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loki

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Everything posted by loki

  1. seems running new beta is all the difference in remote connects. tested with several clan mates. run beta == ok connect
  2. still having issues with remote.. seems to be a 50/50 hit for connects.. maybe individual port forwarding issues at this stage.. thanks for the heads up about remote connection. :) EDIT: IGN hit with layoffs, 1UP, UGO and GameSpy shutting down. http://www.polygon.com/2013/2/21/4014196/ign-layoffs-1up-ugo-and-gamespy-shutting-down hopefully A3 uses steams mp lister thingy.
  3. is this completely gamespy related and we get to just wait? or is there a workaround _temp?
  4. if i remember correct.. there is some code in the init.sqf if (format ["%1", name player]=="loki") then { #include "\loki_lost_key\R3F_ARTY_AND_LOG\init.sqf"; }; change it to: #include "\loki_lost_key\R3F_ARTY_AND_LOG\init.sqf"; that should fire up the R3F options..
  5. well.. the ArmA Map Makers Skype Channel is doing so well i thought it would be good to have a Mission Makers and Scripting Channel. :) Join now on Skype auto-connect and join see ya there.
  6. name calling.. its a description of a behavioral pattern..:rolleyes: whatever.. i said my peace.. and peans is gone.
  7. or what? i can read.. and i have the chat logs from your shit with emery..
  8. thats great!... way to go.. that's 2 in the last week you have driven from the forums with your hate myke!... there better be some suspensions handed out.. or i bet there will be a mass exodus from here..45 post of shit before a mod stepped in.. that is insane! and for what its worth peans... that handful of asshats is not the majoirty of the community.. just those with monster ego!
  9. FPDR one of these times that mis communication in forums leads to .. drama.. as stated quite a few times in the forums.. when it comes to nukes and all the math.. EE has been there and done that in real life. shame that it gets carried away over and over in these forums... :rolleyes:
  10. :292: maybe i can release the full version now.. thanks doolittle for adding it to your system.
  11. @ kage74 i got your PM.. sry for not responding.. as i said.. i really don't know about the undead mod.. i will check it out when i get back to working on the key. @dingysun uhh... i am not sure if you can or not. i will have to look at some time. as i stated before.. i have been very busy with the skype mission makers channel.. teaching and learning... over 50 ppl now.. should swing by sometime. :)
  12. -- Fun with Particles -- Description some fun for my scalar towers... and to see how particles can be used in abstract ways. Intention i was / did make a mission (boogie men) where these towers were an objective. with the help of spooner we were able to produce some fun. this is more an orphaned proof of concept than an orphaned 'project'. it is meant to show with example that a lot can be done with the arma particle system. use as you will. Media Rules after the 1st billion i get 10% Requirements No additional requirements. Download Links Download: http://www.filefront.com/17514620/_fun_with_particles_OA_001.utes.rar/ References Original WIP thread: http://forums.bistudio.com/showthread.php?t=109953&highlight=fun+particles
  13. better believe it. 16 years and retired... i can never image a time.. for whatever reason... our weapons NEVER went with us.. even if all else was lost. but on a side note.. those who 'know' their packs will be waterborne will have air pouches in some of the compartments to allow the pack to be towed. but if an land based unit has to abort the water vehicle.. that pack full of metal is gone in a heartbeat.
  14. because the script in that form is called from a menu in the lost key. (i can call many different vehicles) you can comment out that line and uncomment the one that gives the helo type in the script.
  15. a little complex.. but sorta what you asked: // original script by: NoN_Shiva edited heavily by: loki for the lost key deleteMarkerLocal hStart; hStart = createMarker ["hStart", [(position player select 0) + 1 * random 1200, (position player select 1) +1200 , 0]]; deleteMarkerLocal hEnd; hEnd = createMarker ["hEnd", [(position player select 0), (position player select 1) +1500 , 0]]; hEnd setMarkerBrushLocal "SOLID"; hEnd setMarkerShapeLocal "ELLIPSE"; hEnd setMarkerColorLocal "ColorGreen"; hEnd setMarkerDirLocal 0; hEnd setMarkerSizeLocal [20,20]; click = 0; hint "click on Map for your drop off LZ"; onMapSingleClick "hEnd setMarkerPosLocal _pos; click = 1; closeDialog 0;"; waitUntil {click == 1}; // Wait till the Functions module is ready. waituntil {!isnil "bis_fnc_init"}; // Declare everything. _unit = _this select 0; // who called it. //_chopperType = "CH_47F_EP1"; // Type of transport. _chopperType = _this select 1; _start = getMarkerPos "hStart"; // location of start/spawn/delete location. _end = getMarkerPos "hEnd"; // location of drop off. _landPos = [_unit, 20, getdir _unit] call BIS_fnc_relPos; // location of pickup, 20m in front of caller if (isServer) then { // message letting them know it's coming. hint "Extraction Team Inbound! can take up to 4 minutes to arrive"; // Create a little shiney ball we can use to get the direction from start to caller with _blinky = "Sign_sphere10cm_EP1" createVehicle _start; _flightPath = [_blinky, _unit] call BIS_fnc_relativeDirTo; // Spawn the helo, facing the user, in the air at the start location. _ch = [[_start select 0, _start select 1, 50], _flightPath, _chopperType, side _unit] call BIS_fnc_spawnVehicle; // Name the helo globally so that waypoint orders will work. transporthelo = _ch select 0; _chGroup = _ch select 2; // group of helo so waypoints work. _chGroup setBehaviour "AWARE"; // Make sure they don't get distracted. // transporthelo setCaptive true; // uncomment this to make your ride safe. {_x disableAI "AUTOTARGET"} forEach units _chGroup; // These lines might be needed in MP. :) Didn't test it yet. // loki -yup.. needed for calls via functions _ch select 0 setVehicleInit "transporthelo = this; this setVehicleVarName ""transporthelo"""; processInitCommands; //120 sec loop to check zExtraction Team didn't die somewhere and i'll be waiting forever. _limit = time + 120; while {_limit > time} do { sleep 1; if (!alive transporthelo) exitWith {hint "Extraction Team Lost"}; }; // Delete the cute little light that let us spawn facing the right direction // and create landing spots for pickup and dropoff. deleteVehicle _blinky; _lzPickup = "HeliHEmpty" createvehicle _landPos; _lzDropOff = "HeliHEmpty" createvehicle _end; // Give the helo a waypoint to where the player is and make it land, engines on. wp0 = _chGroup addwaypoint [_landPos, 20]; wp0 setwaypointtype "MOVE"; wp0 setWaypointStatements ["","transportHelo land ""GET IN"""]; // Wait till the player's group is in the helo. {isplayer _x} count playableunits if (isMultiplayer) then { waitUntil{{_x in transporthelo} count playableunits == count playableunits}; } else {waitUntil {player in transporthelo}}; // Once they are, off we go by setting a TRANSPORT UNLOAD waypoint. // It'll auto boot the leader once there, but he'll have to tell the others to get out. wp1 = _chGroup addwaypoint [_end, 20]; wp1 setwaypointtype "MOVE"; wp1 setWaypointStatements ["","transportHelo land ""GET OUT"""]; // Wait till the player's group is out of the helo. if (isMultiplayer) then { waitUntil{{_x in transporthelo} count units group _unit == 0}; } else {waitUntil {vehicle player == player}}; // Once they are out, set a waypoint back to the start and clean up by deleting the helo and landing pads. wp2 = _chGroup addwaypoint [_start, 20]; wp2 setwaypointtype "MOVE"; wp2 setWaypointStatements ["true","{deleteVehicle _x} forEach crew transporthelo; deletevehicle transporthelo; hint 'Extraction Team is RTB and ready for orders.'"]; deleteVehicle _lzPickup; deleteVehicle _lzDropOff; }; in this instance.. i call a evac vehicle.. comes to <= 20m of my position.... and takes me to a map click pos i click on the map... then it flys off and is deleted and reset. :)
  16. fuking drama for your momma... semantics should never get in the way of the fact that one is trying to ask with passion.. and that the dev's actually responded. though.. as dwarden says... Ideas are like ocean w/o borders!...in endless universe (of crashes,bugs,errors)...to explore :) hoo-rah for all! :) can we get the new tools now.. :p
  17. create a trigger (big enough for your area).. triggered by (yourEnemySide) not present.. repetitive.. and end 1. :)
  18. pilot1 setdamage 1; be sure to name whatever unit(s) you want to kill. edit w0lle beat me to it.. :)
  19. hey.. that is really good!.. congratz
  20. in the init of you ship; (mine is named destoryer1) this setPos [(getPos this select 0), (getPos this select 1) ,0]; go = [destroyer1] execVM 'whateverScript.sqf'; in whateverScript.sqf //--- Missile strike" ship = _this select 0; _this = ship; _pos = position _this; for "_n" from 0 to 25 do { _dir = direction _this; _missile = "M_Maverick_AT" createvehicle [ (position _this select 0)+(sin _dir * -45),(position _this select 1)+(cos _dir * -45 ), 10 ]; _missile setdir (direction _this + 180); [_missile,60,0] call bis_fnc_setpitchbank; _missile setvelocity [0,0,60]; _missile spawn {sleep 5; deletevehicle _this }; _this say "missile"; sleep 10 + random 4; }; :)
  21. hey all.. rl has been beating me up the last few days... as per zombies... never tried it.. but if it needs a module to control them i will have to add the script to create the module. as per holomap... the holomap is actually in lost key models pbo.. not part of the lost key 'itself'.. however.. i have had a couple of people ask for it as a stand alone.. i can do that. i would not expect an update anytime soon though.. i am busy with the skype channels helping people catch up to things they need to know.
  22. loki

    Artillery

    http://community.bistudio.com/wiki/Artillery_Module :)
  23. loki

    Improving the BIKI

    FPDR what part of: did you miss?
  24. "uns_nva12b", "uns_nva12c", "uns_nva12d", exit where is the rest of the code? you are missing at least 2 ]] and there is no need to exit a script.. it knows when it done.
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