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SD_BOB

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Everything posted by SD_BOB

  1. SD_BOB

    Razani, N. Waziristan Map

    Looking fantastic Nicholas, those last two screenies look great..... The only problem is thats exactly he area i have built my main FOB on :) Damn you... lol Guess i'll have to rebuild again. Top marks tho bud.
  2. Hey guys, i'm hoping someone can help me out with this. Please bear with me, while i explain. I am currently building a mission which includes the following AAA script:- _K = _this select 0 _Target = _this select 1 _radius = _this select 2 _altitude = _this select 3 #Flakloop _a= getpos _Target select 0 _b= getpos _Target select 1 _c= getpos _Target select 2 _gap=random _radius _direction=random 360 _x = _a +((cos _direction)*_gap) _y = _b +((sin _direction)*_gap) _z = _c + _altitude - _radius + random (_radius*2) _gap2=random _radius _direction2=random 360 _xx = _a +((cos _direction2)*_gap2) _yy = _b +((sin _direction2)*_gap2) _zz =_c + _altitude - _radius + random (_radius*2) _gap3=random _radius _direction3=random 360 _xxx = _a +((cos _direction3)*_gap3) _yyy = _b +((sin _direction3)*_gap3) _zzz = _c + _altitude - _radius + random (_radius*2) _gap4=random _radius _direction4=random 360 _xxxx = _a +((cos _direction4)*_gap4) _yyyy = _b +((sin _direction4)*_gap4) _zzzz = _c + _altitude - _radius + random (_radius*2) _K disableAI "Target" _K disableAI "AutoTarget" _K doWatch [_x,_y,_z] ~0.5 _K setVehicleAmmo 1 _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] ~2 goto "Flakloop" The bit i'm interested in is:- _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] Now the "azp85" is the original name for the Shilka weapon, so using the above works fine with the default game, it fires the weapon and the script works. Once ACE is added to the mix tho, the Shilka's do not fire. Now i assume the weapon name has been changed in ACE. Does anyone know the correct name for the ACE version or the weapon? I would also really like to use the ZU23 AAA System that also come's with ACE (The trailer mounted one), if anyone could provide the name of the weapon used on this aswell, it would be greatly appreciated. At the moment this is the only issue holding up completion of said mission. Thanks in advance for any help on this matter.
  3. SD_BOB

    ACE Vehicle Weapons...

    Cheers guys, using that i got the ACE Shilka weapon :- "ACE_ZSUMGun23" Using the same EH method, i checked the default game. This returns the correct name:- "azp85" So i know, that it is the correct weapon name being returned. But no matter what i do, the Shilka doesn't open fire once ACE is added. The rest of the script is active, it moves around. But just does not open fire. Is there any scripting gurus on here that could offer a suggestion as to why? I thought i was just the weapon name causing the issue, Grrrrrrrrr........ Frustrating.
  4. If i was that simple, i wouldnt be posting here. Thanks for your input, but we're not new to this.
  5. Hey guys, i'm hoping someone from the ACE team can help me out with this. Please bear with me, while i explain. I am currently building a mission which includes the following AAA script:- _K = _this select 0 _Target = _this select 1 _radius = _this select 2 _altitude = _this select 3 #Flakloop _a= getpos _Target select 0 _b= getpos _Target select 1 _c= getpos _Target select 2 _gap=random _radius _direction=random 360 _x = _a +((cos _direction)*_gap) _y = _b +((sin _direction)*_gap) _z = _c + _altitude - _radius + random (_radius*2) _gap2=random _radius _direction2=random 360 _xx = _a +((cos _direction2)*_gap2) _yy = _b +((sin _direction2)*_gap2) _zz =_c + _altitude - _radius + random (_radius*2) _gap3=random _radius _direction3=random 360 _xxx = _a +((cos _direction3)*_gap3) _yyy = _b +((sin _direction3)*_gap3) _zzz = _c + _altitude - _radius + random (_radius*2) _gap4=random _radius _direction4=random 360 _xxxx = _a +((cos _direction4)*_gap4) _yyyy = _b +((sin _direction4)*_gap4) _zzzz = _c + _altitude - _radius + random (_radius*2) _K disableAI "Target" _K disableAI "AutoTarget" _K doWatch [_x,_y,_z] ~0.5 _K setVehicleAmmo 1 _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] ~2 goto "Flakloop" exit The bit i'm interested in is:- _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] Now the "azp85" is the original name for the Shilka weapon, so using the above works fine with the default game, it fires the weapon and the script works. Once ACE is added to the mix tho, the Shilka's do not fire. Now i assume the weapon name has been changed in ACE. Do any of the ACE team know the correct name for the weapon? I would also really like to use the ZU23 AAA System (The trailer mounted one), if anyone could provide the name of the weapon used on this aswell, it would be greatly appreciated. At the moment this is the only issue holding up completion of said mission. Thanks in advance for any help on this matter.
  6. Hey guys, i am posting this on behalf of a teammate. He cannot install the 1.16beta. Once the update process begins, it gets to about 3% then he gets an error, "Not enough space to continue installation". Or something like that. Has anyone had any similiar problems? Any help would be greatly appreciated, as he cannot play the game atm.
  7. SD_BOB

    SQF revive script

    Cheers for that Norrin, the spect distance was indeed the problem. Trying to load over 300 insurgents in lol. All sorted and working sweet as, thanks alot.
  8. SD_BOB

    SQF revive script

    Hi Norrin, I'm using the latest ACE AI-Disabled version. The problem i have is that, when i try the script on my mission, i get extreme slow down with my game once the revive script kicks in. Basically as soon as the respawn timer counts down and the unconcious camera comes up, my game becomes almost unresponsive. This has also been confirmed by others in my squad.
  9. SD_BOB

    Mando Heliroute ArmA

    On the helicopters approach, are there any enemy units in sight? I had a similiar problem, if the insertion chopper see's an enemy, it ignores the move waypoint "b4 the scripted behaviour" then moves off o a distance to enage the scripted behaviour. It then flies the scripted flight path from the distant point.
  10. I can confirm that the M203 Flare Variants cannot be packed into a rucksack. I dont have any problems Packing/Unpacking the M203 HEDP Rounds though. Also the SMAW Spotting rounds cannot be packed into a rucksack either. Anyway, fantastic effort as always ACE Team. The usuable bipod is a feature i have been wanting for so long. If BI havn't taken notice of such features being implemented by you guys, then shame on them. But if they dont include any such features for ArmA 2, then i hope you guys dont have too much hassle getting the ACE MOD into ArmA 2. Having a uniform MOD as good as this one, has improved my MP enjoyment 100 fold. Thanks guys... P.S. Is it possible to deploy your weapon onto Sandbags, like you can objects? I cant seem to do it my end, i think this would be a very nice addition. If your carrying an ACOG or the like and you need that bit more stability, would make sense to carry a couple of sandbags for this purpose.
  11. SD_BOB

    SQF revive script

    Hi Norrin, is there anychance you could send me the AIdisabled - backpack version. E-Mail - [email protected] Thanks...
  12. Thanks guys, but that does not contain all the weapons.
  13. Hey guys, i was just wondering if anybody has a complete list of weapon classnames for the ACE mod? Im looking for the shotguns and flashbangs mostly.
  14. Is there anychance you could post the full POW script dude? I assume there is more to it than the rescue.sqf I have been looking for a decent one. Cheers.
  15. SD_BOB

    TALIBAN! TALIBAN! TALIBAN!!!

    Just how it should be, bloody loverly rifle. Sorry for pointless post. Having great fun with these units tho.
  16. SD_BOB

    ArmA II: Weapons Sections

    Its true they are both based on the Remington 700, but thats about where it ends. The M40 and M24 we're both tailored to suit their respective services. I was'nt aware of the differences myself, but there are a few of them.... A heavy vodka session back in the days will attest to this. But hey, it wont be long before we get a community made addon so.....
  17. SD_BOB

    ArmA II: Weapons Sections

    A very nice selection. We have alot of these already, courtesy of various mods. Its nice to have them ingame. Saying that, I would have loved BI to implement the ability to equip/unequip weapon accesories. This is another much needed depth in my opinion. Especially in the SF role, where you may need to remove your supressor for that bit more range. But anyway, a great selection. Good to see some favourites in there.... But BI where are the M40 variants? I know this is one area the USMC does pride itself. **Cough** Although a couple of chaps might have been converted to L96 fans.
  18. SD_BOB

    TALIBAN! TALIBAN! TALIBAN!!!

    Fantastic guys, thankyou. Dare i ask for anything more but, would there be anychance of getting more afghan civi's? Thanks alot.
  19. SD_BOB

    UK SAS addon

    Is there a way to fix the white face bug in MP? This is only thing letting a great addon down.
  20. SD_BOB

    TALIBAN! TALIBAN! TALIBAN!!!

    Yeah Miles i do indeed mean each unit classname, so i can edit scripts etc. If you have the time do a list m8, it would save me a lot of copy n pasting from the mission.sqm Cheers.
  21. SD_BOB

    TALIBAN! TALIBAN! TALIBAN!!!

    Rather than make a new post i'll edit this one. Is there a complete classname list for the current release? Thanks in advance...
  22. SD_BOB

    UKF Release: Jackal MWMIK

    I can confirm that the Jackals do indeed take fire. Been doing some "provocation" missiona on Razani. Well we sturred something up...... They hit us bloody hard.
  23. SD_BOB

    UK SAS addon

    Has anyone tested these in a dedicated MP enviroment? There seems to be an issue with whatever face script is running with the addons. Occasioally on mission start and always on respawn. You get no face textures, just all white. Does anyone know if there's a solution to this?
  24. SD_BOB

    ArmA Photography I - No images over 100kb.

    Parachute Regiment Pathfinder's leave FOB Goose before first light. A wagon from a 3 PARA FSG, provides fire support for operations in the valley below. All screenshots where taken during MP Coop play. For better quality images:- Pathfinder - Click Here FSG - Click Here Addons:- Razani/UKF Jackal/Desert SAS/3 PARA/ACE 1.06
  25. SD_BOB

    UK SAS addon

    Can anyone confirm that these units do not show up in the mission editor while running ace 1.06? I have disabled ace and can see them fine, maybe something is conflicting somewhere? I have the same issue with Mile's Teg's new Taliban.
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