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sas troop

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Everything posted by sas troop

  1. sas troop

    The Undead Mod

    Two questions: 1. How to make zombie bodies disappear with spawn module? 2. How to turn off infection. I just want zeds to kill people, not infect them! Generally, I want several groups of zombies respawning around and wandering with avoidance of some strategic locations (like cities). When group is eliminated, it respawns again after some time and wanders. Vicious circle. Should I use Spawn Module or respawn zombies via normal scripts and set them to wandering etc. Which version is better in use?
  2. I am trying to create group, which has randomly selected teammates in it. Here is the script: ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: SaS TrooP ////////////////////////////////////////////////////////////////// private ["_squad","_member1","_member2","_member3","_member4","_member5","_banditgroup","_soldier1"]; _squad = [ "GUE_Soldier_AR", "GUE_Soldier_CO", "GUE_Soldier_Crew", "GUE_Soldier_GL", "GUE_Soldier_Sniper", "GUE_Soldier_MG", "GUE_Soldier_Medic", "GUE_Soldier_Pilot", "GUE_Soldier_3", "GUE_Soldier_2", "GUE_Soldier_1", "GUE_Soldier_AT", "GUE_Soldier_AA", "GUE_Soldier_Sab", "GUE_Soldier_Scout", "GUE_Commander" ]; _member1 = _squad call BIS_fnc_selectRandom; _member2 = _squad call BIS_fnc_selectRandom; _member3 = _squad call BIS_fnc_selectRandom; _member4 = _squad call BIS_fnc_selectRandom; _member5 = _squad call BIS_fnc_selectRandom; _banditgroup = creategroup resistance; "GUE_Soldier_1" createUnit [getMarkerPos "marker_1", _banditgroup,"loon1 = this ; this addweapon {binocular}", 0.6, "corporal"]; //To this moment no bugs show up, but also unit is not respawning. Lower //parts of the script swarms with bugs. Hard to define what exactly goes //wrong. //PS: logic_bandit_group1 was everything from marker through logic ending //on a mine. Still nothing /*_soldier2 = _member2 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; _soldier3 = _member3 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.6, "corporal"]; _soldier4 = _member4 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; _soldier5 = _member5 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; hint "works";
  3. Problem solved. I suggest not to ask what was exactly wrong... Thank you for your help!
  4. Lads, o be honest, BIS function is the thing I care least... I unpacked SEAL Team Six campaign, there is syntacs of group creation eg: _Unit3= Grp2 createUnit ["GUE_Soldier_1",[(getMarkerPos "Airfield1") select 0,(getMarkerPos "Airfield1") select 1,0],[],0,"FORM"]; Naturally set whole command to my situaction and still nothing happens and no error is returned, both in game and .rtp format.
  5. I have changed thr script to: ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: SaS TrooP ////////////////////////////////////////////////////////////////// if (isNil { BIS_fnc_init }) then { waitUntil { !isNil { BIS_fnc_init } } }; _resHQ = createCenter resistance; private ["_squad","_member1","_member2","_member3","_member4","_member5","_banditgroup","_soldier1"]; _squad = [ "GUE_Soldier_AR", "GUE_Soldier_CO", "GUE_Soldier_Crew", "GUE_Soldier_GL", "GUE_Soldier_Sniper", "GUE_Soldier_MG", "GUE_Soldier_Medic", "GUE_Soldier_Pilot", "GUE_Soldier_3", "GUE_Soldier_2", "GUE_Soldier_1", "GUE_Soldier_AT", "GUE_Soldier_AA", "GUE_Soldier_Sab", "GUE_Soldier_Scout", "GUE_Commander" ]; _member1 = _squad call BIS_fnc_selectRandom; _member2 = _squad call BIS_fnc_selectRandom; _member3 = _squad call BIS_fnc_selectRandom; _member4 = _squad call BIS_fnc_selectRandom; _member5 = _squad call BIS_fnc_selectRandom; _banditgroup = creategroup resistance; "GUE_Soldier_1" createUnit [getMarkerPos "marker_1", _banditgroup,"loon1 = this ; this addweapon {binocular}", 0.6, "corporal"]; /*_soldier2 = _member2 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; _soldier3 = _member3 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.6, "corporal"]; _soldier4 = _member4 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; _soldier5 = _member5 createUnit [getMarkerPos "logic_bandit_group1", _banditgroup,"[this] exec {random_arm_hl.sqs}", 0.5, "corporal"]; hint "works"; But unit still simply don't respawn. I have currently no idea. Marker created properly and -what is the best - just to see if it works I am using example from BIWiki: http://community.bistudio.com/wiki/createUnit Only name of the group has changed.
  6. It works, I had to misunderstand the instructions, now works perfectly :P
  7. I got a problem with 3d sound, I guess its a problem. I have TS speaking button on Caps Lock and button unbinded in ArmA 2 options. In acre_keys.hpp I have also caps lock. How do I use 3d sounds, I mean how can I stop transmitting through the radio all the time. How exactly works Raise/Lower HeadSet.
  8. I will ahve to check it once again. Some time ago I changed the number from -1 to 0, but problem still existed. I will report if it works this week.
  9. I got one question: How version mismatch problem can be turned off? Sometimes happens that some poeple from my team don't get newest ACE on time and they simply can't play. Is is possible to get rid of this. We ussually dont have bigger mismatch than newest update.
  10. sas troop

    RH Hk416 pack 1.2 for OA / CO

    But it still not seems to be working.
  11. sas troop

    RH Hk416 pack 1.2 for OA / CO

    Any chance of getting close combat optics for ACE 1.5 in next update?
  12. sas troop

    VirtualBattle 2 promo movie

    Virtual Battle is some kind of multiplayer campaign focusing on semi-realistic PvP combat, so this video IMO should be considered as some kind of promo/point of interest, not just a user video Hyper :P But few more strings would be welcome. Here is english version: http://www.youtube.com/watch?v=xe4C5yAl3d8&feature=related
  13. I noticed same problem, but not with BAF but random models. Sometimes they all load OK, sometimes Takistani soldier is bugged, sometimes Abrams etc. I am not pretty sure: could it be connected with very high video memory settings?
  14. I have noticed serious FPS loss on ACE 1.5 Operation Arrowhead with UPSMON from armaholic, I guess you should fix some features for better cooperation with Arrowhead, Monsada.
  15. @R0adki11 Czechs for regular. SF are both Czechs and KSK. About units - I am not pretty sure If I will release them yet (they are currently available for squad members). If yes, I will probably resize multicam to make it more realistic, however if you really like the look I can leave it as it is. Also, I am working together with my friend. Our units are not only clan ones, but takistani reskinned in Rain Pattern, TASS57 and KLMK and still more to come. I am now finishing CDF troops with DPM camouflage. All this units will make generic BLUFOR and OPFOR for use in our missions. If you want I can also ask him for permission to show screens etc.
  16. sas troop

    Engineer

    Does it works without BAF DLC also?
  17. Its not supposed to be real multicam, I rather tried to stick to size you see, of course I could resize it, but found good enough for camouflage purpose. Also, as far as know (and see on pics), green colour on multicam is far more visible, while here is rather weathered. Woodland parts of uniform should darker whole silhouette eg. on Chernarus, so green shouldn't be so ass-kicking, at least in this game :P
  18. OK lads, still having some fun with textures, Have I improved just a little since Georgian release? My squad decided we want our own units, so here they are: Regulars: http://i160.photobucket.com/albums/t198/sastroop/COSA/regular_promo3.png http://i160.photobucket.com/albums/t198/sastroop/COSA/regular_promo1.png http://i160.photobucket.com/albums/t198/sastroop/COSA/regular_promo2.png UN: http://i160.photobucket.com/albums/t198/sastroop/COSA/UN_promo1.png SF: http://i160.photobucket.com/albums/t198/sastroop/COSA/sf_promo1.png http://i160.photobucket.com/albums/t198/sastroop/COSA/sf_promo3.png http://i160.photobucket.com/albums/t198/sastroop/COSA/sf_promo2.png SF LRRP: http://i160.photobucket.com/albums/t198/sastroop/COSA/lrrp_promo2.png http://i160.photobucket.com/albums/t198/sastroop/COSA/lrrp_promo3.png http://i160.photobucket.com/albums/t198/sastroop/COSA/lrrp_promo1.png SF JunPat (fictional camo, so we can safely enter Lingor when it is done :P) http://i160.photobucket.com/albums/t198/sastroop/COSA/jungle_promo1.png http://i160.photobucket.com/albums/t198/sastroop/COSA/jungle_promo2.png http://i160.photobucket.com/albums/t198/sastroop/COSA/jungle_promo3.png
  19. sas troop

    Engineer

    Thanks, I have just misunderstood command. Used to write CanDefuseMines :P
  20. My friend has an interesting problem: He has just bought Operation Arrowhead (polish version) and installed it. Problem goes like this: If installed property as Combined Operations on ArmA 2 1.07 plenty of bugs can be noticed like lack of FLIR in Apache or fully scalable zoom in same helicopter. When OA installed separately everything works fine for him. He tried to install it few times, he tried to clean registers but it still doesn't work. And yes, if you ask, he used long time ago illegal version of OA when it was released worldwide (polish release was more than month late). He uninstalled pirate copy circa month ago and today finally bought original so now he has both original ArmA 2 and Operation Arrowhead. I hope you are not going to blame him for that, but is there any connection?
  21. sas troop

    FLIR problem with OA

    Because I released some work and I am active for 8 years in the community of that game so blaming me because of this is rather not best idea? Eventually, I can provide my serial number but only for BIS officials. And my friend can ask himself if you want.
  22. Mission itself was designed only for ArmA 2. About running away, this is kidna bug not feature: P'85 medic is not working, while I cant heal at original USMC one, too (you probably noticed USMC 2008+ medic under the netting). Only place where you can in fact heal is field hospital at HQ and AI knows about it, so they go there for healing, but rarely come back on post. Unfortunately I dunno how to fix it, putting new hospital on the front line is not best idea IMHO.
  23. Tales of Cold Spring 1989: Episode I Human Wave US defend against CSLA assault Some time ago I started working on episodic missions covering fights near Czechoslovak border in fictional conflict in 1989. Why Czech? Because Chernarussian towns/villages are nearly written in Czech :P Here you have 1st of 3 episodes I am going to release. All of them are linked with each other: Mission mechanics: Known bugs: Future plans: SCREENSHOTS: Download link: Armaholic mirror: - Tales of Cold Spring 1989: Episode I (@) Speedyshare (7MB) Required Addons: Project '85 available at Vilas' Addon Release Topic Or direct Armaholic Links: - Project '85 Units - Project '85 Vehicles - Project '85 Weapons - Project '85 Config ArmA 2 (NOT FOR ARROWHEAD!!!) patched to 1.07
  24. sas troop

    Arrowhead map

    I wonder if anyone can deliver me a editor screenshot of Takistan, I mean thape of the country etc.
  25. sas troop

    Arrowhead map

    Thanks you, this is exactly what I meant
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