Rommel
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Posts posted by Rommel
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did i miss something?Nope, he probably just copy pasted a single unit until it said "NOOoooo!", either way, I just answered the given question :P
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Yes, leave the respawn as base, as we are handling this ourselves, the BIS "team" respawn provided is not what you have asked for.
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There are multiple solutions, I suggest to you my reducer, DAC, your own use of BIS_fnc_spawnGroup and deleting the group itself.
Best of them all (IMO), with complete deletion and ability to have thousands of groups on the map (as you have requested) is the freezer, its an old version, but it works perfectly:
http://dev-heaven.net/attachments/download/8326/freezer.Shapur_BAF.7z
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Don't use nil; it is used as a BIS constant to nullify variables, just like you wouldn't use 'time' or 'player'.
Use 0 for script handles, its a hard coded constant and can't be overridden. Ie
0 = execvm "script.sqf"
Or
0 = [] spawn {hint "hello";};
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init.sqf
if (not isdedicated) then { waituntil {not isnull player}; player addeventhandler ["respawn", { { if (alive _x) exitwith {player setpos (_x modeltoworld [0,-2,0]);}; } foreach (units player); }]; };
Respawns player BEHIND the first team mate (numerically, ie unit '1' will be first checked).
There is no safeguards against vehicles, or players flying, or players in water.
All easily added however, just change the if condition statement to:
( (alive _x) && !(surfaceIsWater (getpos _x)) && (vehicle _x == _x) && (speed _x < 20) )
You could also add a ability to spawn in the squad vehicle if available, this may require a more elaborate handle of the situation, see below:
init.sqf
if (not isdedicated) then { waituntil {not isnull player}; player addeventhandler ["respawn", { { if ( (alive _x) && !(surfaceIsWater (getpos _x)) && (speed _x < 20) ) then { if (vehicle _x == _x) then { player setpos (_x modeltoworld [0,-2,0]); _rsp = true; } else { player moveincargo (vehicle _x); if (vehicle player != player) then { _rsp = true; }; }; }; if (_rsp) exitwith {}; } foreach (units player); }]; };
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Sigh, I had hoped I didn't have to come to that to store (empty!) backpacks... faillll :P
transportMaxBackpacks is really low for most crates, we need a way to store backpacks without needing mods; and I'm not referring to commands, but actual storage capacity.
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South Zagoria does not share borders with Takistan ... there's a lot of terrain in between.Its 100km from me to the nearest city, and I gurantee you, it doesn't change from: dense forest and grasslands with a freezing climate all year round, to a frigin desert speaking a completely different language; with no cultural ties between the two. :D
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What exactly are you referring to...
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Well, I have no official count unfortunately, since 2002 for me, consistently.
Lets say... 20 hours a week average...
That is probably around 8320 hours?
I commonly do days at a time if I have the time, so the days I'm not playing balance out :P.
Considering when I played BFBC2 for two weeks, and I played it as much as I normally played ArmA2, and that rocked up around 150hrs... who really knows.
Hence, I'd actually guess at my hours being much higher than that... which means my playing time is well over a year...
87660 hours OFP, ArmA, ArmA2, ArmA:OAWith a few breaks, because i have to sleep and to eat sometimes... ;)
That is more time than the game has been around for (10 years)... unless your like a zombie or something. :D
This is playing time, no ownership time.
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CarlGustaffa, you openly admit that you unpbo other peoples work, edit them and then distribute them with your friends without permission from the original authors.I just popped in after seeing this thread linked in a conversation, who doesn't do this?
Its not disrespectful, you simply just want to play the game the way you want to.
The original author may never want to modify it to what you want; and it would take a long time anyway.
If I get a car, but its not entirely fitting my needs, I don't send it back to the manufacturer claiming I want something different. I'd fix it there and then.
:rolleyes:
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That may be a little difficult, target locking is AI side, if you can perhaps use a UAV or some such, that'd be fine. Otherwise you may have to get script the locking mechanism yourself.
Some complex math could be done to set the vector of the missile straight onto the target, ie only one calculation. I'm not entirely sure of how to do that however.
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As much as I do locking (mostly per role, not if you're a squad member or not) myself, locking out all others from all vehicles from all positions? That sounds like the most public unfriendly server I have ever heard of. Why do you even allow people into your server if they have to suffer that?I lock just the driver position most of the time. That way they cannot sabotage or abandon vehicles, but can still be supporting or cargo. ;)
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Best method is simply to lock the vehicles; for my group I run a UID array, and if they are not in that array, it just locks all the vehicles for them. Stops glitches and people getting in the back of vehicles then switching positions to get in etc.
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HateDread, you mean a sentry waypoint.
Read these if your actually interesting in learning these powerful waypoints, if set up the correctly.
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{(vehicle _x) setfuel 1} foreach playableunits
This may not work in SP. It was designed to be played in MP. You can just set up a LAN server. The best reason is the fact that you can die quite easily if you go to fast. :p
If you must use SP, just change playableunits to switchableunits, and you should be fine.
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To help show how its done (not my best though) :
zky_cxsAYpM
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Zargabad Rally
Welcome to Zargabad Rally; this was just something my mates and I mocked up for a bit of fun in between our missions; its a rally inside the city of Zargabad. Our current fast time is 133seconds; but I'm sure a good driver could beat it. To make it even more fun, the cars are supercharged. Warning though, if your computer chugs in Zargabad, the car won't move as quick, so make sure its a level playing field.
Its a simple mission, complex track; and has a simple GO hint for synchronous starts, and a radio trigger to find out who placed what when it all finishes.
(Images unedited)
Feel free to edit, maim, rip off and re-release this mission. Its just for fun anyway :).
Armaholic mirror:
Notes: Mission requires COMBINED OPERATIONS (uses the VW Golf)
If you want to make an OA only version, just rip out the Golf and throw in a GAZ etc.
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I originally got a burnt copy of OFP from my mates, we all played it a LAN once, and I was hooked. I then went out and bought the GOTY edition; and haven't looked back since; getting ArmA1 on the day it came out, it was in German :P; then ArmA2 the day it came out (if not before hand?); and Arrowhead a few days before it came out (review copy), as well as two copies thereafter.
I think it comes up to 7.5 years that I've been playing now... ;)
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Outpost BASRAM - Multi-Session Operation
by Tank Commander
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So what happened. :confused:
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A recent screenshot from before a 40 player JO, it was later likened to the photograph below. Sorry for the poor quality, I was trying to keep my FPS up for the play; not expecting such a great pic. :rolleyes:
Finding the shortest distance between an allied base and an enemy base... How to?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I suggest you use location logics for each of the bases, that way you can use 'setside' to determine who they belong too.
Then using the following function, executed via the following, using the return value for whatever you want.
fn_nearestBase.sqf
To add bases easily, put the following in initlines: