Potatoz
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One major thing they need to change in ArmA2 is the scale of the buildings. I mean, playing ArmA now I see a lot of the same old OFP buildings, which are much to small to fight effectively in. All the houses I see can fit maybe 2 people inside (exaggeration). Most buildings are just too small. There needs to be buildings that we can fight in. As of right now we usually only fight out doors and around buildings. I think this has to do a lot with the animations of ArmA and how awkward they are. With the way things stand now in ArmA (which they might be the same in ArmA 2) there's basically no hope for urban warfare and going through and clearing out buildings.
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Well I've found out how to add a killed event handler to the Yomies for those who wanted one. Now when you kill one of them you get $100. 1. Open blahblahblah/missions/mission.island/yomies/func/spawn_yomie.sqf Add this line underneath current eventhandler <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_yomie addEventHandler ["killed", {killer1=_this select 1;killer1 exec "onkilled.sqs"}] now go to your main mission directory (blahblahblah/missions/mission.island/) and make a new script called OnKilled.sqs and add the following lines... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _id=_this; if (player == (call compile format["man%1",_id])) then { ?(isPlayer _id):SPON_playerCashBalance = SPON_playerCashBalance + 100; else {exit}; ?(isPlayer _id):player groupchat format ["$100 Reward! %1",SPON_playerCashBalance]; else {exit}; }; This was taken from the Quarantine mission so all credit goes to the creator(s). I just edited it a bit. I tried making my own script to do this, but do to my lack of scripting experience every time Anyone killed a zombie it would give you money. I haven't tested this with multiple players yet, so I don't know if it will work properly. ------------ Also, I was wondering, is there a way to get the Yomies to attack vehicles? Maybe just 'soft' vehicles like cars and stuff. Because now I can sit there with a Hummer with an M2 and the Yomies just stand around. ----------- I also noticed that BluFor units will attack the Yomies after a while, then stop, then attack again after a while. So they'll stand there and get killed, then after about 5 minutes they will start shooting and then they'll stop again. Maybe it's just my mission though.
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If you use the "INFINITE" or "REPEAT" setting in the marker, won't the zombies keep respawning? Though I think you might need a smaller map or the zombies would probably be spread out way too much. I actually tried converting Quarantine to La Samula for me to mess around on and I found that the current zombie system was very laggy, so I put in Yomies (which was quite simple IMO) and I still need to test it more. I also tried the 572 zombies thing, but I haven't fully tested that either. I might get a chance later today.
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I was thinking... if you're still including vehicle spawns, make most of them wrecked but still have a few usable ones, just make it so some have flat tires or no fuel and only have very few ones that you'll be able to get in and drive away with. reason for this being: I on my bike and I crashed, all I had to do was walk for a bit until 5 vehicles of my choosing appeared. This way you have to search the city in order to find a vehicle if yours broke or you don't have one.
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Sorry about the wrong forum. but doesn't that code just check to see if the player is on the west side and hint if he is? Or does it hint to all west side players?
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Sorry about the wrong forum. but doesn't that code just check to see if the player is on the west side and hint if he is? Or does it hint to all west side players?
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Is there a way I can use the hint command to hint a message to just one side? Like just hint a certain message to the whole west side without the East side seeing it?
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Is there a way I can use the hint command to hint a message to just one side? Like just hint a certain message to the whole west side without the East side seeing it?
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Wouldn't IRC work better for this? So the whole thing can be logged? Just an idea.
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mfcti and crcti are already out for ArmA. crcti needs some addons though. ontopic: I hope this mod changes default sounds/recoils from CWC, I didn't care for them too much.
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Thanks. Doesn't seem too hard to fix. Hopefully I can find the texture soon.
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So this bug is related to the addon or the video card on the deticated server? I'm having the same problem when trying to host MFCTI1.16 with the FFUR 2005 and the FFUR Euro mods. It's only with that mission so far though.