Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

SD_BOB

Member
  • Content Count

    775
  • Joined

  • Last visited

  • Medals

Everything posted by SD_BOB

  1. I have to say, i'm loving it thus far. As stated before the atmosphere is superb. A nice plus is that i haven't come across many COD/BF kiddies (dont get upset at that, you know who i mean), everyone seems quite pleasant.
  2. In the mean time, i have admin access to the official Tripwire UK servers. So if anyone is kicking around on them i'll be more than happy to swap maps/gametype for people.
  3. Having so much fun with this, just spent the past two hours with the recoiless rifle. Couple of shots into the Ammo store on a tank and BOOM!
  4. Hi guys, does anybody know of a method with which i can detect if a custom composition is destroyed? Example:- I have created a number of small custom composition camps to randomly place around my map. I use a game logic location, the call up the composition + spawned AI. What i would like to do it to be able to tell when that camp has been destroyed, that way i could add say an ammo dump or in this case VC tunnel entrances for a Vietnam mission. If i can detect when they are destroyed, i can make objectives out of them. Thanks in advance for any help.
  5. Any joy with that demo psvialli? Looking forward to seeing how it works. Cheers.
  6. Thats a good idea.. Kylania did you get my PM regarding your "Search Body" script?
  7. Ooo yes please, that would be very helpful. email - [email protected]. Thanks
  8. That looks promising, sorry to sound like an idiot but how are you using that? in a trigger, script?
  9. No i dont need to destroy all the objects. The composition above was just one i had for an example of how to do it. That is just a normal camp which doesnt need to be destroyed. But i plan to make up some ammo dumps and tunnel entrances that can be destroyed. Is there a way i can give certain objects in the compositio a name? and check for that? Honestly i wouldnt have a clue where to start with that, im still at a pretty basic level with all this.
  10. Ok makes sense.. So this is my composition, how would i go about checking if the objects are destroyed?:o private ["_objs"]; _objs = [ ["uns_AmmoBoxNVA",[-1.29077,0.97229,0],282.192,1,0,{}], ["uns_AmmoBoxNVA",[-1.72607,1.85974,0],96.6876,1,0,{}], ["LAND_uns_vcshelter3",[-3.15356,-0.69397,0],0,1,0,{}], ["LAND_uns_firepit1",[-3.09839,-0.707397,0],0,1,0,{}], ["LAND_uns_vcshelter6",[2.70239,1.2262,0],270.619,1,0,{}], ["Land_Fire_burning",[-3.09814,-0.687866,0],0,1,0,{}], ["uns_ricebasket2",[-2.69873,2.31323,0],0,1,0,{}], ["LAND_uns_vcshelter6",[2.7334,-2.67578,0],270.619,1,0,{}], ["LAND_uns_vcshelter2",[-1.84497,0.394287,0],90.1001,1,0,{}] ]; _objs Thankyou for your help.
  11. You can configure it to use your mouse. But trying to play LOCKON compared to ArmA, will be a different beast.
  12. // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; [b][color="Red"]NORRN_player_units = playableUNits;[/color][/b] Check this part of the revive_init... Are you defining a list for playableUNits somewhere else? If not make sure you add your playable units to that location, so for example. // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10];
  13. Double check the script is intializing in the init file.
  14. Thanks again Jedra, all appears well :p Will do some more testing in MP, but so far so good. Cheers fella Out of curiosity, what did you change if not too much? Would be nice to know.
  15. Cheers Jedra, i will take a look at this as soon as i get home. Much appreciated..
  16. Has anyone used this script in depth with ACE? I see there is an ACE param, which i'm not sure if its active but i've turned it on. Anyway my question relates to items which are "On Back", it seems fine if you have a rucksack or something in the AT position. When you revive/respawn you have the same gear as when you died. But then if you have something on the ACE "On Back", that vanishes when you are revived. Is this a limitation of the script?, or has anyone found a workaround?
  17. Hi guys, i'm really hoping someone can shed some light onto my problem, let me explain the situation. I have created a custom composition to use as a random camps around my mission. Obvisouly these camps wouldn't be much good without some kind of defense around them. So far i have tried two methods, the first is using the following: [getPos aPos, EAST, 5] call BIS_fnc_spawnGroup Now that is straight from the wiki and works fine. I have edited the above to this: patrolunits = 2 + Random 2;patrolgrp = [getPos aPos, EAST, 5] call BIS_fnc_spawnGroup; [patrolgrp, (getPos camp1),50] call BIS_fnc_taskPatrol; Now the above works fine, in that the group is spawned with a 2 + random 2 number of units, tasked to patrol the camp. Now thats all fine, exept i am using the Unsung Vietnam mod. So using the EAST tag is no good as modern units get spawned. Now if there is a way to define the Unsung units using the above system. I will be more than happy, but i cant figure out a way to do it. Ok next part :p To get around the above unit problem i am using the following: patrolgrp = [(getPos camp1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[]] call bis_fnc_spawngroup; Again this works fine, but i want the ability to have a random number of units in the spawned group. Rather than with this method having the units defined in the array as the ones that spawn, creating camps with the exact same units. I am happy to use either method, if i can get the first method to use Unsung units or the second method have the ability for random numbers of units. This is where i am really hoping someone can help. Thankyou in advance for any assistance you can provide. EDIT: Looking on the WIKI is states this: Parameters: position - group's starting position (Array) side - group's Side (Side) character details - Can be three different types: a list of character types (Array), an amount of characters to spawn (Number) or a CfgGroups entry (Config) (optional) a list of relative positions (Array) (optional) a list of ranks (Array) (optional) skill range (Array) (optional) ammunition count range (Array) (optional) randomization controls (Array) 0: amount of mandatory units (Number) 1: spawn chance for remaining units (Number) It looks as though i can set some random param using the last array in method two, but i am unsure of how.
  18. Yeah cheers for that kylania, i have what i wanted which was to get one of two methods working.
  19. EDIT: Cancel that :) I have figured out the optional array for the second method. I know have random numbers... YAY!!! Here is what i have in the end: null = ["vccampa", getDir this, getPos this] execVM "scripts\objectMapper.sqf"; patrolgrp = [(getPos camp1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.50]] call bis_fnc_spawngroup; [patrolgrp, (getPos camp1),50] call BIS_fnc_taskPatrol; defendgrp = [(getPos camp1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.50]] call bis_fnc_spawngroup; [defendgrp, (getPos camp1)] call BIS_fnc_taskDefend;
  20. I really dont get this "anti-camping" culture. This didnt exist back in the days of the original GR. I think those that have played in competetive games/leagues dont get bothered by it, as your forced if you want to win matches to find ways around static people. It is a valid tactic...and can be countered People on the flanks defending a line of attack is perfect example. I would rather know that my flank is secure if somone is willing to sit and protect it. What i find hilarious is the camping comments when your defending an objective. Isn't that the point in defending.... If someone is "camping", then go and dig them out, dont whine about it. Its as if, if you dont run around like a headless chicken getting kill death kill death etc. Your a noob and a camper..... I move around in any game i play tactically, moving into corners and blind spots away from the normal playing lines. Because i'm not jumping around infront of someone giving them the chance to kill me back, i'm a camper, pathetic.
  21. Keep an eye out for my server ^BOB^ Killzone. We dont run Unsung all of the time, we switch between ACE/Unsung/Invasion44. Server is UK based, our games are generally in the evenings 1900+ GMT
  22. SD_BOB

    Football:General

    Well i have to say as a United faithful, i'm quite looking forward to the season. I am quite prepared for a year without any silverware. But going off pre-season and the CS it looks very promising, i am especially excited to see what the youngsters can do given a longer stint in the first team. I know the community shield cant really be used as a benchmark, but i'm content with the thought that we are at the begining of another great Fergie team. Now comon Sneijder, sign already... Although watching how Cleverly has progressed over the past 2/3 years, he has got the potential to be as good as Scholes at his prime. He used to run the reserve midfield against any opponent when Ole was in charge. The loan spell last season has done him the world of good. As for Arsenal, it looks pretty certain now that Nasri and Fabregas are as good as gone, you needed a stonger defence and a holding player last year. Now your going to have to replace those two. Not a good time for ou gooners. Ok i dont like Arsenal or Wenger but i do admire the way they play football. I'm happy to watch good games of good looking football, with Arsenal not really going anywhere. But if i was a supporter, at this point i would be definatly looking for a replacement to Wenger. He has had time to build and rebuild squads since the undefeated 03/04 team, which in the end do not cut it.
  23. Meh, any kind of Beta and unlocked goodies are a bonus... even if they dont come off i'm not worried. I dont mind giving tripwire a couple of extra ££.
  24. TBH i dont really care. Even the Digital Deluxe thingy is a bargin at £23.99 ORDERED!!! Yipeeeeeeeeeee:p:p:o:o
  25. SD_BOB

    BBC shares F1 Coverage with Sky

    I must admit, its not going to really effect me as Sky is the norm. But still i dont agree with the decision. I think the current lineup of presenters/commentators is prob the best we've ever had aswell (just need to get Murray back in the box on race day). So i think the biggest loss will be if that gets split up. Not to mention the access they get, expecially to Mclaren.
×