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Junker

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Everything posted by Junker

  1. Junker

    NO MORE TIME TO WASTE

    I believe in BIS and i have bought 90% of there products to date and if you like there products so much you would defend them like i do. OFP, VBS1 and Arma are the only simulated war games i enjoy and nothing released since OFP has come anywhere near it. People that bitch and moan are mainly people that thought ArmA was another BF2 and they got dissapointed because its not ARCADE enough or the servers they play on get hacked - heckled and the other stuff. The first thing they do is turn to this forum and blame BIS for something that BIS cant control directly, all BIS can do is listen and learn from what is going on out there and release counter measures to make it easier and less painfull for the servers and there admins. So when i say "QUITTER" i mean the above and im sticking to my guns, If ya dont like it go blame EA or Ubi Soft
  2. put the addaction in the init of the fence, when you get within 5m of it it will show up in your action menu.
  3. if its PvP the 600m is for everyone.
  4. You only need to attach the addaction to the fence so when a play gets near it it will show up for him.
  5. Junker

    How to make AT guys reload?

    You asked this before but with the javelins, Same answers i guess : http://www.flashpoint1985.com/cgi-bin....t=68549
  6. Junker

    Restarting a remote server

    VNC is the best tool by far
  7. not sure if this is correct but try looking in the mission file that might give you something.... maybe the ID=0 might help you <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">position[]={17547.664063,40.782738,14119.504883}; azimut=-9.319415; special="FLY"; >>> id=0; <<< side="WEST"; vehicle="SoldierWB"; player="PLAYER COMMANDER"; leader=1; skill=0.600000;
  8. Doesn't Equal mod check the server mods and only allows what the server is running
  9. He made a typo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [""fired"",{_this execVM ""bulletcam.sqf""}]"; heres the fix <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [""fired"",{_this execVM ""bulletcam.sqf""}];
  10. Junker

    Script for idling units

    use the Waypoint Dismissed that will make them idle
  11. Junker

    Get PoW's in a vehicle?

    Nope i set the units to setcaptive and even tried to do on the vehicle. have you removed all ammo and weapons before setcaptive ?
  12. Junker

    Mission Idea Suggestions

    RACING MISSIONS: I have 2 almost finished. 1st one is Pylon Racing in camels around a Oval Track. 2nd one is team biathlon, Marksman shoots 5 targets at range with a m21, Each section is has 5 targets but they are further away. The pilot takes the marksman to each range but has to do a couple of tests in between ranges.
  13. this is how i would do it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0 _defend = getMarkerPos "it1pos1" _unit setUnitpos "AUTO" _unit enableAI "MOVE" _unit enableAI "TARGET" ? _unit = it13 : it13 addweapon "PK"; goto "next" _unit addWeapon "AK74" #next _unit domove _defend ~1 exit
  14. everything about that script seems wrong... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">it11 addWeapon "AK74" itl1 addWeapon "AK74" it13 addWeapon "PK" it14 addWeapon "AK74" Your giving them weapons but no ammo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">it1 move _defend try using domove <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[it1, 1] setWaypointType "SAD" [it1, 1] setWaypointType "SAD" do u mean setmimic...?
  15. from what i understand you have to remove the gun and ammo then add the Laser designator.
  16. Junker

    Arm Paches for ARMA

    yes they do
  17. Junker

    Evolution (Red+Blue)

    you are prolly getting errors due to 3rd party addons on your server or client side stuff. try it vanilla. Tested on our server for 2-3 months, everything worked out fine.
  18. Junker

    Arm Paches for ARMA

    this is what i use. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><squad nick=""> <name></name> <email></email> <web></web> <picture></picture> <title></title> <member id="" nick=""> <name></name> <email></email> <icq></icq> <remark></remark> </member> </squad> also make sure the picture is 256x256 or lower, else it gets abit screwy
  19. Junker

    Evolution and the fate of multiplayer

    Only the ones they know about. Your Question = Answer = There is a fine line between stable and unstable servers - clients, it could one thing it could be many, All i know is 30 players is more than enough for my standards What i mean it isnt by law that a company has to provide an anti-cheat for its software.
  20. the answer is in the wiki >> http://community.bistudio.com/wiki/weaponDirection
  21. Junker

    Evolution and the fate of multiplayer

    1. Punkbuster is busted, cheaters have got around it. 2. How can u say that OFP is better than ArmA 3. 60 players is possible , a server managed to get 108 players on one server afew months ago. 4. Bis are not required to provide anti cheats, its an option. Yes they did release a beta version but if they didnt we prolly wouldnt have ArmA and BIS would be finished. As for this topic, its a waste of space. To many people complaining about evolution, ITS A MISSION. If ya dont like it play something else.
  22. Junker

    Icon Rotation

    That's not exactly what the OP wanted, the issue was about creating and customizing markers while playing. which u can do via scripts using these commands. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"># createMarker # setMarkerBrush # setMarkerBrushLocal # setMarkerColor # setMarkerColorLocal # setMarkerDir # setMarkerDirLocal # setMarkerPos # setMarkerPosLocal # setMarkerShape # setMarkerShapeLocal # setMarkerSize # setMarkerSizeLocal # setMarkerText # setMarkerTextLocal # setMarkerType # setMarkerTypeLocal
  23. Junker

    Icon Rotation

    you can rotate markers in the editor or via script
  24. Junker

    if BIS were to ask us...

    Mehmehmeh << he started it As for info on what people want, Thats asking alot from a varied game mode like co-op - TDM - DM etc. etc. Each mode has its own type of mission maker , I myself only do co-op, Never have or will do PvP type missions.
  25. Junker

    Icon Rotation

    by icons u mean markers right..? If so this will help. usage : [unitname,iconname] exec "script.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_p1 = _this select 0 _mark1 = _this select 1 #loop ~0.001 _mark1 setmarkerpos (Getpos _p1) _mark1 setmarkerdir (getdir _p1) ? (Not(Alive _p1)): _mark1 setmarkertype "MARKER"; Exit goto "loop" P.S. shouldnt this be in ArmA Editing
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