Stugwi
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Everything posted by 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) -
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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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. -
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
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I have been using waypoints in editor for a patrol using cycle at last waypoint. From the cycle waypoint i have created a new waypoints and by using synchronize to a trigger i can move the patrol to support whatever position/s. How is this achieved via scripting? I have this in my init.sqf detecttrigger = createTrigger["EmptyDetector", getmarkerpos "camp"]; detecttrigger setTriggerArea[500,500,0,false]; detecttrigger setTriggerActivation["WEST","GUER D",false]; detecttrigger setTriggerStatements["this","null = execvm 'notimportant.sqf';", ""]; detecttrigger setTriggerType "SWITCH"; detecttrigger synchronizeWaypoint [cycl] cycl is the waypoints cycle description name but the patrol does not break the editor cycle waypoints. Thx
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Scripting synchronizeTrigger
Stugwi replied to Stugwi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh many thanks Clayman tested and working. So now i can make a massive patrol with end cycle point synced to trigger and therefore make my patrol move to reinforce other units when opfor is detected. detecttrigger = createTrigger["EmptyDetector", getmarkerpos "camp"]; detecttrigger setTriggerArea[500,500,0,false]; detecttrigger setTriggerActivation["WEST","GUER D",false]; detecttrigger setTriggerStatements["this","null = execvm 'anyold.sqf';", ""]; detecttrigger setTriggerType "SWITCH"; detecttrigger synchronizeWaypoint [[testgrp, 5]] Please note that first waypoint is always 0 For multiple groups sync to the same trigger i am using detecttrigger synchronizeWaypoint [[testgrp, 5],[gur, 5],[gur1, 4]]; -
I tried searching but cant seem to find an answer. How can include AI talking to each other? idle chatting? specifically OPFOR or more specifically guerrilas Example - talking around a campfire? Ok so you can use the Talk waypoint and select voice from the effects menu - this gives a number of predifined sentences, some work some dont. Some are blank, i found that blank numbers between 3 and 12 are russian sentences. The sentences also include some text on screen which i dont want to use. The good thing is the source originates from the unit itself, the bad is that it is way to loud. So how can i change the volume and remove the text? But also how can i use and access the default audio files in ARMA 2 and use them from a source or unit on the map? Ok another update. So i have found all sounds by extracting pbo and using wavetoSSS tool to preview them. But how can i use them as stated above "how can i use and access the default audio files in ARMA 2 and use them from a source or unit on the map?" and this is for use in a MP Coop mission Cheers
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If you mean using a Radio Trigger - set the radio trigger to repeat.
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Force AI RPG to target and fire
Stugwi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, The mission invloves an ambush by opfor on hummer vehicles. I would like to have opfor RPG fire near misses on the hummer convoy. The only way i can achieve close to this is by using a dummy invisable hummer placed at a stratigic point along the convoys path. Problem is that all other opfor target the same dummy hummer (AK47, AR, grenadier ect). What i want is an emmersive mission with some wild RPG being shot at the convoy. I have tried using the fire command - which causes the AI to shoot in the air, also the doFire seems not to work. Any suggestions appreciated -
Is it really that hard to run smoothly?
Stugwi replied to Churrsauce's topic in ARMA 2 & OA - GENERAL
I have not tried USB stick or SSD to prevent stuttering but i do use PerfectDisk for hard drive defrag and it makes a good improvement in game and for my PC all in all. I am running w7 and a seagate barracuda -
I actually think OFDR had potential but now its just dustbin material. Codemasters has irreparably pissed of the PC community. Conversely this seems to have led new folk to Arma2 and also like me realize what a great game Arma is, with developer and community working together. For depressing disinchantment head over to OFDR forum for such great topics as: CLASS ACTION: false-advertising - delted by codemasters There will be no dedicated servers - official How to get your money back of Play.com Extremly unsatisfied Useless! OFDR is dead! ect ect Thankyou Codemasters for making gamers re-embrace there love for Bohemia:yay:
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Now that you mention it i have the same crosses on my game browser .. never thought it being a W7 specific issue
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For UK W7 Upgrade buyers http://www.myvouchercodes.co.uk/Additions-Direct--812.html#discounts save £30 on first order over £60 Last time i checked upgrade was £80 from additions also there are many blogs on how to do a fresh install with w7 upgrade. I am running w7 on a new build and Arma 2 runs great + i love this OS
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if a demo grips you then the full game will
Stugwi replied to Colt45_GTO's topic in ARMA 2 & OA - GENERAL
Glad you never bought Dragon Rising m8 and may you never have to post in there forum anymore :p