Jump to content

k i n g

Member
  • Content Count

    36
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About k i n g

  • Rank
    Private First Class
  1. k i n g

    tvt\ handcuffing

    Wow! That's exactly what I'm looking for. Unfortunnately this is an old thread and the script is not working. Has anybody something similar? AI will surrender based on the skill and damage level?
  2. @TRexian ah ok... but thank you. This script seems to be pretty good! For the next release, it would be cool if you would provide more information how to implement it. You are just telling the parameters which have to be used, but you dont give an example how the array/syntax has to look like. And to check your example missions is not that easy, because they are compressed as pbo. Why not release them as editor mission? Dont consider this as criticism, it is just a little tip... cool script
  3. how can i start it from a trigger? Especially for JTD_buildingSearch.sqf and JTD_blockSearch.sqf... The description is only telling which parameters are needed, but not how the array has to look like. I tried [grpx, (getMarkerPos "blockMarker"), 250] execVM "JTD_buildingSearch.sqf"; but nothing happened...:confused:
  4. Ahh... i just thought someone in this forum did join the us military... but the link is very cool, thanx:)!
  5. does anyone know the system of an original american radio messages. i think there has to be a kind of "radio discipline" in the us military. How does one unit/hq call another unit correctly?
  6. @cytreen ah ok... got it obviously it is not allowed to do it like this: i dont know why, but it seems that the waypoints are the problem. now i do it like that and it works perfect:
  7. @Cytreen no, unfortunately not... they still spawn in z2:(
  8. puuhh... just read this whole thread (yes all 76 pages)... but did not find a solution for my problem. i have 2 master zones and 2 waypoint zones: and on page 11 of the readme i read: But when i start my mission the units from the master zones are generated in all 4 zones. How can i generate the units only in the master zones?
  9. ahh.... thanx, i already saw the site, but i was to blind... sorry, yesterday was a long night (crysis warhead) ;)
  10. @ArmAIIholic sounds like a very good tool, exactly what im searching for, but sorry man, i dont get it. on page 5 of this thread you say that you will write a manual and on page 8 you say, that you already wrote a manual! Where is this manual? i cant find it in the wict-files. But in the startsettings.sqf you suggest to read the manual first. Wouldn't it be a good idea to add the manual to the download? Sounds like a really good tool, but i have no idea how to add it to my mission.
  11. @rexehuk Hi….sorry, i ve been busy for a long time. What do you mean with No, i’m starting it with a script from a trigger?! Oh....maybe i missed your hint: What do you mean? Do i spawn the DAC_zone (fun=[...]) from the init of the logic? And what do you mean with Sorry im not that editing genius....
  12. @rexehuk Creating a LOGIC camp will not work, atleast when I tried it... My solution was the following. // Takistani Army case 7: { _campBasic = ["FlagCarrierTKMilitia_EP1",["Land_Campfire",8,5,0],["Land_tent_east",5,0,0],["Logic",10,15,0],0]; _campAmmo = [["LocalBasicWeaponsBox",10,2,0],["LocalBasicAmmunitionBox",10,-4,0]]; _campStatic = []; _campAddUnit = []; _campUserObj = [["Land_Antenna",5,-5,45],["Logic",17,35,0],["Logic",17,20,0],["Logic",47,0,0],["Logic",27,0,0],["Logic",17,-35,0],["Logic",17,-20,0]]; _campRandomObj = []; _campWall = []; _campObjInit = [[],[],[],[],[],[],[]]; }; I then forced it down using a gameLogic so that the game always started in a position I defined. Unfortunately it is not working. i still get the error message that z1 is not suitable for a camp.
  13. This is really an amazing tool. Real good. But tested it and got the following issue: I start the zone z3 with but the zone has a lot of wood in it and i get the following error message when i start the mission: So obviously, my camp is to big to be created in the zone. I do not understand this, because i use only a logic as base: Is there a way to get the units created in or near a wood area?
  14. k i n g

    AC-130 Script for ARMA2 (0.3)

    Works fine, thanx a lot!
  15. @ Buliwyf: Hm.... no.... the problem is that the mission is part of a campaign. i do not want to force all users to play the whole campaign in veteran mode. ...hm... my only wish is to hide the players position on the map. @ CarlGustaffa i dont think this is it. I want/need the map because there are necessary markers on it. Just want to hide the players position... maybe it is not possible... but thanx for your help!!!!
×