TheJay
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Lance Corporal
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I'm having a couple problems myself. In the briefing they say I have access to the Armory. I found an ammo truck in the base but unfortunately it doesn't have all the types of ammo that my squads weapons use. It has M249 ammo but no M240B ammo which the machine gunners weapon uses. Is there somewhere else in the base to grab ammo and/or weapons. I have been unable to find anything in the base and my machine gunner is running low. Also my Corpsman doesn't want to heal injured squad mates. I tell him to patch up a guy and he just stands next to him and watches him bleed. Still having a great time with the mission though.
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Maybe it opens up the new command interface they were talking about.
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I'm especially intrigued by this pic. They have the C-130J Super Hercules. Hopefully they take that a step further and include this. They can show COD4 how it's really done. And in here they have the 2k22m Tunguska which has surface to air missiles. So hopefully this means aircraft will have countermeasures now. In all, these screens have gotten me excited about ArmA2. I just wish I could read what the page says.
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Can't get this script to work
TheJay replied to dave317's topic in ARMA - MISSION EDITING & SCRIPTING
The way I solved this problem was a little different. I used the orderGetIn command. When this is called the helicopter automatically lands and lets them out and takes off again. You have to make sure you have a landing pad for them to land at since they only land on one of them. The invisible landing pad works great. Then you need to use allowGetIn to prevent them from getting back into the helicopter. If you don't they will get out and then get right back in again. -
Never mind, addPublicVariableEventHandler wasn't working for me because of my own stupidity. Errors snuck their way into the script it was calling. ... Duplicate eventhandler... What? I think he was referring to the "kickduplicate" setting in the dedicated server config. It has stopped working correctly on 1.09 dedicated servers. At least the ones I launch.
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I just discovered that myself. That defiantly limits it's usefulness. I really don't want to go back to the way I was doing stuff before this was available. It was messy and not a good time. Hopefully this isn't how it's supposed to work and gets fixed.
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I've started to use some of the new scripting features in the 1.09 beta patch (ie addPublicVariableEventHandler). I want to do some testing with a dedicated server and two computers. With 1.08, I could and still can get both my laptop and desktop to connect with the same cdkey using the "kickduplicate=0" config setting. This doesn't seem to work when using a 1.09 dedicated server since every time I try to connect them, the second gets booted because of duplicate keys. I haven't found any mention of this anywhere. Is this a bug or is this intended?
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I've started to use some of the new scripting features in the 1.09 beta patch (ie addPublicVariableEventHandler). I want to do some testing with a dedicated server and two computers. With 1.08, I could get both my laptop and desktop to connect with the same cdkey using the "kickduplicate=0" config setting. This doesn't seem to work for 1.09 since every time I try to connect them, the second gets booted because of duplicate keys. I haven't found any mention of this in the thread so am I alone in this?
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Try double tapping shift. (It toggles run/walk for infantry on the default controls) Don't forget double tapping the W key for the fast run so it's only really one extra key.
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They shouldn't have a problem with narrow spaces since in ArmA 2 the path finding resolution has been increased significantly. So now they should be able to go through narrow alleys and they can even lean around corners. But your point about them not being able to effectively use building interiors and or other structures needs to be addressed if it hasn't already.
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But remember it is supposedly coming out for consoles also so a modest computer should be able to run it.
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Do we know that this is a permanent feature or will the disc check be back for the final patch release?
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That would only be feasible in a single-player only game or something with an MMO type structure for multiplayer (the server would have to have all islands loaded in order for it work seamlessly).
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It is a gun with radar and a targeting computer that can calculate where to fire to hit its target. Besides if you are being engaged by a shilka, your to high and need to use those hills. http://en.wikipedia.org/wiki/ZSU-23-4_Shilka According to this it can engage air targets from 2 to 2.5 km
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Track IR FTW. I'll make this topic pertinent to ArmA2. Right now in ArmA, in vehicles it only supports 3dof (rotation) inside vehicles. In ArmA 2, (I wouldn't be opposed to it in an ArmA patch I would like to see full 6dof (rotation and position) support in vehicles. This would be very helpful for helo pilots since you would be able to see the ground a little better.