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Everything posted by granQ
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hm, sure thing.. just need to look into that... edit. And thanks for the six update btw :)
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Released 1.3 (aka 13th of may version). So many fixes, sturkö island is getting ready still some work on the custom objects. Its just.. "Check it out", it comes with several missions and there is an dedicated server running for it, aswell plenty of coop and pvp during the week on other servers. SFP isn't done, but its getting more solid for sure :) SFP 1.3
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actually just rotating the muzzle flash.. bet there is better ways to do it but.. well, its my solution :p
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TEAxvErvYQc Will try to have this all implemented by next version... also been trying to make some new muzzle flashes, because its very annoying as a machine gunner to see the same "static" one.. however, a few problems that needs to be sorted and low priority right now, we see what happens. 3zGNn4Z-G9o
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Are smoke rounds possible from AT?
granQ replied to slatts's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Old script I did for Operation flashpoint.. but it still works: A more modern way would probably be to fire, get the velocity of the at rocket, and replace with a smokeshell. -
I think that in the next DLC the Imperial Force should be put in.. i think most Star Wars fans who play ArmA II will agree with me.
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why not silenced mp5? :p
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great details :)
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Haven't found what affect the smoke on weapons? So any pointers?
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Q1184, thanks, i will look into that. Maturin, i will consider a stand alone :)
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I think this is a bit strange, when I open my map in the editor and hoover over an object, it says "Deer stand", yet while ingame I don't get the "climb" function. So clearly the config knows its a deer stand, but why can't I climb? EDIT. Think found the error, used arma2 buildings.pbo but had the config from arrowhead.
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q_ccqvZnZTs qdrexp7-WCk the island itself is nearing "perfection" (Grip is the guy placing all the objects, i am just project leader.. so no credits there)... but still like 50 objects or more to finish up.. and then haven't even considered destruction models.
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What is the difference between a medic, an ambulance and a field hospital? Wow, very different you say.. but not in ofp/arma/arma2. They have the exactly same function. Now I was thinking I want to ride in the ambulance if hurt and so on.. but how/why and this is what I came up with. I making a module to increase the "chain" for when you get hit, its a module so of course you can choose which type of missions it should apply to. I personally can imagine it in all types of mission more depending on player style the mission. The goal is to add "functions" to bis own medical module, not replace. But also possible to run without it. Anyway, how it works (or rather will work). You get hit, if you more then 50% damaged, like we talking a bullet in your leg here something like that. The bleeding will start. Role of medic When the bleeding starts the player got x (right now 10) minutes before he dies, if a medic "heals" him, he gets double the time of what was remaining. So if the medic heals after 3 minutes, the player now got 7x2 = 14 minutes left before he dies. Role of field hospitals Once you reach a hospital, you will be "fully recovered" and not longer "bleeding to death" Role of ambulances Now the "important" part, if you get inside an ambulance (works with any addons as long they have the healing ability) the "bleeding/timer" halts, so you safe until you get out. Comments I got so far: Awesome! Thanks, thats what I think too :) Boring, people wish to play not spend time transporting Well, i guess each for his own, i do like play with locked first person and enjoy seeing the interior of vehicles, perhaps more the ones without windows.. i like it. Also transport distance depends on mission and how you play. Perhaps the hospital is just 400 meter away with an ambulance 100 meter close to the deployment. Perhaps works on games with many players but not with few Actually one of the scenarios I was thinking about is a mission with 5 human players that got a small hidden base with ammocrates, tents and "mash tent". They attack targets around them but if one get shoot the whole team needs to make it back (if they are teamplayers). however I want more ideas.. There is one problem so far, I don't have arma2 right now.. so can't test my scripts, there might be many small syntax error, just wrote in notepad. Also I think there is a bug with "double the time".... will have to look into that. start it with: medical_chain = [] execVM "medical_chain\init.sqf"; Updated files found here: http://granq.se/private/medical_chain.7z
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Mad, sure.. actually I never used this.. until recently. First post is updated with link.. http://granq.se/private/medical_chain.7z Now we use it alot with BIS modules + sfp (one great thing with SFP's is that you don't have to sync it.. just place it once on the map)
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yeah, most buildings don't have proper textures yet, but we making them and putting them on the island to speed up progress. If we started making the island when the objects were done it would take 2-3 times longer
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Thought should show something we been working on: q_ccqvZnZTs qdrexp7-WCk
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Displayname working but not ladders?
granQ replied to granQ's topic in ARMA 2 & OA : TERRAIN - (Visitor)
yeah i can't say I am 100% sure about it.. but I think when it reads the config for the island to give it classes it should be .cpp. I read somewhere on the forum about this and also I had some problems, however I didn't double check if actually was the bin/cpp.. so maybe you have to, maybe you don't.. but be sure you use the right configs at least. (there is ca\building\config.cpp in both arma2 and arrowhead which different content) Oh and Robster, you making any latin america map? :) I got a "mexican connection" (also known as girlfriend), so I want some latin american maps, with houses and stuff. Could perhaps do some objects if I find the time. -
Displayname working but not ladders?
granQ replied to granQ's topic in ARMA 2 & OA : TERRAIN - (Visitor)
ok so this is what I do.. P:\ca\buildings.. and all P:\sfp_objects\ <- my own objects p:\sfp_config\ <- config for my objects p:\sfp_sturko\sfp_sturko.wrp p:\sfp_sturko\data\layers\ p:\sfp_sturko\data\source\ To binarize with working ladders and displayname. I move all configs to sfp_sturko p:\sfp_sturko\ca\buildings\config.cpp (USE CPP; NOT BIN!) Make sure you use arma2 or arrowhead config depending on the houses. Run binpbo. Go to the exported folder, unpack and remove the configs. Use binpbo again but uncheck "binarize". Done! :p -
Any group that would like to be invited or invite us? Please PM me We often avoid "complicated addons", but using unsung, invasion 44 or similar addon packs we love.
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Hell in the Pacific MOD
granQ replied to mr pedersen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
well put, so many times :) -
looks awesome :)
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looks great :)
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VBS2 texture problem : black terrain !
granQ replied to Scolphi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
this isn't for vbs2.. check their forums instead. -
yeah, i digged up the config for a house which gave me understanding of most of it. Still would be sweet with a bis house just to see the "standard level", instead of guessing all the time.
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Making a Map Dialog?
granQ replied to Meatball0311's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
that would be very useful for me :) Przemek_kondor, thanks.