Joker621
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Respawning Soldiers Question
Joker621 replied to demonhunter212's topic in OFP : MISSION EDITING & SCRIPTING
Trapper, I'm so sorry ... I've forgotten to delete old script before to add the new one. Please, excuse me. All your scripts work very well. Thanks again. -
Respawning Soldiers Question
Joker621 replied to demonhunter212's topic in OFP : MISSION EDITING & SCRIPTING
Trapper, I'm in trouble with point 3. "endspawn script" when condition trigger is meet, the game zoom around as for ending !?!? I've tried some modifications, but ... maybe an error in this line? if (endspawn) then {exit} Please, can You help me again? thanks in advance -
Respawning Soldiers Question
Joker621 replied to demonhunter212's topic in OFP : MISSION EDITING & SCRIPTING
wow... THANK YOU VERY MUCH. Now, I'll try to investigate about them ... best regards. -
Respawning Soldiers Question
Joker621 replied to demonhunter212's topic in OFP : MISSION EDITING & SCRIPTING
Trapper, thanks a lot for these codes sample. I've added new groups, WP, triggers, etc. That's really easy. Now, I need some help from You, PLEASE ... 1. how can I modifiy the time for respawn (i.e. after 10 seconds, or after 30 sec.). what's the parameter to modify in your code sample? 2. how can I set the number of respawn for AI group? (i.e. I'd like to stop AI group respawn after 2 respawns, or after 4 respawns? what's the parameter to modify in your code sample? 3. how can I synchronize respawn stop with any trigger? (i.e. I'd like stop AI group respawn when my group is finally in the middle of the village). I believe You can help me. Any tips will be very appreciate. best regards. ops.. another question. I'd like to delete a group when all its members are dead. (i.e. group name is "InsertOne". Please, what's code sample to delete it after 120 seconds all members are dead?) I've searched and tried some codes, but syntax, scripts, ... are beyond my  understanding and some of them are really complex. I'm just a geometer. I'd like to learn some easy code and work about them. Your demo scripts are really EASY. thanks again. -
How to assign a speed at "anyvehicle"
Joker621 replied to Joker621's topic in OFP : MISSION EDITING & SCRIPTING
thanks a lot for your help! best regards. -
I'm in trouble to assign a speed at "anyvehicle". I'd like to assign a speed of 5 km/H. What command must I use? Please, an example will be very appreciate. Thanks in advance.
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Please, I need a little help. I've installed FFUR_2006. Now I'd like to try all 3 themes (Woodland, Desert and Winter Pack), and FFUR_European_Pack. However, before to downlodas these huge files I need some clarifications: - must I remove FFUR_2006 before to install these 3 packs? - FFUR_Winter will change island's textures too? - must I remove FFUR_2006 before to install FFUR_European_Pack? - What's FFUR_Island_Pack? (I've already installed Nordic Island Pack adn FFUR_Sky_Pack). Any help will be very appreciated. Thanks in advance for reply and patience. Best regards.
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FFUR2006 is really awesome. Thanks again for Your efforts. After few weeks of missions I've some questions. Any help will be very appreciate. Please, - can I add and use other islands (Berghoff's islands, i.e.)? - I've read at ofp.cz. about upcoming 'AfganEveron 2 island and Taliban Vs Northern Alliance V.2 pack'. Is't possible to install and try addons like this using  FFUR2006? - I'd like to add magazines in crates, but I'm in trouble to find right names (this addmagazine "svddragunov", i.e.).  I's there a list of all FFUR2006 weapons and magazine names for these scripts? Please, excuse me ... I understand my questions can appears stupid for a lot of players, but I'm not expert. (Honeslty I appreciate FFUR because of automatic installation). Thanks for patience. Best regards.
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THANK YOU VERY MUCH for quickly reply. sky pack readme: pag.161 of this thread (thanks to ebns72) and pag.164 of this thread (thanks to Benus)
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... sorry for delay ... THANKS A LOT TO FFUR TEAM FOR THIS AWESOME WORK!!!!! A little question: how can I install sky_pack? Where must I extract the folders? Please, excuse me, but readme is not present in the .rar archive. Thanks in advance for reply. bye
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THANKS a lot for reply. bye
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Hi All. I'm sorry but I've lost several months of ArmA threads. So, now I've some questions: - can the player fight for "fictional army" or for us army only? - will be possible add units of other countries (like CIS, PRC, etc.) and fight for this side? thanks in advance for reply and patience. best regards.
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Hi Newiy, I've nvidia 5700 fx ultra and ati 9500 radeon (drivers/bios updated, XP Pro and XP Pro SP2), and I experience freezing. Also, I play regularly WGL mod, but I don't know if this mode is incompatible with JAM2. So I'm waiting some fixes and furter release. However, thanks a lot for your effort: I've been waiting a long time for this addons. Please, can You release another OPFOR pack without any weapons (like civilian), requesting just 1.96 patch? Each player (or mission maker) will add right weapons according his job. So, if WGL mod is incompatible with JAM2 I can use your addons all the same. I understand my request is heavy! I rely on your sympathy ... and on your work too!! Thanks again. Best regards.
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dear Sirs, just few ideas for OFP2. I don't know if them have already been considered, so excuse me. 1. It's better few stunning units/weapons/vehicles rather several units/weapons/vehicles with standard details/textures/realism. This is true expecially for OPFOR (RED) side, always undervalued. 2. Same thing for islands: better one or two islands very accurate, with seasoned textures, etc. Can be good permit an editor option to "populate" cities and villages with civilians and their activities (even here, it's better few men/women/cars/bus/etc. moving in real life activities). 3. It's better to maintain OFP2 a combat simulation. I've read someone requesting recruitment, training, carrer, 'love letters' and so. My little opinion is these features require time (time that programmers can dedicate to improve the simulation's core). Still, with time, the player want to by-pass these features to get quickly in combat. Now, You understand my english is poor, so my scripts language knowledge, as many peoples. For this reason IT'S NECESSARY TO IMPROVE MISSION EDITOR 4. waypoint action. i.e.: at WP 02 I'd like embark my group on bmp. When I create that WP for my group and select "get in", a message could ask me to select the vehicle where embark my group. Just a simple 'click' on this vehicle and all is done. Same thing for aircrafts, units, etc. Make missions in this way is very easy (not more scripts). 5. unit property. i.e.: when I create any unit, a new scroll list could be availaible to select action, body position, etc., (not more scripts). 6. IT'S NECESSARY TO IMPROVE SUPPORT/REINFORCEMENT LOGIC. i.e.: I'd like to create some units to reinforce my group. I could create one platoon, two APCs and one chopper, placing them at my HQ. During the mission, if I will need some help, just a 'support' radio request, a 'click' on the map to locate where send support, and HQ AI will send suitable unit from that available (could be APCs, or platoon). Same concept can be applied to AI forces. In this way, who makes the mission must just create some units at HQ. Will be AI to send them as reinforce when necessary (not more scritps, activations, sensors, etc.). Don't worry. All variables will be always present for skilled users, but novice will make their own handsome mission in easy way. 7. It's necessary improve buildings concepts. Even here, it's better few stunning building models, rather bad/inaccessible buildings. Not more bodies jutting through walls. All buildings must be accessible. All building must be destroyed a bit for time. Please, see film library of recent conflicts. I hope that can help OFP2 programmers to maintain a very high standard in their products. Best regards.