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spectrersg

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Everything posted by spectrersg

  1. Thanks for taking a look Pook. Still think you should do a Mk5 SOC. :D
  2. Yes, but if you leave them under the waterline, they're damn near impossible to destroy? It just seems (IMHO) that due to the engine limitation they should have something poking out of the waterline (nothing crazy, just something barely noticeable) under calm conditions.
  3. spectrersg

    Clafghan Map 20x20 Beta Release

    I love this map. Absolutely love it. The only thing I'd like to suggest though is that the river in the north be deep enough for a RHIB/CRRC to properly go through (and the smaller tributaries and such stemming from it could be wadding height).
  4. pookie, if you need other stuff tested please let me know. We really want to use your mod and really want to see a Mk5 SOC to go with the SOCR. If there's anything you need please PM.
  5. Just to also bring something up, you cant destroy the large naval mine. I've placed 5 satchels on it, and it'll still be active; all mines are below the surface as well, I'm not an expert but isn't there some portion of the mine exposed on the surface? Will the damage to the mine rendering it inactive be fixed? Edit: Major bug found with the launch/retrieve Zodiacs... In a dedicated server environment, you have the option to retrieve the zodiacs, but when you do use that action, nothing happens except giving the Assault boat driver access to launch another zodiac (which doesn't launch anything); so, you cannot retrieve the zodiacs. And they also made some serious FPS drops for other clients for some reason. Just approaching the boats created lag for many.
  6. Hello, I'm trying to figure out how to reset all player scores on our dedicated server mission. I want it tied to an object's addAction. I did a very simple method to test out my theory and it worked for me, but not for anyone else. _pscore = score player; player addScore -_pscore; Again, it worked for me but not for anyone else. Is there a method to get this to work for all players?
  7. Does anyone else have any working scripts already or any ideas as to what I could possibly do?
  8. That worked for me, but not for my buddy; again. Lol.
  9. Didn't work. Error in expression <re.sqf" _This Select 1 addScore - score _This Select 1;> Error position: <score _This Select 1;> Error score: Type Array, expected Object File mpmissions\__cur_mp.utes\scripts\ranges\clearscore.sqf, line 7 Error in expression <re.sqf" _This Select 1 addScore - score _This Select 1;> Error position: <score _This Select 1;> Error score: Type Array, expected Object File mpmissions\__cur_mp.utes\scripts\ranges\clearscore.sqf, line 7
  10. Is that just to replace the PaddScore = PaddScore + 1; Player AddScore - Score Player; PublicVariable "PaddScore"; {_x AddScore - Score _x} ForEach PlayableUnits; As in, what you put in replaces the entire code mentioned above? or just the _x AddScore portion?
  11. Thanks Iceman, that worked. And even more thanks for jumping on our TS to help out and figure it out! Now, how would I go about doing this for an individual score for a person who uses the addaction (it resets the score of whomever uses the action)?
  12. When I hosted a MP server by clicking on Multiplayer and then New, and all that my buddy was able to tally up some points, but when I had him go to the addaction his points were removed; mine was, his wasn't.
  13. Neither of those have worked. Is it because I'm not hosting on a dedicated?
  14. That doesn't seem to do anything, but there's no error in my rpt. I never fully understood the isServer but is this because I'm hosting a server off my machine and not over a dedicated?
  15. There seems to be something wrong with the localization of the setPlayer with the model switching... Any ideas?
  16. Hi all, I'm making a script that adds a new player model at the players location, switches you to the new model and deletes your original; effectively allowing you to switch your model when you use the addaction. My problem is that the players inventory is set to whatever the model default is; how do I make the script remember and give you your original gear so people don't lose it when switching models? Also is there a way to have a script get your models classname and remember that as well?
  17. Thanks my man, I'll take a look. Any idea on how to retain weapons that you grab out of a crate to follow you between model switches?
  18. Thanks for the quick response; I'm aware of the addsweapon and that it grants you specific gear... My issue is that players will customize their load out and then will change their model, losing the gear they chose. ---------- Post added at 16:06 ---------- Previous post was at 15:58 ---------- Just to clarify my script is adding a specific player model, switching you to that model and adding an action to go in reverse; to put you back into your original model. The current way I have it is split into two scripts, one to put you in the new model, another to put you back into your model. Problem is I have to specify in each script individual players and models; I'm looking for a way to automate that process without the need to edit the scripts.
  19. hcp, I just took a look at the boats; awesome work indeed! If I may suggest for the Mark V (you seem to have everything needed already in the medium assault boat): Grayed Texture (take the British Medium Assault and gray-scale it, it should be good) Not knowing what you based the Medium Assault Boat off of, may have to rescale it for MkV SOC, but from what I can tell you'll have to just re-position and make the front of the top desk a bit more slanted and the front deck larger to allow for the transport seats(there's minimal right angles on the MkV). The top deck is the transport section of the boat is right behind the pilot and commander, it has a crew of 5 and can hold 16 seals in the seats behind the pilot. The Zodiacs are great additions (seriously, very nice work) - the MkV can have up to four in its landing deck, but launched 1 at a time (although two can be launched at the same time), they stack the others and manually put them on the ramp after the initial one on the ramp deploys. Having four would be amazing but two is just as good IMHO. Edit: the landing deck for zodiacs look just enough for two to be deployed/launched at the same time (see here) Also on the Zodiacs, can you make them so they're retrievable / launched from behind the boat? You'll need to reshape/create a radar mast like in the MkV photos. The MkV has four gun mounts able to mount all of the following: Mk19, M240, M60, M134 (under its GAU-17 designation) and your AWESOME dual .50 caliber gun. You can make various version like your SOCR! The dual .50s are awesome, on the MkV, the guns are closer together instead of being spread out like on the current Medium Assault Boat. According to global security it has 5 mounts, I can only ID 4 though. They also have a UAV launcher version while allowing the guns, only downside is that it only holds 2 zodiacs versus 4. But, again, if you could make it work, holy heck. The transport seats are aligned in four rows of four behind the pilot and they're offset from each other every row. EG (each X is a seat): --- pilot --- _X_X_X_X X_X_X_X_ _X_X_X_X X_X_X_X_ ----------- Again you have the infrastructure already present! Let me know if I can be any more help.
  20. Yeah if you could do the Mark V, with the zodiac launch, turrets, and somehow implement FEINTS RQ-11 to be launched from it... I'd have to put on new pants.
  21. Do you plan to make a dedicated Mark V SOC? http://en.wikipedia.org/wiki/Mark_V_Special_Operations_Craft Would be amazing to go along as a single download with your SOC-R! Keep it up!
  22. Regardless on the altitude and/or scenario, it would be a nifty little addition to that fixed ramp 47 (if it can be done)
  23. I just went through a fresh RPT as well, saw a bunch of errors with the 47 v1.0 as well. I'll put the error in the spoiler tag below, dont know if these will be addressed in 1.1. I'm using both fixed and non fixed ramp in my mission.
  24. Again, the only benefit the A/MH-6's have over the 47's are their physical size and a wee bit better performanced due to that, so yes, 47's aren't as nimble as a Little Bird, but for the size they are, they're quite mobile. All SOF aircraft are, MH-60K included. Everything is lightened to the max for mobility. Anyways, it's just a suggestion, I think if you had to make one ACE compatible for the ST_LBE to work, it would have to be the Fixed Ramp. If you feel time/effort not to do it at all, your call, but it was an idea and would be pretty bad ass. Any word on getting 1.1 up and out?
  25. Yes, but this is a SOAR aircraft. I believe they are all extremely lightened to fly NOE. So not only is it a MH47, but it belongs to SOAR. Course, I could be wrong. Here ya go: http://www.boeing.com/rotorcraft/military/mh47e/index.htm
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