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Everything posted by Enders
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Managed to get this from the sfp mod How do i get it working alongside ACE wounds and test it?
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Gear Script and Respawn Problems
Enders replied to Enders's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way of getting the gear script posted above by sxp2high to apply to a particular unit rather than a whole class? e.g. if I want the same unit class in different groups to have a slightly different standard loadout. -
Gear Script and Respawn Problems
Enders posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, firstly I'm a bit green when it comes to scripting and I was wondering if someone could help me out of a hole. My gaming unit uses pre-defined loadouts (BAF content as we're UK), defined in the init box, for each role on the battlefield. However, this means that if a slight change to our standard loadouts is needed, its a matter of changing the init box for each unit in our mission library. Obviously, this takes an inordinate amount of time, and I've been experimenting with a few things, but am a bit stuck. Any idea how I go about doing this? Is simply a matter of writing .sqf script that i could call in the init line? I'd appreciate any pointers on how I could start. I've tried a couple of things (messing about with F2 and shacktac gear script) which either didn't really work too well or perform as intended i.e. didn't seem to work after respawn. Speaking of which, we've also been having some weird issues with respawn during our official missions, where sometimes a members gear suddenly changes when someone is killed i.e. section automatic rifleman suddenly becomes an Anti-Tank specialist. I recently added more playable unit slots to one of our stock missions, and some weird shit started going on with a squad leader loadout being placed on an engineer unit that didn't have anything in its init box. This bug seemed to disappear when the placement of the units was spaced out on the map a little more. Although I don't think its the problem, our respawn script is called through kill event as follows: ///_xhandle = this addEventHandler ["killed", format["[_this,%1] execvm 'weaponRespawn.sqf'",[weapons this, magazines this]]]; _unit = (_this select 0) select 0; _weapons = (_this select 1) select 0; _magazines = (_this select 1) select 1; waituntil {alive player}; _unit = player; removeallweapons _unit; {_unit addmagazine _x} foreach _magazines; {_unit addweapon _x} foreach _weapons; I would really appreciate any help or ideas. -
Gear Script and Respawn Problems
Enders replied to Enders's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Brilliant mate, thank you very much this works now. With a couple of slight modifications, I've managed to get the respawn with ruck contents working also. -
16 Air Assault Brigade - ReBorn
Enders replied to Temujin's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Recent changes and upcoming events We recently acquired a new 24-slot private game server, replete with installation of ArmA2:Combined Operations (ACE2 required, updates fortnightly). Mission making team (RLC) and recruiting/training team (RRO) now well established, with ACE2/OA compatible versions of new training maps. Work in progess on a persistent co-operative multiplayer campaign based around the real life exploits of the 16AA in Afghanistan, using new Operation Arrowhead environments. If you are considering joining the 16AA, please register on our forum and leave a post in the enlistment section. Of course, you are also welcome to join our TS3 server (IP : 91.192.208.31 Port : 10034) and chew the fat with the guys in channel. Hope to see you soon :bounce3: -
British Troops DLC released & Official 1.01 Update
Enders replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
In this context, the AH1 (Apache) is the UK ministry of defence's nomenclature for the UK armed forces modified version of the AH64D Apache, built under licence by AgustaWestland up the road from me in Yeovil, England :) -
Cancelled my order from Play today, and currently 40% of my way through downloading from sprocket. Had a couple of very confusing emails from play.com, so decided to give them the elbow. I'd have probably still been waiting for it to come through next Tuesday...
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Where and how do you get the ftp information from the log (my docs/sprocket?)
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ARMA II & OA available from Sprocket, also BAF and PMC DLCs!
Enders replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
FTP Details? I'd very much appreciate any tips on increasing download speeds - struggling to get more than 150kb/s. -
ARSE = ArmA Radio Simulation Extended
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I have the static/crackling problem, but another issue I have had since the start is that some sound events are not being positioned properly. For instance, an explosion goes off to my left, I turn to face it, but the sound is still coming from the left. ArmA1 audio works as it should, but ArmA2 doesn't. This under Windows 7 with onboard sound (Asus P6T Deluxe) and sennheiser 'phones.
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DPM New Zealand Troops by Plasman
Enders replied to plasman's topic in ARMA - ADDONS & MODS: COMPLETE
These troops look bloody brilliant. Need some proper British troops now though hint hint :P -
Who are we? ========== =22SAS= A clan that enjoys teamwork and realism in order to achieve mission objectives. Primarily a Co-Op Clan, but we also employ Squadron vs Squadron training at times and death matches etc against the public when we feel like relaxing. These give us a chance to put our clan teamwork and disciplines to test against live opponents now and again instead of just AI. Why we do this? ============= Well back in the good old days of Operation Flashpoint, =22SAS= managed to create a sense of realistic gameplay through Addons, Mods and scripting that enhanced the realism and enjoyment of the standard game. With the OFP days in the past now though we have come to Armed Assault to bring back the good old days of OFP into ArmA. We are a group of people who believe in realism and proper tactics during play because this sort of thing is fun to us and we believe you get much more sense of achievement working as a team compared to a rambo-esque one man army. How do you join? ============== Well if you are interested in the teamwork style of play that we do you can easily fill out an application form on our website, address below. Anybody is eligible to join this clan as long as you enjoy the same style of gameplay and of course have a friendly aproach to the game and other people. We have a selection process for new recruits but if you don't pass them all it doesn't mean you cannot join, we will help you in anyway we can to enable you pass everything with flying colours. We wont let you join immediately of course, we will play a few games with you and things to make sure you really like the style of play that we employ, and if you get along with everyone (which is the most important part) then you can stick around and be part of the friendly environment we try to offer. Any further information, problems or questions: Website - http://22regiment.co.uk/ Teamspeak - 85.236.100.27:9327 Password - BravoTwoZero Recruitment staff ============== =22SAS= MT4K - mt4k@hotmail.co.uk =22SAS= Enders - 22enders@gmail.com
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Absolutely superb guide, some things there for rookies and veterans alike. Going to take a while to read it all mind...
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Well, seeing how it only takes 0.0000001 seconds to switch back to auto, I see no problems there... you can cycle through fire modes instantaniously (even while firing) if you haven't noticed. There could be a bit of realism in there too? For example the main assault rifle used by the Finnish Defence Forces, RK-62, works so that if you want full fire mode, you must first switch the weapon to single fire mode and then back up one notch to full fire mode. So that when you prepare the weapon for firing, you can't avoid switching first to the single fire mode. I don't know about other rifles but that's how it is for RK-62. Maybe we could imagine that in-game, if you switch away from your weapon to some other item, your character automagically switches the weapon to a safer mode...? Imagine now, real hard well of course we could say that BIS should let us be completely in charge of when the fire mode is changed. So that you could leave your weapon into a very dangerous mode and shoot yourself in the leg or something while looking through your binoculars, holding your weapon on your lap. Best Regards, Baddo. Going on from that, should there not be a safety mode, which would be especially useful in co-op online play when some stupid pikey presses their LMB by mistake?