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Everything posted by Lester
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I've testes a older thing some minutes ago ... Exists the Problem longer that the damageeffect simulation="damageAround"; does no longer cause ambient damage ? :eek:
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The easy to use method is to make all lightpoles some damage like this following, i think a value of 0.1 should be help :rolleyes:{ _x setdamage 0.1 } foreach [LP1,LP2,LP3,LP4,LP5]; If you want to know the complex method i have a look when i'm back @home. ;)
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Whats wrong with my init.sqf ?
Lester replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Variables for them are only needed for use in waypoints or triggers, in scripts it works fine without them ;) -
Making a sound dimensional
Lester replied to darkxess's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
sounds[]={nam,eve}; btw. The Sounds-array parameter should be obsolete and can be deleted since ArmA1 or so ... -
.bin viewer and converter
Lester replied to i3eefy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The Totalcommander Plugin (for Total Commander Junkies ;) ) from CSLA Studio works also fine. http://www.armaholic.com/page.php?id=1760 -
The demand to make all this work in a free patch is imho absolutly unrealistic. :eek: It's to much to do to bring the A2 contend to A2:OA level !
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New mergeConfigFile scripting command
Lester replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
You can bet that it isn't possible to put paa and p3d files in the mission folder and set this "addon" via mergeconfig ?I never said stop this very helpful development tool ... try to re-read my post. ;) -
New mergeConfigFile scripting command
Lester replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
This command is definatly a wonderful development tool, but to prevent other problems or dirty things like adding hundreds of MB to mission files instead of an addon, i think at the best that this command should work only from preview mode of the editor. PS: I don't like to put any info via default to the rpt. If would prefer a selection list for the rpt to customize that only errors would be shown, many "information hints" imo only blew the rpt up. :raisebrow: -
addWeaponTurret and removeWeaponTurret
Lester replied to gossamersolid's topic in ARMA 2 & OA - SUGGESTIONS
Yes, that would be really a fine thing ... but don't forget the GetWeaponTurret ;) btw. GetAmmoCargo, GetFuelCargo and GetRepairCargo commands would be very nice too ! -
ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First i have to say that whole modeling and config work of all the weapons of this project are made by Marco-Polo-IV !I'm only write this thread/news, do the scripting work, some graphics, the dialog and of cause some mechanism parts are conceived by myself. ;) But back to your question ... a little fairy told me a view days before that Marco-Polo-IV is back in his workshop and do some things amongst others like that. :cool: -
ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We use Norrin's respawn and doesn't have seen such a effect all the time. :icon_rolleyes: Please give more informations about your active addons, the respawn script, respawnmode or at best a demomission for repro. -
Changed Versions online ( links in the first Post! ): ASC_EU_Lights V1.01 - fixed: no lightsources on clients in MP ASC_Markers V1.01 - minor changes in 'special markers' icons (for orientation)
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:eek: After work i take a look about it.I'm never tested it in MP of cause creating an objekt on the server should bring the object and all of the properties to all clients. In that case i have to rethink my routines a bit and use another more extensive idea for the lights. ;) Edit: Problem found, a new version comes the next days. ;)
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ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can you tell under which circumstances this would displayed ? -
ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to use one of our weapons because only their config have the essential informations in their config what can do with it. -
ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Myke Marco-Polo-IV works since a very long time and the most laborious work at this project. Hopefully someone from BIS make advances to this system through force the weapon models with config editable proxys for the weapon components. That would make this System very much easier. Don't forget that each more variant actual doubles the model amount. :cry: And sure, the target weapon have to be existst/allowed. We have us orientated most at real combinations. Have look in the gear all possible components of this weapon are listed in the shortdescription. -
ASC - Customizable Weapon Addon
Lester replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Overall we set the variable to a very tolerated default value found out in many hours of playing. However you have to sprint near objects to activate the chance to damage it. ;) -
Maybe this ? http://ttp2.dslyecxi.com/combined_arms.html
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Road Painter tool (development thread)
Lester replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
What a great Tool ! Respect to the work and the excelent maths ! But one Question, is it planned to use smooth street apperance transitions like that: http://a.kiel.us/smooth-hard_transitions.jpg (In ArmA1 this method works fine with the AI on our Dreide Island and of cause ... it looks much better than the hard one ;) ) -
The 3DE aren't able to run on the regular Arma2 Version and i'm afraid that nothing would change that in the next months. :( But the MAP_EU for ArmA2 is linked to the original BIS Model pathes, so they are placeable in the Editor or Ingame. Of cause the AI needs Island placed Roads to use them correctly, but for any kind of Editor solution the EU can be used, the model pathes are 100% BIS. So after a Visitor Import of the produced data all pathes work in the exact way like the road objects have been placed via Visitor. ;) (The mission shadow projection on editor placed Roads belong to some priority changes in the RVMATs, after island implant they are OK !) For ArmA1 with a better useability with the 3DE we have made "our own" centered roads based on the BIS roads because they are much more handy to place them with the 3DE. If you need anything help with addons or configs feel free to pn me, i have also a need on tools for better island editing, Visitor is imho unhandy for effective work. :rolleyes:
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You can easily use my MAP_Editorupgrade for ArmA2http://mapfact.armed-assault.de/mapfact/include.php?path=download&contentid=88&catid=10&themeid=0 It contains all BIS roads. ;) PS: Nice to hear that someone would build a solution for this thingy.
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Mass Effect 2 is a wonderful Bioware game like Mass Effect 1 and/or Dragon Age or Neverwinter Nights and Baldurs Gate. The epic storyline and a lot of different "main"-characters with their own interests etc. are a typical great Bioware Storywork, Bioware have the skills that some "short" localized spoken! dialogs make you hate or love this characters. Beware of the addictive Gameplay ! ME2 imho got some contras vs. the pros of better GFX and other Things in compare with ME1 - lesser roleplay and skills - the scanning is to easy and boring after some time, it would be better (and more surprising) when anomalies have to found manually between the materials I loved the driving with the "moon-buggy" and explore materials or sidemissions like in ME1, otherwise the anomalie levels are more variety in ME2. A mix imho would be the perfectest balance. A absolutly No-Go for me in all Bioware Games are invisible level barriers, i hate them in any type of game, it can't be a problem to set a Wall, dense Wilderness, permanently closed doors etc. that make crystal clear that here is no way ! Now i have to wait for new content and go back to ArmA2 modding. ;)
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Group Link 4 Special FX Edition
Lester replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The same wrong allignment here, using a wrong calculation for it ? ;) As suggestion: A smaller font size (the ACE2 Version Display fits fine) would be nice to force a Standard. -
Delete all units in trigger
Lester replied to Reimann's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried something like this ? {{deletevehice _x} foreach crew _x} foreach thislist; -
A.C.E. Advanced Combat Environment - Public Beta!
Lester replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
One question: It is proposed that all Landvehicles (including Hummer, Trucks, bikes, bicycles etc) get a unvulnerable Crew like Tanks or got i find a bug ?! :eek: class LandVehicle: Land { [b] crewVulnerable = 0;[/b] aggregateReflectors[] = { { "Left" }, { "Right" }}; class NewTurret; };