-
Content Count
262 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by pellejones
-
Infection (light zombie addon)
pellejones replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would love to be able to run this addon as a script instead, since it only features anims and such, no actual models. How do I do this? /edit I've tested now and I can't spawn the enemies. Description.ext init.sqf In the editor I place a game logic and name it logic1. I put the functions module on the map. I have extracted the .pbo into the mission directory. I place a unit of each faction on the map just to make sure that the faction center/group is initialized at mission start. I place a marker named "spawn1" on the map. Then I spawn a unit via a trigger: veh = [] execVM "create.sqf"; create.sqf Nothing happens... So I tried to edit the config.cpp file a bit. did a /* .. */ on the part that defines the "class EHJ_INF_Core_Logic". Line 614 to 629. Made no difference. I think that I fail in initializing the config. The unit classes are never defined. Please help. /edit 2 Here is the mission: http://dl.dropbox.com/u/6004457/SSG%20Share/Uppdrag/zTest.utes.rar -
Mando Missile ArmA for ArmA 2
pellejones replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have no idea if the zoom + ti overrides Mando. But you can target ground if you do it like that. So some part of mando is still active I guess. -
Mando Missile ArmA for ArmA 2
pellejones replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
With the latest two hotfixes for ACE2, the javelin in mando is broken, I did some new tests and now you have to do this to get the javelin to fire with Mando + ACE: 1) select the target mode (TOP, direct what ever), 2) press TAB to lock 3) Wait for lock 4) zoom in 5) turn on TI 6) now you can fire! -
Working LHD Elevator
pellejones replied to Charles Darwin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
CBA should be standard for everything these days. It is a 30 KB addon that makes life easy for the addon maker :) use it. -
Mando Missile ArmA for ArmA 2
pellejones replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
All of SSG has the same problem. -
Working LHD Elevator
pellejones replied to Charles Darwin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use CBA for global actions: Add an action to the object via say, init.sqf: theObject addAction ["Do cool stuff!", "theScript.sqf"]; -
ARMA 2: Operation Arrowhead 1.60 RC #2 (Release Candidate)
pellejones replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
Not sure if this has been posted already but original PMC does not work: Wrong signature for file C:\Program Files\Bohemia Interactive\ArmA 2\pmc\addons\characters_pmc.pbo -
Civilian Interaction Module (beta)
pellejones replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok another test done. 30 players using CIM. The only two things that works is handcuff, the AI stands still but the anim does not work. The second is to make them join the group and also leave. That one works. Get on ground etc. does not work. -
Civilian Interaction Module (beta)
pellejones replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1. Single player, ACE2 with all extra stuff. ACRE, JayArma2Lib. ShacTac movement, a few extra islands and units. 2. Let hem finish and then fall down :) SSG did a dedicated server test yesterday with EOD at the same time. CIM does not work as it should on dedicated. We had a look at your code and we think that "publicVariable" is the problem. That command does not translate well to dedicated servers. This is what does not happen: 1) The handcuff anim does not work. 2) They do not go inside, they just stop at the doors. The rest seems to work. You should use CBA for global commands, that should work. PublicVariable does not send to all clients I think. -
Civilian Interaction Module (beta)
pellejones replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found two bugs! First: Civilians get stuck in cuffed anim forever. For Repro to this: 1) Keycuff Individual 2) Detain individual 3) Release individual. The trick is to release him before uncuffing. Now you can't uncuff him and he will be stuck in the Cuffed-anim forever :) Second: Civilians are immortal Civilians that are cuffed and get shot/die never leave the cuffed anim. -
Is the I44 forums down? I sent you a PM there a while ago PAC, regarding SSG and testing 2.6 (you were looking for squads/clans that could test it).
-
COWarMod Release
pellejones replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The video is set as Private at youtube. We can not see it :( http://www.youtube.com/watch?v=uTri38BIU68 -
Does the Bisign work with 1.2? I did not work with 1.1.
-
The Unsung MOD (Vietnam War) Arma 2 Release
pellejones replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here is a youtube clip of a game we played a few months ago using UNSUNG (a bit modified to work on dedicated and added ACE rucks etc.) Enjoy! -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We stopped using Zeus to see if Zeus was the reason for Server Lag (it was not). After Update to 1.59 we are still not using Zeus and the AI do these things without Zeus: Just so you know :) -
Swedish Strategic Group (SWE only clan)
pellejones posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
Swedish Strategic Group (SSG) is a clan based in Sweden with only swedish speaking members. We focus on realism and dedication but we still have the humour and wits left intact. SSG is probably the biggest all-round Swedish based clans out there. We currently get 30-40 players playing every thursday and sunday. The best thing about that is that everyone has trained and follow the chain of command in game! We play as a team. We use ACRE, and ACE2 and have our own mission makers. Every sunday has a unique mission (!) and has been since the start of SSG in october 2009. SSG is quite simple. We want you to be atleast 18 years of age, with a mature mentality - this is not Counter Strike! We want you to have fun, and feel that you are a part of something big, even if you "only got to fire that single round" during last sundays OP. We expect you to respect our rules. In game we have a chain of command. Off game we are all equals. Of course there are a few members who run the clan that fiddle around with the stuff you never see. Our memebers (Mr Bravo (tobe), Nordin and Stiltman) are also the developers of SAM (Swedish army mod), and SSG as a clan has a close collaboration with the team. We do COOP, PvP and Joint-OPs. We use Arma 2 and Operation Arrowhead. If this sounds interesting, please have a go at our website and forum: http://www.ssg-clan.se Thank you for your time. We'll see you on the battlefield of ARMA2! - the SSG Team. -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just ran a mission without a T55, still got the Weapon disperstion bug! We had T-90, BRDMs, BTR90s and UAZ. -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
... why not just post a link to it so we dont have to go on to TEAMSPEAK to download the file... Use DevHeaven! You have a file repository there, pleeeease... -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You should open a Dev-heaven project for Zeus so we can report bugs there. -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
.... that is a lame way to do it but I'll give it a go then,. -
Zeus AI Combat Skills
pellejones replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am so confused. Is the issue with the thing fixed? This problem causes error on a few missions which means that they are un-playable...Also, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help. -
Tophe's Arma Dedicated Server Tool (TADST)
pellejones replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Don't forget to mention that people need Microsoft .NET framework. -
SSG Clan - ArmA2 Operation Arrowhead + ACRE RC9 Testing Tobe from Clan SSG filmed last nights game. Two parts.
-
Hey guys. We in Swedish Strategic Group have been using A2T since release now and it is awesome. Yesterday we did a 20 player game and frapsed some of it to show A2T in action! Here's the link to the youtube clip of yesterdays game with SSG, entitled Operation Close Border part 1. http://www.youtube.com/watch?v=CPUeS5A8PHc&sns Enjoy :) - Pelle www.ssg-clan.se
-
What? Where does it say that it doesn't work if they change it? And toggle radio + ptt is not realistic. To talk into a radio you just push the button and speak, you don't have to toggle the thing ON then Speak and then toggle OFF. Another solution would be to have a button on the keyboard push to talk. What I mean is this: take running for example, just pressing shift makes you walk, but 2xshift toggles walk. The radio should be pressed down and while you hold the button you are broadcasting, but as soon as you let go of the button you stop the broadcast. This would be superb, even if you still have PTT in TS3 this would be an easier way to use the radio. So it would be: Push button (broadcast start) >> Speak on TS (ptt or voice) >> release button (broadcast stop)