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Everything posted by [GLT] Legislator
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lol I couldn't say it better. I like the civs in ArmA II. It's far more interessing planning them in for missions. By the way ..... hmmmm The Civs ... sounds like The Sims, right? I guess I smell another mod :D
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SDP Shilka and Tunguska cannon fix
[GLT] Legislator replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry Sudden, I'm no modder .. no idea :o @Alex: Sudden got it right. You could compare it to an effects mod. You can load it, build missions and it still won't do an entry in the mission.sqm because it runs only on the clientside. -
SDP Shilka and Tunguska cannon fix
[GLT] Legislator replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Sudden Death: Thanks for the addon, but can you apply you tiny fix? Your addon is forcing an entry within the mission.sqm files. It's very annoying to delete them for mission publishing issues. -
(Coop)1-20 Utes Invasion I
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
Download (Beta 1.2 Fixed) Downloadlink updated - SDP Gunfix Issue fixed / 1st post updated -
(Coop)1-20 Utes Invasion I
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
New Version avaiable! Changelog New: Revive Script 0.1 added New: Mobile Respawn defined for Sierra Squadleader Fixed: Players don't lose weapons anymore after respawn Changed: Task 3 deleted Changed: Renamed several markers DOWNLOAD (Beta 1.2) Updated 1st post. -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice! I will upgrade my first missions with it! :) But I've got one wish. I'd like to give the ingame revive + animations + body drag a chance. I know it's buggy right now but BIS will fix this. Could you please create an option so that mission designers can choose between the classic animation/drag and the ArmA II internal? -
(Coop)1-20 Utes Invasion I
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
OMG you're right :eek: I guess it was too late for me. Thanks for the hint! Download fixed! -
It would be nice to have a CH-46 or a CH-53 within the game. Doesn't matter how old they are.
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ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did it!!! :yay: Now if you want some Podnos firing at a certain location try it this way: Place a group of Podnos static launchers, make one groupleader Place the Artillery Modul and call it AriLogicName, synchronize it to the Podnos groupleader Place a trigger and let him executed a script: [TargetArea] exec "scripts\artillery.sqs"; Create the artillery.sqs (see below for code) artillery.sqs _target = _this select 0; _heTemplate = ["IMMEDIATE", "HE", 0, 15]; _targetpos = getposASL _target; [AriLogicName, _targetpos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; Exit Now if you want to change the target, simply change the way you call the script. For example: [NewTarget] exec "scripts\artillery.sqs"; The script is in the folder "scripts" which I created for my mission. Of course the sqs file can be whereever you want it. -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They aren't firing at all :( I placed them somewhere else on Utes but they didn't fire again. I used the Virtual Artillery instead - no success. -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the hint. I've changed it to [Art1, getPosASL test, ["IMMEDIATE", "HE", 0.5, 15]] call BIS_ARTY_F_ExecuteTemplateMission; No ArmA2.rpt entries so far, but no artillery impacts as well. I've waited more than 1 minute for the impacts. The Podnos launchers are around 200 metres away from the beach by the way. Too close? -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@CarlGustaffa: The AirCav artillery is not the A2 module artillery. Somehow the AI artillery isn't working :( For test purposes I activate the enemy artillery via radio triger: [Art1, test, ["IMMEDIATE", "HE", 0.5, 15]] call BIS_ARTY_F_ExecuteTemplateMission; Art1 = Artillery Module (but I tried Art1 as the Podnos groupleader as well), synchronized to the Podnos groupleader test = me, the player That's in the arma2.rpt -
"Standard soldier" faces were better in Arma1 ?
[GLT] Legislator replied to EricM's topic in ARMA 2 & OA - GENERAL
I totally agree with you. The faces look awful. I "hope" they're just unfinished and will be patched to a good looking final state. -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I hope whatever norrin is gonna create, he keeps the way with the optional feature scenario of the old revive_init.sqf ;) That's the absolute basic of everything. -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm really looking forward to this! MP mode is useless for me without that script. -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok please lets start from the beginning because my head starts to hurt right now. I know there have to be some arrays. Somehow I'll have to start with: _heTemplate = [“IMMEDIATEâ€, “HEâ€, 0, 15]; There is no hint in the biki where I should put this. Does this have to be in the init.sqf, an external script or in a trigger? -
Basic Briefing howto
[GLT] Legislator replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try the script shown here. I haven't tested it yet. Maybe it's gonna work. -
Maybe, but I can live with the weird biography :D Perhaps it's his brother anyway.
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The canFire scripting command in ArmA II
[GLT] Legislator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, I've done some tests with the canFire command in ArmA II and noticed something strange. I don't know if it's a bud or a misunderstanding. At first please read this: http://community.bistudio.com/wiki/canFire I hope it didn't change until now. Here's my test: I placed a static Igla-launcher in the editor and called it AA1. Afterwards I placed a trigger that shows a hint message having the following condition !canFire AA1. So the message should pop up once the anti air launcher isn't able to fire anymore. Test 1: AA launcher has a gunner. I kill the gunner --> !canFire is triggered? Test 2: Via trigger I set the ammo count of the anti air launcher to zero: AA1 setVehicleAmmo 0. It works, the AA launcher doesn't have any ammo, !canFire is triggered correctly. Test 3: AA launcher has no gunner. !canFire is triggered immediately. AA launcher still has its ammo. The description seems to be wrong (at least for ArmA II). It doesn't check the damage value (AA launcher is ok all the time), but it does check the ammo count indeed. Am I doing something wrong or is there a bug? What do you think? -
Sound Engine, How Does That Sound To You?
[GLT] Legislator replied to Nazul's topic in ARMA 2 & OA - GENERAL
It's the WSS file format, but I think OGG will work as well. But I'm no addon modder so I can't proof it :o -
Sound Engine, How Does That Sound To You?
[GLT] Legislator replied to Nazul's topic in ARMA 2 & OA - GENERAL
Nice videos. Some of them I already knew :) I was very disappointed when I heard the Gau-8 sound for the very first time in ArmA II. :(:( Doesn't sound like the "fart of god" ingame if you know what I mean. I'd like to have the Gau-8 sound of ArmA I's Fromz' sound mod in ArmA II but all my attempts failed. -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe, but mainly I want to shock them. ;) I've got a small landing sequence which needs some pimp. AAVs coming out of the water deploying troops at the beach, soldiers clearing enemy mines at beach, several enemy corpses and barricade stuff from the mission before ... but ... I'd like to let the AI defend theirselve via artillery. If that means killing the player, so be it :D -
ArmA 2's Artillery Module
[GLT] Legislator replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, I guess I need some help with this module. Using the artillery module I want the enemy AI to fire at the players location. I set up the artillery as described in the bohemia wiki but it doesn't work :( Is this module only working with human players? How do I have to setup the module if I want the AI to bomb an empty area via artillery? Thanks for your help in advance. -
Slots Vanishing
[GLT] Legislator replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This seems to be a bug. I noticed the same thing in my missions. I'm building missions for 3 years ago and nothing ever happened like that before. Also it wouldn't make any sense if this was designed as a feature. Just imagine a public mission with 30 players. Take several disconnects and game crashes and you can restart the mission after some minutes. :( -
Basic Briefing howto
[GLT] Legislator replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I've got a question. My briefing is working so far but after respawn in multiplayer games the briefing entries are gone. How can I fix this without screwing around much? What about JIP compatibility?