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Everything posted by [GLT] Legislator
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Do you want upgraded Arma 2 content?
[GLT] Legislator replied to AnimalMother92's topic in ARMA 2 & OA - SUGGESTIONS
Well, lets put it together ... 1. A lot of people still care about A2 and its content and want it upgraded (free or payed content) 2. BIS is the only one of doing it right. We can discuss endlessly but at the end of the day no one but BIS decides the future. Maybe BIS already decided to upgrade it one day but got no manpower right now. Maybe there are more important projects right now like a new expansion pack or new DLC which might be secretly developed. Of course I would be happy as well as many others if the old content will be upgraded. If this is going to be paid DLC ... well, I might not be happy, but so be it, I'll buy it. I'm not into other games anyway :p -
Do you want upgraded Arma 2 content?
[GLT] Legislator replied to AnimalMother92's topic in ARMA 2 & OA - SUGGESTIONS
@GossamerS: Not everything can be done by the community. Model upgrades would require access to the MLODs. For example the backpacks that can be carried by units. The funny thing is that some content of A2 already got AO feature because of the inheritance of the base classes like airplanes and choppers having countermeasures or USMC tanks having FLIR in gunner view. -
Do you want upgraded Arma 2 content?
[GLT] Legislator replied to AnimalMother92's topic in ARMA 2 & OA - SUGGESTIONS
True, but technically you can recognize if someone has A2 and A2OA installed as previous users mentioned. Then you truely could improve A2 for those who own A2AO. Think of the other way around. AO only users would have one more reason to buy A2 and while A2 only users would be able to have seen their content upgraded after buying and patching AO. A lot of people like how everything of A2AO, BAF and PMC fits together. Only A2 feels like a separate part. -
Hidden markers
[GLT] Legislator replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create a trigger with the condition !(Name_of_the_Officer hasWeapon "AZC_MAP") As soon as the officer loses the map it will active the trigger. -
Hidden markers
[GLT] Legislator replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why so complicated? 1. Place your marker on the map and design/name it whatever you want. 2. Put this in your init.sqf if (isServer) then { "Name_of_your_marker" setMarkerType "Empty"; }; 3. As soon as you've activated the trigger, use this code: "Name_of_your_marker" setMarkerType "Classname"; Insteat of "Classname" use the classname of the marker you've placed in the first place. Take a look at this list: http://www.armatechsquad.com/ArmA2Class/A2/Markers/CfgMarkers/ -
Mr-Murrays ARMA II Compositions Addon
[GLT] Legislator replied to Mr-Murray's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's not necessary. Place a functions module and use this code in the init-line of the groupleader that should mount the turrets: [group this, getPos this] call bis_fnc_taskDefend; -
Overview.html - localization
[GLT] Legislator replied to Vasek7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What does your ArmA2.rpt tell you? Any error messages? I recommend that you create your stringtable.xml by yourself for your mission. Here's a pattern: <?xml version="1.0" encoding="utf-8" ?> <Project name = "GLT Mod"> <Package name = "GLT Missions - Chernarus - Utes"> <Container name = "Missions"> <!-- GLT 15 - Prey --> <Key ID="STR_desc_prey"> <German>Förster auf Wildschweinjagd</German> <English>Woodlander on a boar hunt</English> </Key> </Container> </Package> </Project> You can add as many languages and key IDs as you want. -
Overview.html - localization
[GLT] Legislator replied to Vasek7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try it that way. <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <meta name="GENERATOR" content="VB"> <title>Overview</title> </head> <body bgcolor="#FFFFFF"> <p align="center"><img src="overview.paa" width="256" height="128"> <localized id="STR_Mission_Description"/></p> <br> </body> </html> Only one <p> </p> section is neccessary in your case. However you can add multiple sections like I did here: <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <meta name="GENERATOR" content="VB"> <title>Overview</title> </head> <body bgcolor="#FFFFFF"> <p align="center"> <localized id="str_desc_sasf"/> <br> </p> <p align="center"><img src="\glt_missions_caa1\images\loading_sasf.paa" width="256" height="128"></p> <br> <p> <localized id="str_desc2_sasf"/> <br> </p> </body> </html> Be aware that the image's height and width must be a multiple of 2. -
Where can I get the DLCs in Germany?
[GLT] Legislator replied to hit123's topic in ARMA 2 & OA - GENERAL
First of all, birtuma is right. Using credit cards in germany is not a common paymode. Usually things are payed instantly by a customer. Second thing regarding paypal is a personal issue as I don't like this company because of it's bad reputation. I know lots of people have no problem but that doesn't convince me. Besides there is a huge security issue if your paypal account is connected to one or more credit cards and your banking account(s) in case of a hacking attempt. You could be ruined very fast. I like classic methods of paying and if they're not possible, I don't buy anything. It's as simple as that. -
Where can I get the DLCs in Germany?
[GLT] Legislator replied to hit123's topic in ARMA 2 & OA - GENERAL
It's hard to find a store that sells the A2 DLC if you don't own a paypal account or a credit card. I won't subscribe to any of this for DLC so I'll wait until it is avaiable for classic payment. Right now Meridian4 seems to be one of the best places for german DLC buyers but they still don't sell PMC DLC :mad: -
I remember a very hard fire fight in Eponia, Sahrani. We hid inside of the ruins and prepared an assault on a ZSU-23 Shilka when suddenly several Mi-17 arrived and deployed paratroopers. We were surrounded, reinforcements were incomming from Pesadas and the center of Eponia towards our position. I think the fire fight lasted for half an hour, but we survived.
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[How To] Simple Support Module (OA) ?
[GLT] Legislator replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No it is not fixed yet. The only thing that might change this is voting: http://dev-heaven.net/issues/15096 -
cB - BIS Ambient Civilians, Custom CityCenters and HouseEffects hack
[GLT] Legislator replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been wondering ... will this work with the Sahrani civilians addon too? -
cB - BIS Ambient Animals working on Dedicated
[GLT] Legislator replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of course on dedicated servers too ... I remember the first patch versions of ArmA II having huch problems with the animal module spawning animals everywhere multiplied with the player count. However I used the blacklist zones quite often in critical areas such as airports and military bases. -
Scripting commands you want in a future patch
[GLT] Legislator replied to celery's topic in ARMA 2 & OA - SUGGESTIONS
I still would like to have setHeight which basicly should be a shortcut for "this setPos [(getpos this select 0), (getpos this select 1), height_variable]"; I don't know how often I wrote that line, but I guess it was several thousand times in the past 10 years. -
cB - BIS Ambient Animals working on Dedicated
[GLT] Legislator replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the fix. However I never noticed any problem although I used the animal module in almost every mp mission. :confused: -
NTA New Takistani Army
[GLT] Legislator replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I just have seen this. Maybe you can join up together and share work? If that's not possible or wanted, maybe you can at least talk to each other so the 2 mods don't come in conflict with each other (faction and vehicle classes). That's at least my suggestion from a mission maker point of view. -
NTA New Takistani Army
[GLT] Legislator replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Have you decided which parts to create? You make yourself a checklist, because this projects seems to be rather huge. - Units - Vehicles - Weapons - Objects - Marker Objects should include weapon and ammo boxes and a flag pole. Those parts are the most essential for creating missions. When you create a new modernized flag for the NTA, you should take the old one as a base and alter some parts of it. Colors should remain the same, but maybe you can alter the symbol in the middle. If you take a look at the flag of iraq then you will see it had changed only a little bit in the past few years. http://en.wikipedia.org/wiki/Flag_of_Iraq Btw .. if you need help localizing the stuff, just send me a message and I will show how do it. It's very easy I can guarantee you ;) -
CM Operation Flashpoint 3 announced | "Oops, they're doing it again..."
[GLT] Legislator replied to Undeceived's topic in OFFTOPIC
That's indeed true. Most people I know complain about the ArmA series because they die too early and not being able to run around like Rambo. Yet they like DR for being realistic. -
CM Operation Flashpoint 3 announced | "Oops, they're doing it again..."
[GLT] Legislator replied to Undeceived's topic in OFFTOPIC
Yeah Codemasters did real crap to the name of Operation Flashpoint. When I am talking to gamers how I always liked the concept of Operation Flashpoint. Almost everytime it's the following dialogue: Me: "You know Operation Flashpoint?" Guy: "Yeah the game that was epic!" Me: "Bohemia Interactive did a great job. It's still played after all these years. And look at the success of the sequels." Guy: "Wait? The sequel to Dragon Rising has already been published??" Me: "OMFG" *tripple facepalm* Never heard of Operation Flashpoint Cold War Crisis? Guy: "Nope" Me: *sigh* And there's always a boring discussion afterwards. Some people even do really believe that "the game engine had been really improved from CWC to DR". -
NTA New Takistani Army
[GLT] Legislator replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm not quite sure, but I think that's handled in the config. Take a look at the Arrowhead head config file: http://glt.pastebin.com/xuJLWAZe Then have a look at the array identityTypes: http://glt.pastebin.com/T4a0YYTD that is also referring to used languages and glasses. -
NTA New Takistani Army
[GLT] Legislator replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If you're going to create a New Takistani Army, you can take the things which are already avaiable as a base. There's no reason why a New Takistani Army shouldn't use and refurbish stuff from the Takistani Army and Militia at the beginning. I don't think that Takistan would be able to use / buy many new stuff after the war. Even if it has the many the Royal Takistani Resistance troops would have to be trained to use new material. So let's say NTA from 2012 - 2014 can be equipped with "old" stuff having BTR-40, T-34, T-72 and so on ... and 2014+ stuff could be more modern stuff like T-80, HMMWV, maybe even some Bradleys. Just try to figure out which vehicles of the NATO will be replaced in the near future. Those are the things which will be sold to other countries as other posters indicated. Regarding the paintjob of some vehicles you should stick to the established colors having black, white and green. Just let me know if you need help creating a cfgGroups for your army when you're finished modelling. -
CM Operation Flashpoint 3 announced | "Oops, they're doing it again..."
[GLT] Legislator replied to Undeceived's topic in OFFTOPIC
Name 20 bugs you often encounter please. I'm just curious, it's not meant to be offensive. -
FRL Airforce Addons release thread
[GLT] Legislator replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Everything is possible in the Bohemian Saga ... Put this in the init line of the C-130: this addMagazine "1Rnd_GBU43_GLT"; this addWeapon "GLT_MOAB_Launcher"; You can let AI drop the MOAB by using: Name_of_the_C130 selectWeapon "GLT_MOAB_Launcher"; Name_of_the_C130 doFire Name_of_the_Target; But be aware: - C130 should be invincible (Name_of_the_C130 allowDamage false) or it must fly very high - place or use an unit that uses the laser designator - be fair ... give the enemy AI at least some air defense dudes - for having fun don't use the addon that way for human players -
FRL Airforce Addons release thread
[GLT] Legislator replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The true origin of the crater on the proving ground ... ENOiYJleia4