-
Content Count
710 -
Joined
-
Last visited
-
Medals
Everything posted by roguetrooper
-
How to forbid ai to get out of heavely damadged vehicle? noob needs help pls
roguetrooper replied to ihatecheaters's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Newly added commands can be found here: http://community.bistudio.com/wiki/Category:ArmA_2_OA:_New_Scripting_Commands_List I think this command had been introduced with patch 1.60. -
How to forbid ai to get out of heavely damadged vehicle? noob needs help pls
roguetrooper replied to ihatecheaters's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put into the init line of the vehicle: this [url="http://community.bistudio.com/wiki/allowCrewInImmobilehttp://"]allowcrewinimmobile[/url] true; Or for all vehicles at once by a trigger with: zero x,y axis activation once condition: true code: {_x allowcrewinimmobile true} forEach allvehicles; -
Editor placeable flat pond object?
roguetrooper replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You should be careful not to use EDITOR addons that require the finished MAP to have this addon being installed (as far as I can remember some years ago, this promising and helpful tool requires the finished map to have this addon being installed... so hardly anybody will be able to play that map... that's why I decided not to install it). -
Baranow castle walls not solid
roguetrooper replied to roguetrooper's topic in IRON FRONT: LIBERATION 1944 - GENERAL
There is no alternative to fixing the 3D model. You should not be depending on the environment (natural hills/valleys) to cover this insufficiency. -
Some parts of the Baranow castle basement (editor object at least) are not solid and you can walk through them.
-
Future Arma-commands in IF44?
roguetrooper replied to roguetrooper's topic in IRON FRONT: LIBERATION 1944 - GENERAL
That's the CURRENT state. Since they are two separate games, future Arma-commands (which are beta now or do not exist at all until now) have to be ported to future 44-patches as well (which I was aiming at initially). -
Check if head under water?
roguetrooper replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually all this here is about the swampy area in Staszow, IronFront 44, where hundreds (?) of little ponds are. I'm just asking here because I think the player/mapper base of OA is bigger than of IF44. I don't think that ASL and the usual things that have to do with "water" work. Further, these ponds (as every pond in Chernarus and Takistan) are treated like land. The unit's animation doesn't change and nothing else happens (no drowning although the unit can't breath from a logical/physical point of view). Since you can't fire or run (depends on the water depth), the engine must be able to check whether a unit is in a pond (i.e. "non-ocean"-water). I basically want a script that makes a player drown, when his head is under water constantly for x seconds. There wouldn't be a problem if I was able to figure out a head-under-(pond)water-check... -
Trenches? Awesome combat TvT
roguetrooper replied to oksman's topic in IRON FRONT: LIBERATION 1944 - GENERAL
http://www.armaholic.com/page.php?id=13101 -
Check if head under water?
roguetrooper replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your efforts. But this does not seem to be able to help. Maybe the word 'diving' in my initial post was not a good choice. I want to check for situations on land in knee/hip deep water, where you are able to stand when you are upright, but submerge completely, when you kneel or crouch. -
Mathematical: random pos in an 'oblique' rectangle ?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can you return a random position within a rectangle whose angle is not zero degrees? (angle zero is no problem... :rolleyes: ) You have the coordinates of its center, x-axis length, y-axis length and the angle (!=0) -
Mathematical: random pos in an 'oblique' rectangle ?
roguetrooper replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Indeed, I don't mean a parallelogram, but a rectangle with 4 90-degree angles and whose y-axis just isn't aligned straight north-south. Thanks to all of you. -
AI-commanded AI can not use heavy MG
roguetrooper posted a topic in IRON FRONT: LIBERATION 1944 - GENERAL
AI commanded AI infantry is not able to use heavy MGs properly (e.g. MG42). When they attack/spot an enemy, they lie down but before they fire, they stand up again and have a recoil so that they hit the clouds but nothing else. -
More info about Advanced AI module?
roguetrooper posted a topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
What exactly does the Advanced AI module do? The wiki description (http://wiki.iron-front.com/index.php/L44:Advanced_AI) reads as if would do something like this in a definable (setvariable) loop: { _x setSkill ["endurance", 1.00]; _x setSkill ["spotDistance", 1.00]; _x setSkill ["spotTime", 1.00]; _x setSkill ["courage", 1.00]; _x setSkill ["reloadSpeed", 1.00]; _x setSkill ["commanding", 1.00]; _x setSkill ["general", 1.00]; _x setSkill ["aimingSpeed", 1.00]; _x setSkill ["aimingShake", 1.00]; _x setSkill ["aimingAccuracy", 0.25]; } forEach allUnits; -
Trenches? Awesome combat TvT
roguetrooper replied to oksman's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Meanwhile I have found this script. Thanks! -
AI Mortars
roguetrooper replied to molotov_billy's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Slightly off topic, but the mortar-sound (the whistling of the grenade flying through the air) of the Arma-II-triggers is missing. Hopefully a future patch will add it. -
Trenches? Awesome combat TvT
roguetrooper replied to oksman's topic in IRON FRONT: LIBERATION 1944 - GENERAL
So does anyone know how exactly to create THAT mist/fog ? -
Player (MP) subordinate of an AI ?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What happens to a client player when he is a subordinate of an AI unit (which is local to the server)? Does the rule "The player's unit is always local to its client" (http://community.bistudio.com/wiki/Locality_in_Multiplayer) exceed all other rules? (Seems as if it does, just want to be sure by asking here). -
Classnames
roguetrooper replied to hellfire257's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Is there also a list of faces and voices for setidentity? -
Trenches? Awesome combat TvT
roguetrooper replied to oksman's topic in IRON FRONT: LIBERATION 1944 - GENERAL
1.) How can you create THAT kind of fog/smoke? 2.) Where are these trenches (map and coordinates/area)? :) -
Crash to desktop
roguetrooper replied to whiskeytango's topic in IRON FRONT: LIBERATION 1944 - TROUBLESHOOTING
Bought IronFront the day before yesterday. Downloaded and installed the first patch (no other mods). Everything went fine all the time. Startet a lot from the editor since the main/only thing so far I've been doing is editing own maps. Suddenly the map refuses to start (crash to desktop during loading phase or after one second being ingame). Haven't made the faintest change in drivers or whatever. Don't know what's going on. New fresh maps from the editor with only a player unit placed into it seems to start. But not the map that I've just recently was able to play crashes. "Some minutes ago" it worked fine, suddenly it refuses, without a faintest change (ok, a little change: REDUCED the number of infantry units placed on the map). -
Using dayz-zombies in your own map/editor
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you start the game with the dayz mod being activated, you can deploy dayz zombies in the editor. They look and move like dayz but they don't grunt nor attack you (by no means - even when you group them with a higher ranked non-present opfor unit or add a bad rating to yourself or set them to combatmode "red" or hostilify blufor and civilian with each other or whatever). Seeing those zombies appear in the editor made me but finding out they are more or less useless made me :( -
Rocket may be so kind and contribute his (already existing) dayz zombies ^^ When at least those dayz zombies (with their animations, sounds, textures and behaviour) would be added by official patch/download content to the game (maybe as usual editor- and createvehicle'ble units)... that would be sooo great! I'm insisting on "official" because I don't like the cluttering into 10000 game versions out there that are incompatible to each other only because of some changed pixels (custom mods). Official vanilla is a good base everybody can deal with. They may be added by official 1.61 or somewhat for free with reduced quality and be enhanced by a 'full' version I would even pay for (just like BAF and PMC).
-
DayZ Zombie RPG (Unofficial Mod) Alpha
roguetrooper replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This thread should be sticky, since it is (at least feels like) some kind of official high quality addon. -
TPW HOUSELIGHTS - automatic house light addon
roguetrooper replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I haven't read the recent pages fully, so please excuse me if it should have been mentioned. It seems as if the GLOBAL command createvehicle #lightpoint only works locally. The light only shows up where the command has been executed. Concerning randomness (colours and which houses are lit), the server should make globalvariable'd arrays that the clients have to use. Btw, using totally randomized colours for many houses does NOT look that bad at all (_light setLightColor [random 1,random 1,random1]). This way, Zargabad at night for example with many total-randomized houselights looks nice (some kind of cosy and colourful Orient of auld lang syne). -
Looking for addon-free zombies
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There are several zombie maps out there. I've un-pbo'd them and tried to extract the zombies to implement them in my own maps. No success so far. Would anyone of you zombie owners be so kind and hand them over to me (scripts and sound resources) with a few words of instructions? (How to call properly; what has to be changed for certain results and such.)