirk as most of the stuff is already in game. A biig plus for the already implemented rpg ammunition variants =) these will provide to be useful.
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Add the following weapons: M16A4 with aimpoint and M203 M40A3 without camo G36C Eotech without SD MP5SD6 with aimpoint MP5A5 with aimpoint All of these weapons already exist in the game in one way or another, so it wouldnt require much work.
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Thirded gentlemen.
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ArmA 2's Artillery Module
egwal replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could somebody please post a simple mission with arty that can be opened in the editor. Despite the documentation Im unable to get it to work. -
Those galleries bug like hell, cant see half of the screens.
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Some niiiice new nature pictures at devblog =) http://www.bistudio.com/developers-blog/finally-water_en.html Actually it doesnt look all that bad. I like how the ponds look a lot more alive and habited when there is some greenery around.
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-Starforce-free Armed Assault DVD-ROM -A bigass map poster -Soundtrack -Track IR bundeled with it or at least somekind of -50% coupon -Big manual
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Try this if you want to vaporize him : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [player, 10, 0, 180, 200, "LaserGuidedBomb", 3, false]exec"hitunit.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; hitunit.sqs by Mandoble ; Shoots a projectile against a unit at the indicated speed and height. ; Will keep shooting until target gets damaged ; ; Arguments: ; target ; altitude of the projectile ; angle relative to target direction from where the projectiles will come ; distance from target from where the projectiles will be fired ; speed of the projectile in m/s ; type of projectile ("BulletSingleW", "BulletSniperW", "Bullet30E", "Bullet4x23", "Bullet7_6W", etc.) ; delay between shots in seconds ; if the projectile should be deleted after the indicated delay ; Example: ; Player will be hit in the legs ; [player, 0.2, 180, 1, 200, "BulletSniperW", 0.1, true]exec"hitunit.sqs" ; _target = _this select 0 _alt = _this select 1 _ang = _this select 2 _dist = _This select 3 _spd = _this select 4 _type = _this select 5 _delay = _this select 6 _delete = _this select 7 #shoot _dir = _ang + getDir _target _pos = [(getPos _target select 0)+sin(_dir)*_dist, (getPos _target select 1)+cos(_dir)*_dist, _alt] _vel = [sin(_dir+180)*_spd,cos(_dir+180)*_spd,0] _bullet = _type camCreate _pos _bullet setDir (_ang+180) _bullet setVelocity _vel ~_delay ?_delete: deleteVehicle _bullet ? damage _target == 0: goto "shoot" exit This script seems to work, but the victim has to move for the script to start, even though i put the exec into init.sqs. And the unit starts inside a car so its kinda sketchy: he gets out= nothing, he moves a bit=bam and argh. Whats the bullet name for the silenced HK?
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I tried experimenting this, but I was unable to make the player have his legs injured.
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So Im making this mp mission where I want a certain player to be injured on the legs so that he cant run/walk and is forced to crawl. Like when you get shot in the legs. The unit will be human controlled. How to do this?