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Everything posted by [GLT] Legislator
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Thank you for the release! I've been waiting for this for a very long time now I've studied your example mission and your readme but I want to make sure I got every right, so I've got some basic questions if you don't mind. - only static groups need to be named in the edior (ge1=group this; and so on) in the editor + the target group? - the settings from the GL3_Settings.sqf have to placed into the init.sqf if I want to use them? - I guess Grouplink 2 and 3 are compatible to each other as the init.sqf decides which one is loaded? - does grouplink 3 have any problems if the enemy side switches during the game? f.e. if units are set friendly to each other via SetFriend order Yesterday I noticed something annoying ... I've loaded GL3 in my mod folder and connected to our server (yet there are no GL3 files and GL3 missions on it). I got a hint message with a warning. Will this happen with every non GL3 mission? If yes, how/where can I disable the hint? Have you heard of my warnings regarding linux server and the referring to paths with having an @ in the pathname? Linux server will crash when recognizing it!
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
Merry christmas to everyone! Merry christmas to BIS, merry christmas to every ArmA modder, scripter and player  Here's a little present for you - the teaser trailer to the movie project. >> Click me, I'm a video << -
ARMA 2 In-game HD Video released
[GLT] Legislator replied to Jennik's topic in ARMA 2 & OA - GENERAL
The trailer looks very very good Will there be a second trailer next year? -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
Finally chapter 11 is finished! Total length: 10 minutes 47 seconds Here are some new pictures. -
"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
I don't think it will be possible to use jpeg pictures. I'm using .pac files and they're very simple to create. 1. I take a picture and convert it via graphic program into TGA 2. I use TexView and import the TGA, convert it to PAC That's all. Use the pac like mentioned in the billboards readme. -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
Heyho everyone, here's my current status: 10 minutes of chapter 11 are finished. I guess that's 50 % of that chapter I'm a little bit behind my schedule because of some private issues and some technical problems. After setting up my system again I had trouble with my audio configuration. That sound of the movie was totally awfull As soon as chapter 11 is finished, I'll release a few pictures. I still have to think about the final plot -
Hi Xeno, I've started modding the Domination 3.09. Now I've got some questions  I would like to spawn more than 1 AI plane/chopper for the main target. How can I extend the attack? There is a bug in the side mission with the officer near Benoma (side mission index 49 I guess). The officer can't be captured. Do you have a fix for that? Edit: The chopper markers drive me crazy! I've changed the number of choppers up to 5. Chopper 3 is now a ch-47, chopper 4 was changed to uh-60 cargolifter and chopper 5 is uh-60 medevac. The markers work fine except for the chopper 4 (cargolifter) . The cargo lifter is called ch4, the marker is named chopper4. The marker class has been changed to AirTeam. I've altered line 15 of the x_setvehiclemarker.sqf to for "_i" from 1 to 5 do { but the marker of chopper 4 is totally pinned to the medevac. So the medevac is using the cargolifter marker It's weird, so I hope you've got an idea where the problem could be.
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"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Now you can watch many example textures in action in our forum. -
I agree with Tankbuster. If I would pin my work to the arma patches I would have nothing right now. In other words, I would have started my work at patch 1.14 release date. That was not an option.
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"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Hmm I don't think it'll be possible. Not everything is under CC licence so I would have to ask the authors for permission Too bad I even don't know 'em. But you can check out this website here for some textures to use for the signs. http://www.cgtextures.com/ -
"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Correct! But do try something like this ..\missions\NameOfYourMission.Sara\textures\example.paa Then use this in the init line: this setObjectTexture [0, "textures\example.paa"]; I'm using pac files and it works too Until now I've created 47 signs  That'll be a huge load of new textures for my missions. At the end I'll try pbo'ing them into one single addon to make to missions smaller. -
"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
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"Create your own billboard"
[GLT] Legislator replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Loving it Click me for an example picture. -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
Well that's too late now. The first half of the movie is completed. Right now I'm busy with some mission editing, but I'll continue my work next week. Here's a hint for the next scene I'm working on: UH-1 + Northsahrani westcoast + The Trashman "Surfin' Bird" = Â -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
I've used no animation scripts It's all about the timing ... Although there are lots of animations in the Bohemia Interactive Wiki and in Mr. Murrays Editing Guide I recommend the example mission "Animation Viewer" by Ofpec. It should be somewhere around www.ofpec.com -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
There's a whole bunch of standalone addons I'm using, no real big mod. Almost everything is included .. 6th Sense tracers, fromz sound mod, maddmatts arma effects and lots of different vehicles, units and objects. If you want some mini previews, look at these two video clips. During this projects I learned to love the ArmA animations. They may be sometimes annoying while playing but they're perfect for video clips. -
Hiho, I decided to upgrade (again) everything *thanks to Xeno* Now I'm using AI Disabled 1.51 and I need some help with the tweaking. In previous versions I could apply a dammage value to the fake body of the player. Now I can't find the line in your code anymore. I don't want to use _NORRN_revive_damage = 0.0; for that effect because the damage value should have no influence on the players health. Where can I find that line again?
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
I hope you like it There will be much more to see when the movie is finished. -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
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While Acacyn is going to finish the GaW mod for Operation Flashpoint in late 2007, Spacegoat of the Galaxy at War team has done some work and released pictures of his first Star Wars vehicle. The design is by himself. Further addons that are shown in Episode 2 and 3 will follow. But we still need more staff We need addon makers, scripter and island maker. Our team consists of 2-3 members by now
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Hiho Xeno, my team had some requests which I want to transmit to you It would be nice if the side mission would have more effect on the main missions. Here are some examples ... if you kill an enemy officer, the enemy should avenge it via ambush or massive attack on the main base. If you destroy a hangar, the enemy air support (planes) should be reduced. If you capture a tank facility, you should get one enemy tank each X hours (maybe 12 hours). If you destroy a communication tower, the enemy skill should be decreased to 0 for 1 hour or something like that. Otherwise people rush to the side missions only to get bonus vehicles. But it should be more like that the side mission target is connected with positive and negative consequences. How do you like this idea?
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I know how you feel. We're using a linux dedicated server as well. I'm glad everything works pretty good now. I hope there'll be a linux server of arma 2 shortly after the release.
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I hope it'll be up to the player to decide whether to lose the weapons or not. It's frustrating to lose everything 1 m away from the coast line. And I agree with dentist guba. The AI (enemy + own) should not enter the water unless told to. Maybe something like: this allowGetInWater false;
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I hope the missions of the arma 2 campaign will be far more complex than in the arma 1 campaign. I'd like to see every kind of mission ... convoy missions, search & destroy, hold the line, aerial combats, tank battles, undercover operations, sabotage missions, assassinations, rescue operations, evacuation scenarios, ... I think there must be a good mix of it. Operation Flashpoint did it that way , but from today's point of view it was "very limited".