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Everything posted by Mr-Murray
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Mr Murray's editing guide in english ?
Mr-Murray replied to EricM's topic in ARMA - MISSION EDITING & SCRIPTING
Hi all Currently I´m not really sure if it comes in english. But I work on it! I think it would be a good way if it´s available in english and german. Please gimme one or two weeks and I got some more informations about it @deanosbeano Of course there are all or some informations in the forums and wiki. Thats real. But often noobs have a lot of problems with the realization of some things. Additional to that u have it in paper and it lies beside your desktop. I think it´s sometimes a better way to work. There are a lot of solutions and tips for a lot of problems included. I´m sure it´s not only for noobs. It´s good for every editing-dude. Sometimes myself have to take a look into it but i forget something... Regards, Mr-Murray -
Hi landychev I´ve updated them already Now you can download every example with an english readme. Have fun!!! My tutorial(Editing Guide 2 for OFP) is currently only in german available. I think it won´t come in english. But... wait for my Arma-Tutorial... I´m sure that it will come in english, too Regards, Mr-Murray
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Fast Roping? Is it possible in ARMA
Mr-Murray replied to Jingle's topic in ARMA - MISSION EDITING & SCRIPTING
Looks good but... All units will be damaged if they hit the ground. They all have bloody legs Additional: Is there not a lil smaller rope??? Regards, Mr-Murray -
Great Clip! *ROFL*
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Multiple instances of SQF's bad for server?
Mr-Murray replied to KaRRiLLioN's topic in ARMA - MISSION EDITING & SCRIPTING
Ähm... ok that´s great. But use this versions: The reamde´s are currently only in German. But I´m very sure that you´ll understand it Singleplayer Multiplayer You can find me in ICQ --> Mr-Murray (130...) Have fun! Mr-Murray -
Multiple instances of SQF's bad for server?
Mr-Murray replied to KaRRiLLioN's topic in ARMA - MISSION EDITING & SCRIPTING
@Sickboy It´s not a problem... because there were some peoples who wanted a solution for this topic and I realized it with a script. The main thing is, that it operates! It works great in MP, too. I´m sure that I´ll release a SQF-Version, if I finished my currently project Regards, Mr-Murray -
Multiple instances of SQF's bad for server?
Mr-Murray replied to KaRRiLLioN's topic in ARMA - MISSION EDITING & SCRIPTING
Me too... but currently not time for SQF. I´ll do it in future. Now I´m too busy.  SQF ist the future! It works more better than SQS and you´ll have more abilities. Sickboy... that´s your part -
Multiple instances of SQF's bad for server?
Mr-Murray replied to KaRRiLLioN's topic in ARMA - MISSION EDITING & SCRIPTING
Hehe... Sickboy has too much time but great work as usual! -
SetPos didn´t work @ MP! Currently... On which position you´ll set this ´vehicle? On intself? Try: F11 setpos [(getpos F11 select 0),(getpos F11 select 1),10] Regards, Mr-Murray
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Vehicle_Respawn Template
Mr-Murray replied to 169th_Ice's topic in ARMA - MISSION EDITING & SCRIPTING
Try this one... Mr-Murray´s Vehicle Respawn or use the search It´s not an SQF, but it´s working great! Regards, Mr-Murray -
switchmove animations
Mr-Murray replied to {USI}_Zombie's topic in ARMA - MISSION EDITING & SCRIPTING
Uh... that´s great! I´ll test it -
I read in the web that setUnitPos will come back with the forthcoming patch. Wait for the EU-Release Regards, Mr-Murray
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this setpos (nearestBuilding this buildingPos 1)
Mr-Murray replied to bardosy's topic in ARMA - MISSION EDITING & SCRIPTING
Your Syntax is right! this setpos (nearestBuilding this buildingPos 1) But this house must have a definated position! Set your unit on the hotel with this syntax and you´ll see that the unit will stay in the entrance. Use 258 and the´ll stay at the roof. The other syntax works too. So your building will get a name. Regards, Mr-Murray -
@Kronzky That´s a great script! How can I place a weapon on a wall? I mean the PK on your picture. Regards, Mr-Murray
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Mr. Murray Airstrike-Example & Artillerie-Example?
Mr-Murray replied to snkman's topic in ARMA - MISSION EDITING & SCRIPTING
Hi SNKMAN! The Airstrike-Example does not work currently in MP. I know that. The game will crash to desktop. The resason is, that it is a game-bug with the GBU-Bomb. The second reason is that the airstrike-example aren´t construed for MP. The Artillery works greatful. Please check this link: Mr-Murray´s MP-Artillery Regards, Mr-Murray -
placing units/objects inside of buildings
Mr-Murray replied to icehollow's topic in ARMA - MISSION EDITING & SCRIPTING
Hi! Use this syntax: this setpos (nearestBuilding this buildingPos 1) Set the Unit direct to the house on the map and change the number. You´ll see in preview that the soldier will stay anywhere at or in the building. this setpos (nearestBuilding this buildingPos 2) this setpos (nearestBuilding this buildingPos 3) ... Regards, Mr-Murray -
Mr-Murray´s Vehiclerespawn (One other solution)
Mr-Murray posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hi all! I released my Vehicle-Respawn. Readme: ----------------------------------------------------------- + + + Mr-Murray´s vehiclerespawn example + + + Hello and welcome to Mr-Murray´s vehiclerespawn This script offers you some more possibilities to use the vehiclerespawn, then just the default respawn. With this you can define all you want in only one syntax and further for every single vehicle an additional individually one. Every vehicle has an Logicpoint, which got defined as Spawnpoint (for example: Veh1pos). Further there is an Checkingtrigger which checks, wether the vehicle is still alive or not. This one runs the script only if it noticed that the car is no more able to drive or already got destroyed. The way how to define the Checking trigger: condition:  !Canmove Veh1 activation:  [Veh1, "HMMWV", Veh1Pos, 181, 10, 10, 1, 1] exec "vehicle-respawn.sqs" You only need to rename the Logicpoint. Top: Veh1Pos The activation order is known as follows: [Vehiclename, Vehicleclass, Respawnpoint, Azimut, Respawntime, Numbers of respawns, Delete, static, Effect] Vehiclename name of vehicle Vehicleclass Class of Vehicle Respawnpoint as itself (Name of the Logic (On top:Veh1Pos) Azimut direction Respawntime time to next Respawn Numbers of respawns counts of respawn which are left (0= no respawn left) Delete delete vehicle (0= vehicle get not deleted, 1= vehicle get deleted static respawn static or flexible (0=static; 1=flexible) Effect explosion effect while deleting As you can see this respawn offers you a lot possibilities to create your MP-Mission ****how to use**** You can use this example quit easily. Just copy and paste it into your Missionsfolder. Or use the Editorpossibilitie "consolidate" and paste the Examplemap into your mission. Now you only neet to copy the following File out of the Missionsorder from this example into your Missionsdirection: File: vehicle-respawn.sqs Much fun with the Vehiclerespawn wishes you, Mr-Murray! ----------------------------------------------------------- Mr-Murray´s Vehiclerespawn Have fun! Mr-Murray -
Hi! Try my mine example Mr-Murray´s Mines Regards, Mr-Murray
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It´s fixed Of course radio menue Mr-Murray´s Artillerie 1.2 is up. Now with smoke, flares and dust around the guns and explosions.
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New to Armed Assault editing ?
Mr-Murray replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
You´ll find some informations about editing in my old OFP-Tutorial: Mr-Murray´s OFP Editing Guide 2.0 Already pulicized: Armed Assault Editing Guide - German Special Edition (100 pages/SE-Version) Armed Assault Editing Guide - German Gold Edition (170 pages/SE-Version 1.01)    DOWNLOAD Coming soon: Armed Assault Editing Guide - Deluxe Edition (>300 Pages) German/English Best regards, Mr-Murray -
Well, I think it’s all the same if you want to have fire on a position. This example is  –for the eye– and –functional– when you’re the player somewhere on the map and you want to have fire on a clicked position. Eyecatcher: You´ll see how the arti raise up their tubes, turn itself into the right direction and fire to the marked position. Example: There are 6 Guns on an enemy base. If they shoot         there will come 6 grenades. If you shoot down one          of them there will come only 5 grenades and so         on and so forth. Functional: A few seconds later the shells will strike on the marked position. What you mean is only necessary if you’re the gunner of one of them. It looks really like reallife artillery but it isn’t. Test it and you’ll like it
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Hmmm... that´s true but I´m sure that the Javelin or SH_120he are really ok for that. The Editing Guide don´t includes the streaming technique. I´ve to learn something about that, too Greeez
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Hi all... I posted a new post with downloads right here: Artillery Support Have fun Mr-Murray
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CONGRATS BIS! It´s Gold Time!!!
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Damn... It was a very great präsentation and i´m sure, that AA will be our next power game. I´m sure that BI will eleminate the rest of the bugs and present us a big game. One love Mr-Murray MAPFACT-Member