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Posts posted by pellejones
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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.
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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!
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CBA should be standard for everything these days. It is a 30 KB addon that makes life easy for the addon maker :) use it.
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Hate to be a bother, but has anyone else here who may use MMA along with ACE experience this as well or if it's just something messed up on my end?All of SSG has the same problem.
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Use CBA for global actions:
Add an action to the object via say, init.sqf:
theObject addAction ["Do cool stuff!", "theScript.sqf"];
//theScript.sqf_unit = _this select 0; //this is the object that has the action
_caller = _this select 1; //this is the unit that executes the action
(_this select 0) removeAction (_this select 2);
[-2,{veh = [] execVM "moveStuff.sqf";} ,_caller] call CBA_fnc_globalExecute;
sleep 30;
[-2, {_this addAction ["Do cool stuff", "theScript.sqf"];}, _unit = _this select 0;] call CBA_fnc_globalExecute;};
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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
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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.
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Thanks for reporting on it!
1. I am not able to reproduce this :confused:
I can not get them stuck in the cuffed animation, and I'm detaining/cuffing/releasing in all combos I can think off. Are you still having this issue? SP or MP? What other mods are you running, and does it still happen without them?
2. The civilians do actually die, it just takes a while to show because the civilians play out the animation cycle before falling dead to the gound. If you wait a while they should die when the animation ends. I could fix this, but I dont think it is really a problem that justifies making the addon more heavy by checking damage on every cuffed unit. Then again it would probably just be a single loop so it would not be all that bad. What do you think?
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.
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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.
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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).
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The video is set as Private at youtube. We can not see it :(
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Does the Bisign work with 1.2? I did not work with 1.1.
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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!
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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:
They do hand signals to each other.They are much more keen to take to rooftops.
Work much more as a squad (there's no more single guys suicide running at players)
They use cover much better, they peep/shoot/cover/peep/shoot.
They now attack empty enemy vehicles.
Just so you know :)
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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:
Thank you for your time.
We'll see you on the battlefield of ARMA2!
- the SSG Team.
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Just ran a mission without a T55, still got the Weapon disperstion bug! We had T-90, BRDMs, BTR90s and UAZ.
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... 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...
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You should open a Dev-heaven project for Zeus so we can report bugs there.
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.... that is a lame way to do it but I'll give it a go then,.
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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...You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersionAlso, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help.
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Don't forget to mention that people need Microsoft .NET framework.
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SSG Clan - ArmA2 Operation Arrowhead + ACRE RC9 Testing
Tobe from Clan SSG filmed last nights game.
Two parts.
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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
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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)
Infection (light zombie addon)
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted · Edited by Pellejones
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