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Everything posted by Ghost
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Fix all of the OFP legacy stuff still in ArmA2/OA. For example: walls going flat instead of turning into rubble, switch weapon and lower/raise weapon halting character movement, light shining through walls, and others. Weapons should be a base model i.e. M4A1 then all possible module configurations should be available and selected as equipment to have better weapon customizing. So One could have an aimpoint/m203/peq/flashlight/silencer if they wanted and not have a huge list to choose from. Better weapon handling/animations. Bolt action rifles should look real when reloading with the character. Dont just have the bolt move but with the hand and arm as well. Same goes for all the weapons. Have more detailed reloads for all weapons. Better physics on dead units possibly, especially if they are killed above ground and end up falling off of the edge. Good rope physics, towing and fastroping. ability to tow vehicles and trailers with vehicles on the trailer. Ability to drive a vehicle into an airplane and take off. Just all around better cargo handling. Its nice to see the C130 doors open but one still cannot drive a vehicle or walk up the ramp. A big must for weapons is a revamp of the damage. 556 is far too weak and pistols are almost worthless. Improve round damage to more life like settings. Head shots with pistols will kill most of the time and thats not how it is in game. Improved damage on units and vehicles. Show what happens when a person encounters a rocket or mine or grenade. Could be basic stuff like losing a limb or guts spilling. Show where we shoot a person and no more general damage texture. If I shoot an AI in the head his whole body should not turn red with bullet marks in his chest. All weapons and vehicles ever made for the series should be in the game. I would be willing to pay for DLC of this content with extras if all content is of A3 quality. Bigger airfields for bigger planes like c-17/c-5 and b-52/b-1b.
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ASC - Customizable Weapon Addon
Ghost replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just tested this mod today and it has so much potential. Definitely a lot of work ahead due to engine limitations. Would be really great for the Devs to implement proxies as mentioned earlier. Also might want to consider in the future having more item modpacks for specific weapons as you do with sopmod for the m4. This way you can save on item slots. Love the fact that you can switch from flashlight to laser. I am not too sure if I like the damageable optics, but it is realistic. Also there are a few really good optic modelers out there to help out and make your custom optics really fancy. Maybe if you ask nicely they will give you some models. Anyone try the Silenced SAW? :) Keep up the good work! -
Checking if object is on ground level?
Ghost replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure the trigger is set to activate by anybody or a specific side. Then in the onactivation of the trigger put something as follows this and ((getpos (thislist select 0)) select 2 < 1) -
How to set things on fire?
Ghost replied to scifer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wild Goat, You should update the wiki with that info under functions section. -
I know how to fill a weapons crate and I know how to keep it filled but I want to do it in a different way. I am wanting to know how to detect when someone access the gear on a specified weapons crate so that a script can launch and fill it. This way no need to have a script looping to keep the crate full and you can have small numbers of weapons to get the most weapons possible into a weapons crate.
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Detect Access To Weapons Crate
Ghost replied to Ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you all for the replies. I will have to tinker with the system. Was hoping to find a way to bypass the limited box quantities. -
Detect Access To Weapons Crate
Ghost replied to Ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know what scripts are launched or how the addaction for the gear action is setup on ammo boxes? If I knew that I am sure I could figure something out. -
Detect Access To Weapons Crate
Ghost replied to Ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply. So basically I still have to have a loop script to check if the weapon list has changed. Similar to what I have now but could be a useful check still. I was hoping for an eventhandler type setup that detects play at gear. Guess my best bet would be to figure out a proper weapon script dialog for my needs. -
Objects spawned from a crate
Ghost replied to Killy_McMurder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
removeaction can only be the id number given to that action _host = _this select 0; _caller = _this select 1; _id = _this select 2; so in your addaction script _this select 2 is the id. -
Objects spawned from a crate
Ghost replied to Killy_McMurder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try this _crate = _this; _pos = position _crate; _camo1 = "LAND_CAMONET_NATO" createVehicle [(_pos select 0),(_pos select 1),(_pos select 2)]; _camo1 setPosATL [((_pos select 0) 1),((_pos select 1) 1),(0)]; hint "DEBUG - I'M WORKING"; -
The AA-12 HE shells eject as 556 brass. BAF medic has no pistol slot yet has 4 pistol magazine slots. And by the way why does the medic class have limited magazine slots?
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I think this games needs more weapons. And not just weapons but a new way of handling weapons. You should be able to choose a base weapon such as an m4 and then choose from a list of mods to make your custom weapon. mods could include: bipod,flashlight,acog,aimpoint,m203,peq laser, front grip, ect. Though there currently is a good list of mods not every combination is available. Better weapon animations more specific to the style of weapon would be a nice touch. More dynamic vehicle destruction. no more turning black when damaged but have the different sections of the vehicle get damaged and show damage. For instance a tank is tracked, have that track damaged looking, or if an engine is hit it will look like it. The ability to utilize cargo compartments in a more realistic fashion. It would be great to open a c130 ramp and walk into the cargo then be able to buckle in or unbuckle without being ejected from airplane. Or be able to drive a vehicle into the cargo or an airplane then take off. Add more explosive type weapons such as small charges that stick to walls and only blow down a wall or blow open a door. Fences/walls should blow apart and not fall down when hit with vehicle or explosive. fix the animation transition for units so you can change weapons for example from a rifle to pistol and back without stopping or lower/raising of weapon. throwing a grenade while moving also halts the unit and the unit ends up doing a double throw animation. So in conclusion I personally would pay to have engine improvements and content as mentioned. More weapon types and all types of mods for those weapons, better animations, improve airplane cargo ability, and explosive damage to buildings and fences of a more realistic nature. Those are currently some of the weakest points of the game and a lot are unchanged from ofp.
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I am trying to damage the light bulbs of all streetlights. {_x sethit ["lampa", 1]} foreach ((getpos player) nearObjects ["streetlamp",3000]); is supposed to work but does not and i cannot figure out why. according to the Dev Heaven site this is the config for streetlights class StreetLamp { aggregatereflectors[] = {}; animated = 0; armorlights = 1; armorstructural = 1; brightness = 0.15; colorambient[] = {0.02, 0.02, 0.02}; colordiffuse[] = {0.9, 0.8, 0.6}; destrtype = "DestructTree"; model = ""; simulation = "StreetLamp"; class HitPoints { class HitBulb { armor = 1; material = 60; name = "lampa"; passthrough = 1; }; }; class Reflectors { class LampLight { ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.2; color[] = {0.9, 0.8, 0.6, 1}; direction = ""; hitpoint = "lampa"; position = "Light"; selection = ""; size = 0.5; }; }; }; I know how to turn them off but i want them destroyed and not by killing the whole lamp post.
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Damage Streetlight Bulbs
Ghost replied to Ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
rgr that, thanks for the reply. I just did not understand why the sethit does not work. -
Join In Progress Briefing Headaches
Ghost replied to ANZACSAS Steven's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you Shk i was looking at that. I was hoping for BI devs or someone that knows how the re commands for tasks work. I did everything that was done in the campaign but still a nogo on a dedicated server. -
Join In Progress Briefing Headaches
Ghost replied to ANZACSAS Steven's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am having a heck of a time with this. I cannot get it to work on a dedicated server. I followed the steps given above and nothing. Client side rpt log shows -
Creating group, need some help
Ghost replied to sas troop's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
... disregard -
Dead enter a trigger
Ghost replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
name an object where the trigger is and if trigger radius is say 10 put p1 distance object1 < 10 and p2 distance object1 <10 -
Thank you for your hard work and quick updating, will try it out soon.
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http://community.bistudio.com/wiki/ULB read carefully
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Chopper/aerial taxi script
Ghost replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sounds great, will give it some testing and get back to you. Thanks Norrin! -
Backpacks in description.ext
Ghost replied to Alwarren's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no, it allows you to choose your backpack at the beginning of the mission at the gear screen. -
Need help making objects explosive.
Ghost replied to James_Thornton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
{_x setdamage 1} foreach allunits; will kill all units :) -
Need help making objects explosive.
Ghost replied to James_Thornton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could do similar just using "empty" markers and use getmarkerpos, that way you dont have burning ammo boxes under ground. also dont know how big this explosion is but "ARTY_R_227mm_HE_Rocket" and also try "Bo_GBU12_LGB" -
Need help making objects explosive.
Ghost replied to James_Thornton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try "Bo_Mk82"