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Everything posted by Tankbuster
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And these two huts are 10 cm apart. One is 202.1 and the other is 202.2
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Also, can the briefing section include a piece on how to hide and reveal objectives?
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All Mods For Different Countries Are Bad Idea?
Tankbuster replied to SlipperyJim's topic in ARMA - ADDONS & MODS: DISCUSSION
I can see your point, but I think it's a minority view, I'm afraid. Personally, the background to the game is secondary to getting on teamspeak with a few mates, flying low in a UH60 (no matter whose flag is painted on the side) or hurtling down a hill side in a MBT or pincering some OPFOR. While all this is happening, I'm not thinking "Oh, I wonder how this will affect the Sahranian political scene". I'm thinking, "Damn, I need to get more points than my mate". -
All Mods For Different Countries Are Bad Idea?
Tankbuster replied to SlipperyJim's topic in ARMA - ADDONS & MODS: DISCUSSION
I can see his point to an extent. I'm lucky; I'm British and I've got a fine bunch of chaps making good addons. He's looking rather enviously at all the fantastic kit we have coming bearing RAF roundels and UJ flags. Of course you do it for yourself. Human's aren't naturally altruistic. I've got into making stuff missions because I find it a challenge, especially working with half czech, half english terms. If someone else gets a kick out if it, well that's all the better. On the other hand, Slippery is complaining about something that was always going to happen. Of course, some idiot will pipe up and say "make the addon yourself" and link them to the biki, which is as useful as a chocolate teapot. I see dozens of slightly ropey retextured infantry out there. Already, one can have much of the worlds' soldiers holding Armalites in the game. For example, the Malaysian infantry (picked at random) is of no interest to me. Likewise the Serbian stuff, unless I wanted to revisit the civil genocide they practiced in the '90. But it adds to the whole of the game and enriches it. Long may they continue. -
Russians that should attack Civilians
Tankbuster replied to RN Malboeuf's topic in ARMA - MISSION EDITING & SCRIPTING
This is how I did it. I use Mongoose_84's civilian addon. These are basically BLUFOR guys, retextured with civvy clothes and had their guns taken away. Set them captive and the OPFOR won't shoot at them. You can then trigger the setcaptive to false and immediately, OPFOR will attack them. Because they are really BLUFOR, it's easy to group them and have the group leader command them. http://www.armaholic.com/page.php?id=487 Hope this helps Tanky -Paul- PS Wow. I helped someone in the editing forum! That's a first! -
I would too, but I need them quickly because they are going to be dropped into a mission in development soon.
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The editor updates don't work with QG, I'm afraid. I wish they did! So, how about a reskin of the army 4x4, the one that is a landrover?
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Guys, I've seen it before but now I can't find it. There's a list somewhere that has all the basic charateristics of each vehicles in ArmA. Specifically, I want to know the crew/passenger capacities of all the vehicles. Thanks in advance, Paul
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crew and passenger counts
Tankbuster replied to Tankbuster's topic in ARMA - MISSION EDITING & SCRIPTING
Found it. http://www.flashpoint1985.com/cgi-bin....95;st=0 and http://community.bistudio.com/wiki/ArmA:_Vehicles -
I want the Toyota with MG out of QG! I have Queens Gambit but I can't use it for my mission because it has no decent editor updates and I need all the extra buildings. Can the pickups with guns be extracted from QG? Is that allowed. If so, can anyone do it and release them as a standalone addon? Thanks in advance, Tanky -Paul-
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ArmA (OFP) Script Editor
Tankbuster replied to NoRailgunner's topic in ARMA - ADDONS & MODS: COMPLETE
I have the latest version, 1.2.7500. -
ArmA (OFP) Script Editor
Tankbuster replied to NoRailgunner's topic in ARMA - ADDONS & MODS: COMPLETE
I can't seem to add line feeds in the briefing wizard, so all my text is in one nasty lump. Am I doing something wrong? -
Lets Hear Your Thoughts
Tankbuster replied to zonekiller's topic in ARMA - MISSION EDITING & SCRIPTING
And Your Point Is ? -
Nice. Looking forward to that.
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description.ext questions
Tankbuster replied to Tankbuster's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you very much. Learning this stuff is a roller-coaster ride, isn't it? This has led me on to my VERY FIRST sqs script to make a custom ammo crate so that I can control the amount of kit available to my chaps. It worked at the second attempt! -
Morning all! I have a couple of question about description.ext in MP games. I'm using BAF f 1.0.5 and ArmA 1.08 by the way. When it comes to gear snippets, what exactly does the totals I put in there for each weapon and magazine mean? For example, say I put 'class M16A2 {count = 24;};' is that the total number of those guns available in the game? What happens if a player spawns with an M16A2, is there 23 remaining? Or does the spawned player get his M16A2 from elsewhere meaning there's effectively 25 in the game now? What happens if I put ammo caches/ammo trucks into the game? Will they use up some of the 24, or will they generate new guns? Also, my mission is an MP coop, if I remove all the OPFOR gear from the snippets list, does that means the russians have no stuff to shoot with? Thanks in advance, Tanky -Paul-
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description.ext questions
Tankbuster replied to Tankbuster's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for that, let me just clarify, What I put in the desc.ext isn't the total available in the game world, it's what's available to my squads in the briefing and notes part before the shooting starts? Guns and Ammo can be freely added later using trucks and crates? -
What he said.
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MP ending controller question; In the manual, you say myEnd =[n] execVM etc etc. n refers to the possible endings. I only have one while I'm beta testing the mission. You then go on to say 'make sure your briefing.html contains text for each ending'. Is this as simple as changing the text after the Debriefing:End1 anchor? Do I need to do anything else? Thanks, Tanky -Paul- BAS f 1.0.5/ArmA1.08 on Sahrani
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Hmmm. I have a slight problem with this. When I pilot the plane myself, the view through the cockpit window is so bright, it's impossible to see anything. Any ideas, please?
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6thSense.eu's EditorUpdate Released!
Tankbuster replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Service Pack 3? -
6thSense.eu's EditorUpdate Released!
Tankbuster replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah, good question. QG has no editor updates! -
Editor Updates for Queens Gambit, please!
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Just because you like it, doesn't mean anyone else will. I'm sure you're very keen and well informed and I'm bet young ladies just love to hear you talk about it at parties, but I think this has a minority interest at best.
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That's quite an over simplification, but it's fairly close with a couple of exceptions. I probably could have made the headset myself, there are clear instructions, but for 19 Euros, I had someone else do it for me, which is essentially what you pay NP to do, though with your ruined currency, paying Euros for something must be more and more attractive. It doesn't need regular tweaking and it's quite reliable, so you don't need 24/7 support and even if you do, they have some good forums, though the best of them are in French.