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Everything posted by mattxr
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Variables in Armed Assault 2
mattxr replied to Hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i belive it has to be like this now with a space truckpresent = false; -
BIS please: update BIWIKI with new OA config entries
mattxr replied to [frl]myke's topic in ARMA 2 & OA - GENERAL
Yes but without knwing the information in the first place we cant :) :confused: -
Arrowhead: Mission 4 defuse the bomb?
mattxr replied to Didrik's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Then use the fourms Search option much easier and better.. Then if you have you would have found this thread :) http://forums.bistudio.com/showthread.php?t=101251&highlight=Coltan+Blues -
when a player gets revived he looses his weapons, how can i stop that from happening?
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Ah righty didnt see that!
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Config.cpp has non-readable content ??
mattxr replied to ck911's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
so why you needing to edit it then? -
ck911 im sure Gaia doesnt want a unpboed version of his addon posted up in the thread!
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Config.cpp has non-readable content ??
mattxr replied to ck911's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The Stra Debug 2 pbo is like that for a reason to stop people editing it and using it as a cheat :) -
[OA] UnitCapture & UnitPlay Functions
mattxr replied to Big Dawg KS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I cant wait to see some videos with this being used, im sure someone can put there skills to the test ^^ -
Great Job! \o/
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[KH] Kellys Heroes iQAAhG8CKbw
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Fixed in the new patch :) well i think thats what it says :)
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Well mr rant! why dont you make some weapons with better HALO sights or what ever sights u like! then you dont have to make stupid posts such as this one! 1. You just sound like an idiot 2. This kind of post hardly help anyone! especially the developers 3. State you problem, good points bad points then maybe even a solution After you have done that then people may actually take you seriously.
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[OA] Enhancing ArmA2 Content with OA Features
mattxr replied to Big Dawg KS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Im sorry but i dont no how you came to that conclusion. As you can see in this picture the Tanks have the same heat engine sources and the infantry glow the same.. Using Default ArmA II USMC Units and M1A1 and then using US Infantry and M1A2 Tusk Arrowhead units.. -
i dont even get the option to assemble. :confused:
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I cant use the M2 bags, i place a M2 bag and a M2 Tripod bag on the groun i can pick them up but thats it, no actions to depoly or anything dunno whats going on there, when i pick a normal backpack off the ground too it cant be opened. The backpacks i have seen to work are the units in the edtior who are called (backpacks)
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[OA] Enhancing ArmA2 Content with OA Features
mattxr replied to Big Dawg KS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Erm FLIR does work with ArmA 2 units!! not cutsom made addons though! Damage effects are there also there! -
Score System for Transport Pilots
mattxr replied to SuperStarwolf's topic in ARMA 2 & OA - SUGGESTIONS
This game isnit about raking up points tbh! /All i gotta say! -
OA ATVs/Quads doomed to have an accident.
mattxr replied to Highway_Star's topic in ARMA 2 & OA - GENERAL
Remember folks! always wear a helmet! -
Well so much for realistic equipment anyway...
mattxr replied to Hovis's topic in ARMA 2 & OA - GENERAL
Remeber folks these weapons are realistic! and we are playing in the Armaversum not the real world :) so anything is possible. -
Okay let's hear it does Arrowhead run better than ArmA 2 or worse?
mattxr replied to Michael Withstand's topic in ARMA 2 & OA - GENERAL
They both run good for me, cant really compair them cos my fps maxes at 60 lol -
Are "Unlock Points" used for anything outside the Armory?
mattxr replied to jpinard's topic in ARMA 2 & OA - GENERAL
Unlock points actually work for the campaign and SP missions too, for example complete a mission in SP and you can make it so another appears .. i belive not 100% sure :D -
OPFOR AI Respawning @ WEST RESPAWN
mattxr replied to call_911's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the Opfor AI is playable they will unless u add them a Respawn_East marker somewhere on the map also -
ArmA II: OA-Strkyer Mortar Carrier, Functional, or just eye candy?
mattxr replied to jdmt's topic in ARMA 2 & OA - GENERAL
Theres not a greande bug lol?? -
MPF - Multiplayer Framework - Tasks Help
mattxr posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oki this is going to be a long post and I have everything setup out of the BIS mission into my own mission to do with TASKS and the MPF :) The Problem!: In The Editor Preview the Tasks work fantastic everything fits into place and works how it should after many tests! So this is another one of them issues but as soon as it gets put onto the dedicated server the tasks don’t show up on the screen at all or even get recognised. I have the functions module in my mission! This is how its all setup and can anyone beable to help me get this working on the dedicated server thanks. What Starts it All!: initJIPcompatible.sqf This file triggers itself like a init.sqf and works just fine in the editor. Inside the initJIPcompatible.sqf /******************************************************************************* * I N I T F I L E v 2 . 0 * Multiplayer compatible * All commands except the commands in "isserver" block will be executed * on server AND clients. ******************************************************************************/ scriptName "initJIPcompatible.sqf: 1"; //if (isnull player) exitwith {}; if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; /******************************************************************************* * COLOR CORRECTION - POSTPROCESS * https://wiki.bistudio.com/index.php/Post_efekty_dokumentace_(Post_effects_documentation) ******************************************************************************/ "colorCorrections" ppEffectAdjust [1, 1.1, -0.003, [0.0, 0.0, 0.0, 0.0], [1.0,0.8, 0.6, 0.64], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable TRUE; "filmGrain" ppEffectAdjust [0.03, 1, 1, 0.1, 1, FALSE]; "filmGrain" ppEffectCommit 0; "filmGrain" ppEffectEnable TRUE; "radialBlur" ppEffectAdjust [0.0,0.0,0,0]; "radialBlur" ppEffectCommit 0; "radialBlur" ppEffectEnable TRUE; if (isServer) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER { waitUntil {!(isNil "BIS_fnc_init")}; /*********************************************************************** * MISSION'S MAIN SCOPE INITIALIZATION * All mission's variables(except handlers) should be stored * into this logic **********************************************************************/ _missionScopeGroup = createGroup sideLogic; "Logic" createUnit [[10,10,0], _missionScopeGroup, "BIS_missionScope = this"]; publicVariable "BIS_missionScope"; /*********************************************************************** * MISSION VARIABLES INITIALISATION * Use setVariable/getVariable commands to set/get variables **********************************************************************/ BIS_missionScope setVariable ["BIS_useAITasks", TRUE, TRUE]; /******************************************************************************* * TASKS * from MISSION ANALYSIS -> SCENARIO TEXTS -> TASKS * createTaskSet ******************************************************************************/ [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; //Task1 _nic = [objNull, leader player, "per", rCREATETASKSET, "objLz", ["There is a some US SF pinned down at <marker name='Lz1'>Lz Shepherd</marker> you must fly in and secure the area! this will become your respawn point after the takistan militia have been cleared of the area.", "Primary: Secure LZ", "Primary: Secure LZ"], markerPos "tskObjm1"] call RE; //execVM "mxr_briefing\addtasks.sqf"; // Add tasks }; }; /******************************************************************************* * TASKHANDLER * Run outside the isserver block ******************************************************************************/ waitUntil {!(isNil "BIS_fnc_init")}; [player, [ ["objLz", 1], ["objVillage", 2], ["objCache", 3], ["objDCache", 5], ["objDefend", 4] ]] call BIS_fnc_taskHandler; // Stop displaying loading screens waitUntil {count simpleTasks player > 0}; endLoadingScreen As you can see when you get to the Task Section it creates the first task. Which works fine in the Editor and i know its excecuted inside this section = if (isServer) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER But this is how BIS do it in there MP missions so im a bit stuck on how it doesnt work on the dedicated server does anyone have any ideas.