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Everything posted by imutep
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Huhu...are you alive SenChi?! We all wait for new infos or pics of your awesome Klurs Island. And my apocalyptic campaign stand still now. Hope you don't lost your motivation to work on Klurs. ;)
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
imutep replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx for the new version and informing us! Put it on our scripts section at Assault Mission Studio. [R3F] Artillery and Logistic [1.3] by madbull -
GLT Flag Markers
imutep replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's what we need! Thx Legislator ;) Put it on our editing-addons section at Assault Mission Studio. GLT Flag Markers [1.0] by Legislator -
looking for Simple delete dead body script
imutep replied to davincy81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is a little script written by XENO. clearCorpes.sqf private ["_aU", "_dU"]; _aU = allUnits; while {true} do { sleep 60; if (count _aU != count allUnits) then { _dU = _aU - allUnits; {hidebody _x} foreach _dU; }; _aU = allUnits; }; -
Betons addons releasethread
imutep replied to beton's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tested the island today for hours and must say...it's time for the Allerseelenschlacht! I'm on it :cool: Thx for this great Hürtgenwald map, Beton. -
“liberation 1941-1945�
imutep replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Very nice looking tanks. Release is tomorrow! :D -
The Basic Funcion of a Trigger
imutep replied to THADEUS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You don't need a script to end a mission after objectives are done. I make 2 basic editing mission to show endtriggers and a lot more. Try also my trigger tutorial, it shows you all the trigger functions in ArmA2. Hope you undestand german. :) -
Group Link 4 Special FX Edition
imutep replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx for the new version! Put it on our scripts section at Assault Mission Studio. Group Link 4 Special FX Edition [1.1.85] by SNKMAN -
Great island! Put it on our islands section at Assault Mission Studio. Thirsk Island [1.0] by Raunhofer
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Very brillant and detailed looking island. Love it. Thx for your work, Raunhofer! :)
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Project Reality Development
imutep replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Welcome to ArmA2! :cool: I've never played BF2 but heard about the Project Reality Mod. Afraid to see it now in ArmA2. BTW: Very nice video! -
unit move on mapclik
imutep replied to Kladho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It should work with this... "NameMarker" setMarkerPos [0,0]; onMapSingleClick "NameUnit move _pos;""NameMarker"" setMarkerPos _pos"; true;" if (NameUnit distance _pos <=1) then {deleteMarker "NameMarker"}; -
unit move on mapclik
imutep replied to Kladho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the BIS-wiki are examples to use the onMapSingleClick command. onMapSingleClick "NameUnit move _pos; true;" -
marker following unit
imutep replied to Kladho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or you try this... NameMarker setMarkerColor "ColorBlue"; while {alive NameUnit} do { NameMarker setMarkerPos (getPos NameUnit); NameMarker setMarkerDir (getDir NameUnit); sleep 5; }; NameMarker setMarkerColor "ColorRed"; -
Attach Vehicle to Trigger
imutep replied to st3a1th's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you named the vehicle in game to veh1, why you name it in the script _veh1 ?? ;) -
deleteWaypoint question.
imutep replied to Pyrodox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try... deleteWaypoint [_group, 0]; deleteWaypoint [_group, 1]; This will delete the waypoint 0 and 1 of the _group. -
Way point and trigger etc etc... tutorials
imutep replied to Aodan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wrote a lot of editing tutorials for Waypoints, triggers, the Editor himself...and many more. Have a look here. But only in german. ;) -
CONSPIRACIES: RISING DEAD released!
imutep replied to Sled88's topic in ARMA - ADDONS & MODS: COMPLETE
Congrats to the release and for informing us. ;) You plan a mod also for ArmA2? -
Very nice norrin! My prayer were heard. :)
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Random weather & Dynamic weahter.
imutep replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Clayman wrote a great weather script. Have a look here or download it from here. You can set different parameters like daytime, nighttime and weather type. -
How to count bodies
imutep replied to monotone's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe try... Place a trigger around an area and put in the condition field: (civilian countSide thisList) <1; If count civilians in the list of the trigger are less than 1, the trigger is avtivated. Or you place a trigger around an area and activated by civilians. In the condition field write: (count thisList) <1 Have a look also at BIS-Wiki. Hope this helps! -
Very nice effect, thx for your work! Put it on our addons section at Assault Mission Studio. JTD Flies [0.2] by DMarkwick
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mission editor help
imutep replied to dantheman45's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make fire! Put this in the initline of an object, vehicle, ship, owe. BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil = [this, 4, 750, false, true] spawn BIS_Effects_Burn; -
Adding music into game
imutep replied to kyzawarrior's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice to hear..what was the problem? Would be nice if you tell how you get it to work now. Maybe other people here can learn if they had the same trouble like you. ;) -
setwaypointstatements script help?
imutep replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this one... [_squad, 1] setWaypointStatements ["true", "[color="Red"]bird1 land 'LAND'[/color]"];