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HulkingUnicorn

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Everything posted by HulkingUnicorn

  1. Question on the api functions; where should they be executed (clients, server, everywhere)? Mostly wondering about the retransmission points and spectator parts.
  2. I clicked the latter version. Doesn't really matter now though, as the entire files section is gone from dev heaven again anyways.
  3. I just get "403 You are not authorized to access this page"
  4. Try replacing player with _ari_target in that line. Might then need to play with the volume of the sound in the description.
  5. HulkingUnicorn

    co30 DominationA2! One Team

    You seem to have found the correct area there. The script checks if the unit variable d_vec_type is set and equals to "Engineer" for that vehicle. You can either change the condition to check for vehicle type or use setVariable when spawning the airdropped truck and setting that. I haven't checked the script for doing that, so changing the condition there would probably be the easiest route. Try substituting if (count _nos > 0) then { { _vt = _x getVariable "d_vec_type"; if (isNil "_vt") then {_vt = ""}; if (_vt == "Engineer") exitWith {_notruck = false}; } forEach _nos; }; with this: if (("MtvrSupply_DES_EP1" countType _nos) > 0) then {_notruck = false}; Are there different supply truck classes for different factions? I would assume so and changes would be needed to account for that possibility. But this should get you started ;)
  6. What exactly work? Got two radios, prc 148 and 119. Putting 119 on back with ace, the manpack disappears from radio menu, broadcasting does nothing at all now. Can't seem to receive on it either. Cycling radios or setting 148 as active allows you to broadcast with that again. Used latest ACE (386).
  7. If you have vista or win7 - run both in administrator mode. Are your lips moving when you talk?
  8. True, but it did not make the final ver he posted :/
  9. Where's the volume control on the prc 148? The prc 119 volume key won't move if I click it.
  10. You generate two different random numbers when spawning the group and displaying the hint, suggest you assign the random number to a variable at start and then use the variable in those two lines. You could also create a second array for the hint if you don't like using the classname in it.
  11. HulkingUnicorn

    Direct Chat??

    You can use conditions to only run the titletext where a player is near the unit (like unitx distance player < 10). The command itself should be local, but if used in a trigger (or script running everywhere) it can have global effects.
  12. HulkingUnicorn

    JayArma2Lib

    Used the 27th of june edition from dev heaven with retail OA and retail A2. Works fine with A2 1.07, not with OA 1.52; both exe files are in the same directory. I get the same error as in this post.
  13. HulkingUnicorn

    Arma2TS

    Running "black market", you could say, but haven't experienced any hangs. Used the installer from the dev heaven repository, then repacked the core, list, radio and server pbos (prc119 caused that radio to not work ^^) with newer sqf files from the repository. All works perfectly except for the ctrl shift v key (that dialog doesn't do anything, and no more acre key presses work after that). Not sure if the installer version is supposed to be RC7 or what it is :)
  14. HulkingUnicorn

    Arma2TS

    It seems JayArma2Lib does support OA, is it just the 1.52 patch being incompatible? Tested a bit with A2 and ACE, this mod rocks :)
  15. HulkingUnicorn

    Arma2TS

    Could you try to describe the weird things happening and also some approximate number of deaths required for this?
  16. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    If so that's annoying. Will take a look and try to experiment on it ;)
  17. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    It would rather be the map/briefing screen then - there's a statistics section together with the notes and CBA info. Doesn't sum up your total kills, but displays the number of different enemy units of each type you've killed (machinegunner, rpg soldier etc). The "I" scorelist can already be disabled in the difficulty settings.
  18. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    I reckon we can clean out the statistics screen as well, but I suppose that would need an addon or implementation in each mission (haven't seen anything on the ACE site regarding settings to disable it).
  19. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    @Carl Gustaffa That's too bad. We've been playing it between normal missions, but we're a bit few usually to play with this wounds implementation - guess I'll just remove the module from the version which isn't supposed have it then. Most random joiners seemed to like it as well, even if they were quite surprised about the respawn timer :D @JW Custom The score board might have that kind of effect, yes. It's also used to determine whether or not you killed any enemies behind some trees with your grenade or not, putting less emphasis on caution when confirming your kills. Then again, I believe the consequences of death when unlimited respawn is present have a greater influence on reckless behavior.
  20. HulkingUnicorn

    New Beta Build 71213 Up!

    Trying to load Isla Duala 1.6 with the beta patch causes instant CTD. It works fine with vanilla. Chernarus, Utes and Podagorsk loads without issues. Windows error message: Rpt: arma2.mdmp arma2.bidmp Specs:
  21. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    Any progress on the merge? ;)
  22. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    Seems like you might have forgotten to remove the wounds module from the non-wounds version. We start bleeding, but there are no bandages around :O
  23. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    Let's hope that bug gets squashed then ;) The driver was still alive inside the bmp. Then the player who was logged in as admin (he played as charlie team grenadier (the automatic launcher)) got an action by the bmp to unlock it. Nothing happened, but when he locked it again, the ai jumped out, then was gunned down by us. He unlocked it once more, and it was ours for the taking :D
  24. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    Correct, the weapon on back doesn't go away; becomes visible once I click the to back button again. However, I seem to lose what I have in the backpack when respawning. I've tried moving the backpack between secondary slot and on back. I've even tried the drop ruck action, but the content is still gone. Might need some investigation. Then there's one thing on balance. After completing a main mission, some bmps came in. We managed to kill the gunner on one, and the admin was able to use a lock/unlock action on the bmp. That caused the driver to disembark and we could steal the bmp...
  25. HulkingUnicorn

    co@34_Domino, more realistic Domination...

    I assumed you used the load ammocrate in the vehicle menu on the crates by the starting position - then the vehicle would only transport your own crate and bringing ammo for the team would be impossible. That changes things. About risk and stuff. Being killed isn't much of a problem. Sure, it's annoying to wait two minutes and get back to your team. But you can do a halo jump with the right gear, combat jump relatively near any location and even teleport to your group if that was arranged beforehand. Now, if you died and had to wait until some numbers of other players had respawned as well, this might change (being confined in a waiting area or something). Perhaps making the teleport take time like the fast travel in warfare could be another possibility. Maybe this is too radical for what is essentially a less serious mission type, but you've been modding it into something more hardcore so maybe not ;) Wish there was some action to freeze the timer for a while. If there's no morphine or epi around it might not be enough time to bring the wounded to a medic.
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