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Everything posted by [GLT] Legislator
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ArmA II: Operation Arrowhead discussion thread
[GLT] Legislator replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I wonder why people won't understand that the editor itself is a "script" if I may call it so. The only difference is that scripting commands are hidden behind buttons. If you add a button for every function and scripting command, you can forget the editor. When I started editing 5 years ago I read the whole Krawall forums editing section. There was nobody who helped me, I did everything by myself. Some people should stop complaining and start doing something instead. It's easy to blame anything inside the game but changing vital elements is a very difficult matter. However that doesn't mean I'm against improving or extending the editor. I just wouldn't expect them in Operation Arrowhead. Maybe it's the best to reintroduce the cadett and advanced mode of the editor as it as set up in Operation Flashpoint. Beginners could have "more buttons" to click on. But I think this is starting to get offtopic. I'm open for a release in April 2010 :) -
Dynamic Object Compositions and 2D Editor
[GLT] Legislator replied to xsdmx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did a horrible mistake in this code here: if (isserver) then {null= ["guardpost2_sla1", getdir this, getpos this] execVM "Createcomposition.sqf";}; Anyone who uses the line above to spawn custom compositions using armatechs script won't have any composition on the dedicated server! Technicly spoken the composition would be only spawned on the server, not on the clients. So now you've got two options: A) Only use null= ["guardpost2_sla1", getdir this, getpos this] execVM "Createcomposition.sqf"; to call the composition or B) Open the Createcomposition.sqf and go to line 57. Change createVehicleLocal to createVehicle Sorry about that. I didn't know armatech already "fixed" the locality issue. -
ArmA II: Operation Arrowhead discussion thread
[GLT] Legislator replied to Tonci87's topic in ARMA 2 & OA - GENERAL
@Ohara: Speaking of mods ... is it still up to date that players who own ArmA II can use every single PBO of ArmA II (campaign, units, islands) and/or community mods refererring to those files can use these files with Operation Arrowhead without changing any data inside the files? :) About a year ago it was stated this would be possible so I'm eager to know if it's still up to date :) Thanks. -
ArmA II: Operation Arrowhead discussion thread
[GLT] Legislator replied to Tonci87's topic in ARMA 2 & OA - GENERAL
One word: perfect! -
Game Logic
[GLT] Legislator replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Game logics are invisible objects that can be used for editing. For example before the scripting command isServer was introduced game logics were used quite often to trigger certain scripts only on the server or on the client. I'm using game logics to place compositions in the editor, starting scripts or having a point of reference for triggering something. It is important to know that game logics are local to the server only. -
I think this thread is starting to get out of control :(
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Sahrani Civilians
[GLT] Legislator replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeahh!! Mr. Banana!! :yay: Finally some inhabitants for Sahrani! -
Hiho these are some really nice vehicles! However I can confirm those RPT errors. There are some other errors too: Weird shadows I guess. You can look through the vehicle from the backside windows. This shadow looks weird too. After destroying the MRAP with a T-72 I could see the dead crew through the burning vehicle doors. The Maxx Pro has no damage textures on the turret. Are the tyres bulletproof? I wasn't able to destroy them even with a T-72 machinegun. A placeable wreckage would be nice. Besides that issues it's really great!
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Dynamic Object Compositions and 2D Editor
[GLT] Legislator replied to xsdmx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's an easier solution. Just put this in the init-line of a game logic: if (isserver) then {null= ["guardpost2_sla1", getdir this, getpos this] execVM "Createcomposition.sqf";}; Replace guardpost2_sla1 with the name of your composition. Be aware that this call is meant to be used with the custom made compositions. Use this for the BI compositions in the init-line of the game logic: if (isserver) then {nul = [getpos this, getdir this,"bunkerMedium03"] execvm "CA\modules\DynO\data\scripts\objectMapper.sqf"}; -
Everyday I'm doing some sports on Utes :D zD206nG48Uw
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The Taliban in this video are as stupid as they are shown in the movie Postal :D ... It's good they failed this time.
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Never attach an ammo crate to a cow :eek: 9VLIP63dVFU
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@Sickboy: Thanks for the hints. It'll take a while until I can update the CBA for my team. We're glad having a working version that doesn't break the norrin revive script (problems with mobile respawn). But I'll keep it in mind :)
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With current version you mean CBA 0.3.0? That's indeed the version I'm using. Oh my ... now what can we do about it? :(
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Hi there .. using Domination 27A west revive we have encountered a serious bug in some of the side missions. The flags aren't spawned so we can't steal them in those side missions. Now they can't be finished, no new side missions are starting. We've noticed that there are no flags at the parajump flagpoles in the captured cities as well. Did anyone else have had this issue too? Is there are fix for it?
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kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
[GLT] Legislator replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
True ... I would like to make mission for Kiska too :) But in ArmA II of course! :p -
CAA1 public release
[GLT] Legislator replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Basicly yes ... you could remove it from the oac_core.pbo but I wouldn't recommend this. It'll break the addon for sure. It's better to do a replacement, but only if you know the exact config element that is causing the problem. Anything else would bring no benefit. Or tell the ace guys to create a fix. It's not up to the players to fix addons in general. I was mad enough to do a localization for caa1 and I hope I won't regret it after release. It's still in the testing phase. -
CAA1 public release
[GLT] Legislator replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Someone should check the config class BMP2_RU: BMP2_Base { scope = 2; side = 0; faction = "RU"; accuracy = 0.300000; crew = "RU_Soldier_Crew"; typicalCargo[] = {"Ru_Soldier_Crew", "Ru_Soldier_Crew", "Ru_Soldier_Crew", "Ru_Soldier_AT", "Ru_Soldier_MG", "Ru_Soldier"}; hiddenSelectionsTextures[] = {"\ca\tracked\data\bmp2_KHK_01_co.paa", "\ca\tracked\data\bmp2_KHK_02_co.paa"}; }; I don't know how ace2 is coded but if its using a replacement config there might be problems. Inside of caa1 the bmp2 of russia is part of the extra vehicles addon. Try ace2 with the standalone extra vehicles addon and see if the problem persists. -
German Misc Pack released
[GLT] Legislator replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow ... good work! I know there are some standalone releases. Are you planing a huge final package at the end including every of these addons? -
Operation unknown wip
[GLT] Legislator replied to sfc.itzhak's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It was a few weeks ago when I was searching for the molatian army addon. It was indicated that it was only avaible with the ace mod. However I admit that this information is possibly out of date as I've seen this addon a few days ago on armaholic. Had no time to check out if it's really the same. I apologize if I was wrong. -
Operation unknown wip
[GLT] Legislator replied to sfc.itzhak's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The question is ... will there be a standalone version when it's completed? I hate ace for assimilating every good addon. I don't want to be forced to use lots of other addons I don't need. -
German Misc Pack released
[GLT] Legislator replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hehe the pink car looks ... nice :D Barbie takes over ArmA II ... but what about the VW Polo 2009? :p -
stringtable.csv bug / error
[GLT] Legislator replied to d3nn16's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sorry for digging up this old thread, but my problem fits exactly to d3nn16. I've got a mission and a stringtable.csv which works so far. However during the game session the locality switches from german to english without any reason. Here's an example: This is set up in the init.sqf: "Waffenlager" setMarkerText localize "STR_marker4"; Here's the fitting part of the stringtable.csv: LANGUAGE, English, German STR_marker4, "Arsenal", "Waffenlager" I don't know what's causing this behaviour. Is is a bug in the localize command? Or is my stringtable entry broken? (the stringtable is coded with UTF-8) This issue happened on the latest 1.05 windows dedicated server. In the 2D editor everything runs as it should. -
This seems to be a good slogan for the game package ... "From the developers of the game of which people dare not to speak" .. nice :D
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What about a countdown like on new years eve? :D Usually such things are done before the release of a game ... not after its end of lifetime ... strange ... but ... nice!?