

spectrersg
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Everything posted by spectrersg
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The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you Sickboy. Edit: still getting horrible blacking out when doing any sort of manuever going above 400-500kph in the A1J. -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks. It works. Also, when I got in the air, I was constantly blacking out during ever slight turn - will that be addressed? (It was only happening with the fix you provided in my Unsung folder; I'm assuming its with the PBO) -
Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"
spectrersg replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Very awesome Phaeden, looking forward to it all. -
Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"
spectrersg replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Any word on the leveling of the ranges? -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just saw Sickboy's ace_enable_a10-unsung file - do we put this in an ACE folder or Unsung folder? -
Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"
spectrersg replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds good Phaeden! Also, hope all went well in the surgery, but hell, Vicodin is quite fun. ;) Is there a changelog of what you're doing to the map? Can't wait. -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Desert. You need OA (or Combined Ops). -
Reezo' Tauntspeaker Script (taunt your enemies with a loudspeaker!)
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Reezo, I just found out that if I'm on the other end of the map from where someone else is, and they play the taunts and such, I can hear it clear as day - is there a way to have it actually create a sound source location? So, if I walk X meters away, it fades out. -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Also, there's no 'get in' pilot option in the sea knight. Should we be reporting bugs here, or elsewhere? Cobra: gunner position, the m134 has no tracers nor any sort of bullet splash effect to know where you're shooting. Also, 'ripple all' option, shows nothing being fired, but has sound and the FFAR count decrease. -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Also the Skyraider, seems to fling (gives you 1k kph per released bomb) you like mad when you release napalm. -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE + Unsung seems to want to disable the F100 and Skyraider... -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes you have to include the #include lines into your description.ext. So in your description.ext it should have: #include "scripts\IEDdetect\IEDdetect_dialog.h" class CfgSounds { #include "scripts\IEDdetect\IEDdetect_sounds.cpp" }; class RscTitles { #include "scripts\IEDdetect\IEDdetect_screens.cpp" }; -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Question - Will the Huey only be for the Army? Or are there Marine, and USAF textures too? -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Been doing that for the past 5 hours. :D -
The Unsung MOD (Vietnam War) Arma 2 Release
spectrersg replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://forums.bistudio.com/showpost.php?p=1886776&postcount=617 -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You put the 4g coding that Reezo provided in your init.sqf and you wont need a zone what so ever because it'll put the bombers within the radius you set of a player. So regardless of where you go, it will detect where you are - no zone needed. -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use a text editor, notepad, or my favorite, notepad++. This goes for all .SQFs or .SQMs, and .FSM plus some more. If you have problems or issues actually doing the steps let me know, but that should answer your question to the point where you can open the stuff up and do copy/pastes. (Also note, if your mission doesn't have a description.sqf or init.sqf, you can simply create it as a blank file). The trigger man script doesn't have to do anything with a marker. That nul0 field in 4e (on the first page) goes directly into the init field of you placed man that you want to be the trigger man. You also have to tell it where you want to place the bomb, ie the skodabomb part. This is relatively easy to do, just use the Ambient Bombers on the first page, section 4g. -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well if it can be a variable you can set, that would be great. 360 would be all around, it'd be based on degree's, so the variable would always have 3 XXX's. -
Reezo' Tauntspeaker Script (taunt your enemies with a loudspeaker!)
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh and what do you think of this: Evacuate civilians executes and it checks for a triggerman (via your IED script), and if one of the civilians is a triggerman, he DOESNT run away. -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to change the marker color for the remote detonation one to, blue or some other color? (Possibly change the IED Approx Marker to orange as a warning, and then the Locked Detonation IED Approx Marker changes to Red). -
Reezo' Tauntspeaker Script (taunt your enemies with a loudspeaker!)
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Reezo, I noticed when you evacuate the civilians they run away in DIFFERENT directions (sometimes AT you, and then past you). Is it possible to make them strictly run AWAY from you? Also, I'm working on getting you a translation of what the sound clips actually say (Lol). -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Was going to report that as soon as I got home. Clearing a building of IEDs, and only the back one was detected, but the IED models I placed down there prior to the rear detected one were quite obvious and not able to be interacted with. Also, again Reezo, would it be possible to limit the vehicle detector to only detect an object within X degrees of the point of travel? Possibly make a new variable in the vehicle detector init...? -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont have a IEDdetect_vehicle.sqf, just a IEDdetect_detector_vehicle.sqf -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right, thats what I had thought. Edit: even with a man it does it when his health is 0. Bodybag object it is! -
SR5 Tactical IED Detection and Remote Det Script
spectrersg replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont believe the issue was with it being a man or a woman; but with the health being set to 0. Let me try it with a man.