Stugwi
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Disable "I am at Grid 078098" when player dies text
Stugwi replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
enableradio false; enablesentances false; include in your init file -
.ogg file plays over entire map not local
Stugwi replied to marinesrule1980's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[s1,nil,rSay,"jet"] call RE; Where s1 is an object or unit say is local where only if the player is close by will he hear the sound, this way the say command is broadcasted to all clients and anyone close by will hear th e sound waitUntil{!(isNil "BIS_MPF_InitDone")}; Include this line in your init file also place functions module via editor Info http://community.bistudio.com/wiki/Multiplayer_framework -
ai throwing handgranades
Stugwi replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try removing all weapons, then adding grenades to AI. removeallweapons this; this addmagazine "handgrenade" That way AI has only the option to use grenades and will happily oblige when enemy is spotted, -
Location of downloaded custom faces?
Stugwi replied to sgt_hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For me its C:\Users\Rento\AppData\Local\ArmA 2 OA\players -
Arma2 pvp - Did this game change into a RolePlayingGame & PvE Game ?
Stugwi replied to oxmox's topic in ARMA 2 & OA - GENERAL
We have a very active community. Our servers run public coop missions over the weekend nights and there is no re-spawn. Missions can last 1 to 3+ hours so players can expect long periods of wait after death but we run a nice spectator script that keeps dead players at least involved in the mission. Recently we switched to 30 player servers with some new missions created, this actually increased mission time some what. So we asked community if they would prefer a re-spawn option in missions? and the answer was a resounding no. The main gist of it was that it would ruin the tactics, team play and immersion which I totally agree. On rare occasion we have played PvP against another community one life only with a time limit. Even thinking about re-spawn ruins the whole experience for me after all you only have one life :) -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
Stugwi replied to Placebo's topic in ARMA 2 & OA - GENERAL
Montage from our community's server with a beat to match :cool: Multiplayer footage only STOoRCzIU-w%3D -
Only realised this recently that your GPS shows your height above sea level
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MultiTask - Multiplayer tasks made easy
Stugwi replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Working MultiTask the just now seems nice so far. Q: How would I add text to the Notes section in briefing in MultiTask? Good Job, Cheers -
This is nice SHK but it still gives me the Arty computer option?, any way to disable the computer option? Cheers Edit, Solution: enableEngineArtillery false;
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Turning Independent to hostiles during mission
Stugwi replied to subliminalss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is another way. Create Takistani Locals / Independants as your Mercs. Set them as friendly to Opfor. Ok now they are the enemy but you dont want them to attack you unless you attack them. So set the Mercs waypoints as careless, now they wont attack you. Final part is to creat FiredNear eventhandlers to each Merc group leader to trigger a changebehaviour.sqf (change behaviour to combat for mercs in this script) -
Raise weapon trigger
Stugwi replied to Stugwi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mmm well tired the now. So it does work but there seems to be a delay of sorts, I need to test this further with a fresh mind. There is more than one animation for weapon raised from crouch to standing and idle raised. How do i include more than one animation conditions to include with the cursortarget condition...like this? animationState player == "amovpknlmstpsraswrfldnon" or animationState player == "amovpknlmstpsraswrfldnon_1 or animationState player == "amovpknlmstpsraswrfldnon_2" AND (cursortarget == mar5_1) Thnx again will post back -
Raise weapon trigger
Stugwi replied to Stugwi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool thnx St Dux, So i now have: animationState player == "amovpknlmstpsraswrfldnon" AND (cursortarget == mar5_1) but i need both the conditions to be met simultaneously before the trigger is activated. The above solution seems not to work how i want it. -
Hi, When a player (MP) raises his weapon to AI within say 20 meters the action triggers a script. I have Takistani Locals set to OPFOR friendly. There waypoints are set to careless, so that when Bluefor approach them they dont engage. This is all good but i want the Takistani's behaviour to move from careless to combat when any Bluefor raises a weapon directed at them. So far i have used a trigger with condition (cursortarget == aTakistaniLocal) which works well but is still triggered when weapon is lowered. Any help would be appreciated
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I only ever play online. 2 Years ago you could of found me playing public servers with the most popular missions. This was pretty dam good but there was very rarely any cooperative play. 6 months ago i stumbled across an unlocked clan server and half way through the first mission i realised that this was what arma 2 was all about. Coop all the way in an organised fashion with mics. Now i dont care how many players are online, i just know come the weekend i will be immersed in a challenging ever changeing combat environment. Find yorself a clan and get involved :cool:
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play.com has arrowhead apparently in stock usually dispatched 24 hours at this moment