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Junker

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Everything posted by Junker

  1. Junker

    Parachute Problems

    You need to use a script for that ejecting on MP otherwise it wont work. make a logic and name it server (nothing needed in init line) in the troops init line put Group1 = group this name the heli = chop1 Add a trigger where you want the troops to jump out (Group it to the chopper) and in the activation line put this : [Group1,chop1] exec "eject.sqs" and use this script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (!(local server)) : exit ~0.1 _group = _this select 0 _chop = _this select 1 _delay = 1 ;main part of script (edit at own risk) _count = count units _group _num = _count - 1 #eject _time = 0 _unit = units _group select _num unassignvehicle _unit [_unit] ordergetin false _unit action ["eject", vehicle _unit] ?_num == 0:goto "exit" _num = _num - 1 &_delay goto "eject" #exit _chop flyinheight 50 _chop domove [0,0,0] @unitready _chop deletevehicle _chop exit the last few line will make the chopper fly to a point and then its deleted if you dont want that to happen delete them but keep the exit at the end
  2. Junker

    Parachute Problems

    u need to make the script run serverside only add a logic called server in the script put ?(!(server)) : Exit
  3. mainly its all to do with placement of units and there WPs. Hold waypoints tend to make them stay there ground. Seek And destroy will make them look for the enemy.
  4. Junker

    Lethal Olympics

    u mean like stachel high jump and lon jump :P yeah it is possible all you do is make a point from where he starts and then wait from him land then get the distance from LETS SAY a heli-pad to the dead guy. do something like this. Long Jump <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_dist = Helipad Distance deadguy; Hint Format ["Distance - %1", _dist] High Jump <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dist = helipad distance deadguy ~1 #loop Hint format ["Height - %1",_dist] ? deadguy speed < 0: _i= _dist; goto "result" ~0.001 goto "loop" #result Hint format ["You Scored - %1",_i] Exit Dont quote me on these cus its just an example
  5. Junker

    Forceing Tail Roter Failure

    the part you are looking for is called Mala Vrtule prolly is possible to script damage to this part.
  6. i would put the condition as (Count thislist)<3 - Activated by the enemy. This way it will only count the enemy and not all the units in that area.
  7. try reducing the magazines seems your overloading the poor guys  :S  12 mags for the AK is abit much for 10 slots Try delaying the script by a few secs.
  8. try add a waypoint with getinnearest selected and place the waypoint near the vehicle.
  9. i have this problem with other games, It seems that some DVD drives dont like certain discs, The way around this is to: a/ restart windows and try it b/ uninstall DVD rom - reinstall and try again c/ buy an external DVD rom (This is what fixed my problem) A and B will have to be done everytime you want to play the game
  10. Junker

    Something Cracked  :(

    I had to purchase another copy of Arma cus the other copy developed a nasty crack from the centre. After looking into this i have heard a few people now have the same thing. Is this related to cheap CDs exploding in thr drive or maybe a start of it What to do
  11. Junker

    Something Cracked  :(

    mine was always in my DVD rom its only when it didnt want to know anymore is when i took out and found a crack on it
  12. If AI refuse to get in a chopper that is badly damaged shouldnt they refuse to shoot friendlies that have good standings maybe BIS could fix this
  13. due to the M1A1 having an jet (AGT-1500 turbine) engine wouldnt it be more realistic to make it start up its engine first before you can move, instead of jumping in and zooming off you have to wait for the engine to get to full RPM before you can go(like a chopper) Â
  14. cant u add an eventhandler to each unit and then get the killers group leader from that and see if he ordered that unit to target you
  15. use this >> Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlersc ["binocular","PLAIN"]
  16. Junker

    Evolution V1.0 Large scale respawn coop

    I find version 1.2 lags alot more and crashes the SES server than Version 1.1, adding more stuff to 1.1 was a bad idea in my eyes, the dynamic weather is a big lag issue moving icons all over the map is alot of processing for a server with 30 players on it. My 2p worth Â
  17. not sure but i think u need to do it like this. soldierType = ["SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des"]
  18. Junker

    Turn off command view?

    VETERAN mode should disable it. If you dont want it to be play in cadet use a trigger. Condition: Cadetmode on activation: Forceend this will end the mission as soon as its started in cadet mode. VET mode will also disable other features.
  19. Junker

    backpacks

    No its part of the model
  20. Junker

    Carry an object (gas can)

    try using an attach script and put it on his back.
  21. u tried making the incoming unit setcaptive up to the point u want the AI to see him
  22. aah i have that, See what i can do
  23. What u need to learn here is the DROP command that can simulate the FIRE and SMOKE. If ya tell me what plane your using (Download link plz) i could prolly conjur up something for u
  24. Junker

    Drop the flag?

    couldnt u detect the nearest unit and add the flag to him by pressing the action button. in the actionbutton script i would move the flag to that unit.
  25. i think this is what ur looking for this exec "addonname/scriptfoldername/Scriptname.sqs"
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