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pellejones

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Everything posted by pellejones

  1. pellejones

    Arma2TS

    What? Did you even read my post and the quote? The current version is: Toggle Radio ON >> Talk on TeamSpeak (PTT or Voice, which ever) >> Toggle Radio OFF What we want is: Push a button in ARMA2 to send via radio without having to toggle the radio ON/OFF. Just like normal "direct" speaking. This could be achieved by say: Making the addon so that binding USER1 to a button also binds it to Whisper List 1 in TS3. Binding USER2 to Whisper List 2 in TS3... and so on.
  2. pellejones

    Arma2TS

    Uh but that is how it is now... PTT = talk in game, and to broadcast radio you press a key to toggle the radio, then press your PTT to speak... When we say "we want PTT" we mean that Pressing a button in ARMA2 will broadcast over radio, not toggle Radio ON/OFF.
  3. pellejones

    Arma2TS

    You have to whisper to all the channels that you want to be able to hear you if you are in different channels. It is not a bug since you are talking in one channel.
  4. pellejones

    Arma2TS

    That was implemented in the first version I think. We have always been able to do that.
  5. pellejones

    Arma2TS

    Please do not change this! We want people that don't have the plugin to hear everyone. This is the only way for us to have Aircorps together with Infantry at the moment. Why? Because aircorps needs to be on a different channel than infantry, and if they want to contact our HQ they need to switch to his channel, and that can not be done in mid air because all the controls get locked when you access the radio.
  6. pellejones

    Arma2TS

    We in Swedish Strategic Group (http://www.sss-clan.se) tried it today with two full fireteams (6 man squads) and it was awesome! We played for almost 5 hours straight with the addon. What we felt needs to be changed/fixed are the following: 1) Make the radio Push To Talk (both long and short) instead of toggle radio on/off as it is now. We mean - you should hold the button down to send, when you release to stop sending. 2) Make the short range radio a bit stronger, maybe 700 meters. 3) Make the static noise become louder when you go further away from each other on the short range radio - and when you pass the limit you only hear static. 4) You have made 5 presets for the radio frequencies - we want to be able to select preset via the keyboard since this addon is almost impossible to use for AirCorps (pilots) if they have to switch channels. 5) *edit* Is it possible to make CARS with radios sound on TS. So that the person sending on a Long Range Radio can be heard from outside a vehicle - this way you will hear if someone is sending to you if you do not have a backpack. Or maybe you can make the radio accessible from outside the car? Like the backpacks? 6) *edit* the GMV HMMWVs radio does not work. Now for a small bug Sometimes you can hear people who are several hundred meters away as if they are standing next to you - it is almost like the addon stops working for a few seconds but the 3D positioning in TeamSpeak 3 is still active. So people are sending in my left ear, but I should not be able to hear them. GREAT ADDON! We love it :D
  7. pellejones

    Arma2TS

    @Le_CuLtO When you update, please rename the file so I know which version I have. Or add a .version-file :)
  8. pellejones

    Arma2TS

    Hi! This mod is really cool. After a slight test we found that our dedicated server crashed when someone died with the addon activated. It happened every time. Also, instead of "toggle broadcast" as it is now, push to talk broadcast would be much easier and faster.
  9. Squadname - Swedish Strategic Group (SSG) Timezone - CET or GMT + 1 (Berlin, Amsterdam, Bern, Rom, Stockholm, Wien) Squad gamemode preference - Coop games Contact - pelle [at] ssg-clan [dot] se website - www.ssg-clan.se
  10. It's not working for me... no ragdoll effect. And it needs extented eventhandlers btw.
  11. If you group the man with the trigger, the trigger will only activate when that man walks into the trigger. But this only works if we are using a single man. if you have, say a 5 man squad, I dont know how to check which man triggered the trigger.
  12. OK I can't get the script to work. After some debugging it seems that the script will not move past "waitUntil {alive _man}" So here is a simple way to do it, it's a bit more .... well it takes more time. 1. Add a marker named respawn_(side) 2. Add an invisible H object where you want the new location to be at 3. Name the invisible H "location1" (without " "). 4. Add the player - name him p1. 5. Add a trigger over the respawn_(side) marker 6. Group the marker with the man you want to teleport (the man named p1). 7. Make the trigger activate repeatedly. 8. Add the following to the "On Act." field: p1 setPos (getPos location1) This will teleport the man to the new place. If you want to do this with more than one player, do this for ALL the players/men you want to teleport. Name them p1, p2, p3 etc. and just change the CODE in the trigger - so that the Grouped trigger code matches the name of the object to teleport. Enjoy!
  13. Sorry I did a wrong post: this is the correct code! _man = _this select 0; _location = getPos (_man select 1); waitUntil {alive _this}; _man setPos _location;
  14. Did you name the character you want to respawn correctly? The exec of the scrips is player addEventHandler ["Killed",{[bLUFORBase]ExecVM "Respawn.sqf"}]; that means you have to name the object "player" or it will not work, since the script is calling for the object named player. player = the object/player you want to move BLUFORBase = name of the object that is the place you want to move "player" to it's better to change the exec and script to: this addEventHandler ["Killed",{[this,BLUFORBase] execVM "Respawn.sqf"}]; and change the Respawn.sqf to _man = _this select 0; _location = getPos (_man select 1); waitUntil {alive _this}; _man setPos _location; That should work. And you can use it on ANY player object you want to teleport. Also, you do not need to name the player object :)
  15. pellejones

    co10@ Mischieveous

    A quick review after a 2 player game. The mission begins with a long boring intro that actually doesn't contribute at all. You have to watch a plane fly in circles for a few minutes and then it will land. I actually left the computer, put on a can of coffee, cleaned a few plates and then got back as the plane landed. There is no text, no sound (except some music). - Instead of the long intro, just make a short one showing how the plane is landing. After the plane landed, I started 400 meters away from the plane, my leader said "Where the hell are you? Because I'm in the plane and you are not here!" - "no I spawned on the island...". It's night, we don't have any NV-goggles. We have no idea where to go. The notes say "Search the crates from town near the mast or the tents". From town? (So the crate is from the town?) I guess it means that the crate is near the mast, or the tents. After maybe 15 minutes we found the crate! JOY! But it was not near the mast or the tents. And it was most certanly a bad place to pick up weapons from. The crate was actually in the barn on the south side of town, not even close to the mast or tents. Now, finding the crate was nice. But since we spent about 15 minutes searching for it, it was morning and no longer dark. This meant that we could see all the troops on the island. And believe me when I say there were a lot of troops! Almost an entire army of russian soldiers with BMPs, T80s and so on. Right, the crate again. We looked inside the crate and found a few AKs but only 8 mags for them! I picked one up and before I closed the gear menu, I was dead. So the other player (who was in player slot 1) spawned something called a Mobile Respawn Tent inside the barn, next to the crate. Now we were well hidden but how serious was that?! Come on! Who picks up a tent from the pocket and puts it together inside a barn? Since we now had cover I was ressurected and got back into the fight, only to die again after beeing swarmed by perhaps 20 soldiers. All enemies on the map were actually heading towards our small fine barn. So here we were, with two AKs and a total of 8 magasines, fighting an army. Now the mission was to kill some guy... but I have serious trouble finding him, and since YOU DIE as soon as you pick up a gun, finding him without having to shoot your way to him is impossible. One more aspect was the whole "realism" feel. We were two spies who could do ANYTHING we wanted, walk anywhere we felt like. Even board a chopper and eject which threw us up into the air, and let us parachute down again. NO ONE ON THE ENTIRE ISLAND SEEMED TO FIND THAT STRANGE! After we did this we walked passed gun emplacements into, what seemed to be, restricted areas etc. So, all in all.. Mission briefing: 4/5 Intro: 1/5 Realism: 1/5 Fun: not really The idea was good. But it needs alot of work! Thanks!
  16. pellejones

    SLX MOD public release

    OK I'm sorry for that, it was uncalled for. I think some of the other AI scripts I use crash with this addon. I think TrueGameplayMods might be one of the biggest problems because it also changes things.
  17. pellejones

    SLX MOD public release

    OK I've been playing with this mod for about 20 minutes now... and to be honest, *EDIT* it's not as good as I hoped. First off, the good stuff! + Cool tracers + AI use cover + Good anim when dragging body! And then the rest... - Silly animations. The player anims look really weird. - The speed!! What the hell? You run just as fast when you are crouched as you do when you stand up! Have you tried running crouched? And also, you don't get fattigued while doing it! - The super fast animations!? When people die they swing their arms up into the air, and then the body flies away a few meters. Looks very silly! - Why can you see the bullets in the air like tiny puffs? - The bullets are slow. - "RELOADING!!" uses like 5 different voices... why? At one time I have a nice high pitched voice, and the second time I have a low bas voice. - The swim anims are also wierd. You can swim with your arms above water, and under. Just move the mouse up or down and the guy will do what you want it to. Silly. - I shot with the M16 at one time and then I was teleported to the far end left corner (X8 was the coordinate) for no apparent reason. - Error when I boot up Arma, without the SLX Vehicles addon. If I don't have that one, the game can't start etc. So I had do install that as well (! There seems to be a few things you could improve. It has apparent compatibility problems with other addons. (edited)
  18. pellejones

    XAM 1.3 Released

    hahah actually when you start the game and you have the menu presented to you it says: eXtrem Arma Mod Hahahahaaa they forgot the E in extreme
  19. pellejones

    Arma FDF sound pack v1.2

    Well the first thing that I can think of is that the sounds in FDF are much muuuuuch much more crisp and alive. They are not as 'lame' or soft as the sounds in Chammy's mod are. A gun doesn't go "smoof" like they do in Chammy's, they go "Bam!". That's the biggest difference. Chammys have cooler distant sounds when others are shooting from far away.
  20. pellejones

    Arma FDF sound pack v1.2

    Downloading! I'm looking forward to this FDF soundpack is without a doubt the best one for ARMA.
  21. pellejones

    No-Grass islands released!

    @-Swat- People post "if you don't like, then don't download" when people post things that doesn't add anything to the thread. Saying "Why did i buy Arma? To play on an OFP style island? ..." doesn't add anything useful to the thread. And he didn't ask if people were going to use it or not. If you would have said "Nice addon, this will surely make it better for people with slow CPUs etc. but I am not going to use it." is a different matter. This makes the creator feel good for making an addon, and will hopefully make him continue to work on Addons for ArmA. And you still get to point out that you are not going to use it, as you so obviously have to do. Or saying "Won't this be cheating?" is also adding to the thread since it brings up a subject that is important. But just saying what you said is just... well, no one cares if you want don't want to play on the island unless you present the "No way!" in a more thoughtful manner. So instead of telling everyone that you don't want to use the island, just ignore the thread. But if you really really must let everyone know that you are not going to use the addon, try not to be so negative when you post. That is why you get:
  22. pellejones

    ArmA Progress Updates

    OK overall the graphics in Armed Assault is a real face lift for OFP. BUT! Look at the water in this picture: http://www.bistudio.com/games/aa/ArmA_Progress_02.jpg Seriously... if they've spent time making the game look more attractive, why couldn't they just spend a few more minutes with the water and make it look a bit more real? It sure does look wierd to me. (and then we have the tiling bumpmap textures) But I won't let a thing like that take down the game OFP it the best game ever, and I hope that ArmA will fix what was missing in OFP (AI etc.)
  23. pellejones

    CiA co-op night

    Thanks for the info guys! I'll PM the ones who needs to be PMed
  24. pellejones

    CiA co-op night

    Yes yes same here, do you mind if I join in sometimes? Aslo, I enjoy playing OFP with Flash FX. Can I use that if I play with you guys? Won't that say that I have a modified config?
  25. pellejones

    Vampires/Undead Pack Beta Release

    BAH! THat's Christianity's fault! Stupid christianity! Keeps messing things up! BAAaaah!
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