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Marshall300

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Everything posted by Marshall300

  1. Here's a template of Military-Civil joint use airfield based in Rasman. The main idea was to make it look like something between Bagram and Kandahar Intl, only smaller... The perimeter is mostly secured by various guardposts and checkpoints, but for the sake of FPS i decided not to make any patrols. Required addons: You'll need Arma 2 CO with at least patch 1.54 installed MAP Editorupgrade (EU) opxmisc.pbo from Avgani Iraq & Afghan Village MLV Objects EddyD's soft shelter DOWNLOAD LINK Just extract to My Documents/Arma 2/Missions and open in editor. Screenshots of the facilities: UN compound Hospital Prison Main gate Visitors parking VIP parking Living quarters 1 Living quarters 2 Restricted area entrance Logistics area Vehicle compound The Base Fuel Depot Flightline Thanks to everyone who was involved in making of addons used in this template.
  2. Marshall300

    RH Pistol Pack Remake for OA/CO

    Nice pack RH, would also be great to add OA flashlight support for the USP. If you decide to implement this, I'd also love to see the MEU(SOC) upgrade of the 1911.
  3. Marshall300

    Rasman Joint Use Airfield

    Once again, I asked for a permission to make a separate download so people wouldn't need to use YomaTools, what we got here is just an instruction on how to download it from City Life public server. Let's indeed wait for the rest of guys.
  4. Marshall300

    Rasman Joint Use Airfield

    First post updated. Now it requires much less addons, only those that were impossible to replace without screwing up the whole template concept. Download link is in the first post.
  5. Marshall300

    Rasman Joint Use Airfield

    Well, for some reason it seems it won't show items that were placed on map after the missing addon items, even if you edit the .sqm, which is odd because I used this method without any problems for other missions... So for now I made all addons required, sorry for that, but that's the easiest way to run this template for now. Soon I'm gonna try to make a Lite Version with most of the 3rd party addons removed or replaced though that might kill the initial atmosphere on some levels. You can say for sure it WILL lag, other than that if everyone else has all the addons it should go fine...
  6. Marshall300

    Rasman Joint Use Airfield

    Night lighting
  7. Marshall300

    ASR AI Rearming

    Thanks for the hint, oh and is this possible to disable rearming system for a particular mission for every unit?
  8. Marshall300

    ASR AI Rearming

    Is there a way to stop a particular unit from spontaneous rearming? Something like "unit exec "fnc_Equipment_AI.sqf" but with the opposite command... Anyone tested this? BTW Robalo, what is the initial script that starts the whole process of rearming?
  9. Not sure if this thing has been already discussed but I noticed when AI mans M2 (probably other statics as well) it cannot see enemy unless its 100 meters away, even if they are fired at they still don't react. Am I the only one having this? Tested this issue in various circumstances ended up putting 5 M2's on one end of the runway and a bunch of OPFOR on the other, when OPFOR comes close enough and starts shooting at M2's they're just standing there not even changing direction... I'm running patch 1.54 and tested this without any addons so I guess that's a game issue... So is there any kind of fix for that?
  10. Can someone help me to figure out how to make a script so the player could manually switch the light on/off placed by lightattachobject, i mean so it would appear in action menu? Can it be done through the init or only a script?
  11. Marshall300

    Switching lights

    Thanks for the answers, Carl, though I couldn't get your script to work I guess its something really close to what I'm looking for, I think a simple lightswitch script along with execVM in the object's init would do. It's just I'm a real noob when it comes to scripts, so if anyone could make a quick script which changes setLightBrightness parameter and other way round I'd really appreciate it. Thanks again...
  12. Marshall300

    OA desert mercs

    2 on the helmets thing. And yea, those look outstanding.
  13. Is there a way to place manned vehicles and statics on the map like in 2d editor? Or the only option is to give each unit a "getindriver" init?
  14. Would be nice if someone ported BIS M939 trucks lineup from Arma 1 or have I missed it being already ported? I mean A2 MTVR's are only used by the Marines and don't really fit into OA which all is about the Army so we could use the existing models until we get HEMTT which F2F_BossHoggOutlaw is working on...
  15. Marshall300

    Hey! Taxi!

    Hey Myke, can you please look for the reason why sedan interior textures not showing.
  16. Marshall300

    Hey! Taxi!

    Niiice! Thanks again Myke, i think those would significantly improve Takistan ambience...
  17. Really quick, thanks Myke! The thing is Afghan taxis mostly don't have any markings but if you want it to be a more generic cab that's fine by me...
  18. Here's a quick reskin of BIS sedan and lada... I made them look like A-stan style taxis but I have no idea how to use .paa plugin nor do I know how to properly config a new vehicle and put it into Arma. So if anyone knows this stuff please make it a complete addon, shouldn't take much time. I think it would be very appreciated by many people... Grab it here and here
  19. Hey, has anyone came across a taxi cab for Arma 2? I think I might have seen one based on BIS sedan but can't remember where...
  20. Marshall300

    Addon Research Topic 2

    Whoops, my bad... Thanks :D
  21. Marshall300

    Addon Research Topic 2

    Hey, has anyone came across a taxi cab for Arma 2? I think I might have seen one based on BIS sedan but can't remember where...
  22. Yeah, but how do you export stuff to .sqm? I finally got this all working, ingame it loads with no errors, RTE Capture is connected, got the working Projects button, but how do I export and merge it with my .sqm? There's a list of actions below, if I press "export all" nothing happens... The tree field in Capture remains blank, and obviously if I press "merge with mission .sqm" nothing would happen... So is there anyone in the world who managed to get RTE v1.55 working in OA patch 1.54? edit: Oh, so that's what it was, waiting for a fix then :D
  23. Can someone who figured how to view OA pbo's please look up the path to the new SUV engine and gear sounds. I want to use them for another vehicle but can't seem to find a way to open those new pbo's... Thank you in advance...
  24. Thanks CyOp, but that doesn't seem to help, missions are still being spawned about every minute, BTW forgot to tell the distance parameter [700, 3000] works correctly, sometimes I get them spawned on the other side of the map, but the time and the probability (0.3 or 0.4 in your line) just don't work at all, thought maybe this is one of the errors of 1.52? Anyway can you please post your mission so I could test the timing and see what I'm doing wrong... Thanks! Edit: Ok, think I've found the solution, gotta remove mission types from the init so it would look something like this this setVariable ["settings", [[], "true", ["Foxtrot", ["Foxtrot"], "H.Q.", ["HQ"]], nil, "true", nil, "0.1", [700, 3000]]]; This way you can get rid of those constant annoying calls from HQ and be able to set the distance of a SecOp location if you use call BIS_SOM_addSupportRequestFunc in a trigger and have the extended support functions... Sorry if that was too obvious LOL
  25. Can someone please help me, I got Arma CO patch 1.52 and I'm using someone's template for requesting SecOps, in the init field of SOM module it goes and a radio trigger with call BIS_SOM_addSupportRequestFunc for each of the SecOp type... Request itself works fine but no matter what value I put in for delay of starting a random SecOp (I figured it's first "600" for initial call and another "600" for all others) it still keeps popping up every minute or so... What do I do to turn off those random calls and leave just a SecOp on my request? Is this possible without messing with the scripts? Also can I somehow add the support functions (like airstrike or UAV) through the init field of SOM or SSM modules? Anyway thanks in advance!
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