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VanhA

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Everything posted by VanhA

  1. VanhA

    2GB RAM to 4GB RAM?

    socket 939
  2. VanhA

    2GB RAM to 4GB RAM?

    I have also that 4Gb with xp32 (Knew about 3Gb situation but got the pair so cheap) Anyways.. out of curiosity I once added the 3Gb switch in the Boot.ini file just to see what happens. Result: Started ArmA and it just vanished. Started again and it vanished and the pc went very slow. Then I noticed both games were running but they were only seen in resource manager. Funny thing. So I don't recommend what I tried.
  3. VanhA

    co10@ Mischieveous

    UPDATED TO V.1.2 *final Features: *BAS-f_framework *AI-disabled Revive by norrin *Mando bunker by Mandoble *Codepad by Wolfrug *UPS by Kronzky *Vehicle respawn by norrin *Small base by Matt Rochelle *ROMM_IA by Rommel *SLA base by BOS team *OFPEC_ils by ofpec. *For version 1.14 and higher *Needs Queens Gambit Background: After fierce fighting and SLA surrender, a small renegade force in Rahmadi is still threatening the oil routes with a KA-50 black shark and some bombers. Your team is entering Rahmadi to negotiate a solution. However we are up to no good this time. To ensure success we will hijack the kamov and the sukhoi's back to our base. SLA officer holds the keypass needed to activate the black shark. Local civilians have provided us an ammocrate with couple of weapons. Remember that SLA forces won't act kindly towards armed negotiators! Use codepad to gain access to kamov. (Ammocrate randomly placed in various locations) Plenty of enemies to deal with. The action starts when you have found the weapons. The crate consists of only 4 rifles/8 clips so deal them wisely and hunt for more weapons from downed enemy. The intro will be skipped for JIP players. *Team leader has the option for spawn tent. FIXES MADE FOR 1.1: *Removed song and shortened intro *Added restricted zones in which entering means trouble for whole team. (Zones deleted after weapons purchased) *Partisan commander changed as SLA officer to made identification easier *Kamov locked and trying to access it without purchased codes will result in enemy becoming hostile. *Added refuel/repair urals in restricted zone *Players don't start in dc3, the plane has already landed and you start by the runway. *Ammocrate location by the mast removed. *One barracks added by starting point to shelter JIP players (if fast enough) *Some minor trigger tweaks ====================================== FIXES MADE FOR 1.2: *Revive sounds fixed *Inventory check for each unit which changes the captive status for JIP players as well *Intro now selectable *1 Dragunov added to crate *Condition for Obj1 finetuned to detect any primary/secondary weapons. DOWNLOAD HERE Objectives: *Find the ammocrate and get the weapons *Kill the SLA commander to get the Kamov codes *Destroy radio tower to ensure hijacking the planes *Fly the Black shark off from Rahmadi *Get at least one of the Sukhoi bombers to Paraiso airfield. *Hidden -Possible issues: I hope you enjoy this. A lot of work has put into this one...
  4. VanhA

    co10@ Mischieveous

    Final update ready on my behalf. See top post for details. Ă‚ I've noticed although ammo crate location is set random the most usual place is the barn. Be careful not to pick weapons when patrol is passing by. You get also easily cornered in there is only few players. This pic is from a scene I was trying it alone. (You can do it if you just place a tent inside the barn first) Happy hunting!! I'm off to plan my next adventure. Enjoy VanhA ps. sorry 'bout delay on the fixes
  5. VanhA

    co10@ Mischieveous

    and that is UNIV_v07.ogg and it's missing. There are other sounds as well.If you make "no go zones" please mark them with a hint or something. Could you please add some more magazines to the ammocrate... I'm doing this one tomorrow and want it all to work. *no go zones are marked on map and on ground with some signs. *We're about to test a 1.2 fix where JIP issue is fixed by a script which detects inventory of each players. Also because of this I've added one Dragunov to the crate since all primary weapons are now checked *I'll check the sounds. Ty for interest and feedback. v1.2 sould be released soon.
  6. VanhA

    co10@ Mischieveous

    Updated & fixed See top post. VanhA
  7. I've been working on a quite massive mission taking place in Rahmadi & Paraiso airfield. Players start in dc3 landing on rahmadi. Mission uses revive ai-disabled. Testing on our server came up with one oddity: I got a report of a JIP player spawning in on Paraiso airfield instead of dc3. Now, I'm not sure if the dc3 was destroyed in that or what but my playable characters are placed on airfield in editor. Question: Should I move the characters over Rahmadi and instead of init line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveInCargo dc; make a separate script with something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if !(alive dc) || !(isEngineOn dc) exitWith {}; else player moveInCargo dc; exitWith {}; And how should I call it from init.sqf? With "server execVM" or "v= execVM" or what? Sorry about the possible faulty lines but that's why the post Ă‚ VanhA EDIT: OK, this works but the hint does not show up. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 0.5; if (isEngineOn dc) then { player assignAsCargo dc; player moveInCargo dc; }; if (true) exitWith {}; { else }; if (false) exitWith { hint "Starting on beach" };
  8. VanhA

    co10@ Mischieveous

    @Pellejones Thank you for very thorough review. It's weird 'cos when we tested it everyone was fine in plane. It could be that the script placing the units inside could misfire a bit. It's suppose to leave you on beach if the plane has already landed. About crate location: A missing "," from location maybe... it has 5 different locations 3 in town and 1 in tents and 1 near mast. You have to of course make sure no patrol is passing by when taking weapons. We managed to do so and keep us alive for a long time. Of course the mast location is a bitch 'cos you have to anticipate and place a spawn tent in town to a safe location. On the area scouting: Units are spies yes, but in this case negotiators enemy has allowed to fly in. But I guess I could do "kill zones" which could be removed afterwards. Ty for trying it out and the feedback Ă‚ EDIT: Almost forgot...was it kamov you ejected from or Mi17's? ps: I don't like too obvious handheld solutions so that's why you are not pointed towards targets
  9. VanhA

    WASP coop pack#2Missions

    I added 2 new missions into package (released separately earlier) and most important: Fixed missing marker for mobile spawn vehicle in "Lance of Ares" Sorry about that. VanhA
  10. Here's a new selection of some latest missions. Some of them have not been released separately before. 3 of them require Queens Gambit. Ă‚ DOWNLOAD PACKAGE Missions contained are: co16 The Pocket co12 Local Warming (2 versions) co19 Lance of Ares *fixed co12@ Communication breakdown co10@ Bastards in arms co08 Tres Putas co06 Dead by Dawn co05 Delivery Boyz co16 Hamburger Hill co12@ Justice for all co06 Bomb magnet I hope you find them satisfactory. Each mission pack contains more detailed readme about the mission. With big thanks to the community and WASP squad for enduring with my ideas. BR VanhA
  11. VanhA

    Check for a magazine?

    This is interesting. Ă‚ I was cooking up an idea with OPFOR being friendly until player takes a magazine/weapon from a crate. Can I use this to launch <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Resistance setFriend [East , 0] to set behaviour change for the enemy? edit: OK , it said in BIKI that it needs to be activated both ways: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Resistance setFriend [East , 0]; East setFriend [Resistance ,0];
  12. Here's something I've been working with for 5 months: (With big thanks to Xeno & Myke for scripting assistance) co12@ Justice for all *For version 1.14 and higher *BAS_f *Selectable time/weather *Mando hint *Repair / medtent scripts *Drop ammobox from jeep *Revive AI-disabled with leader as spawn element *Playable side EAST (Partisans) *Random enemy forces (Mainly some vehicles) *Addons needed: Queens Gambit DOWNLOAD HERE SCENARIO: --------- - Stage 1: Go see the situation in Mataredo - Stage 2: Figure out a way to disarm and contain the mercs - Stage 3: Secure the site until transport arrives Story/background: 6 mercenaries have done something awful in village of Mataredo. Get your team to the site to see the results and bring the guilty ones to justice. Intel reports of local USMC camp giving reluctantly refuge to the villains so search from there. When you have secured the site a transport chopper will arrive for a pickup. Locals have given some vehicles for use. You can create an ammocrate from the landrover but be careful not to lose the car. Team leader has the action to create mobile spawn tent. I hope you like this and my efforts won't go in vain... Ă‚ VanhA-WASP
  13. VanhA

    co06 Bomb magnet

    Here's something that came up half accidentally. I was goofing around with suicide bomber script by POTS and suddenly it was a mission, haha. co06 Bomb magnet *addons needed: none. *For version 1.14 and higher *Bas_f *Suicide bomber script by POTS *Location: Ortego *Scale: Small DOWNLOAD HERE Mission details: "Your JCS has snapped under stress at peacetalks in Ortego. He's had enough and takes a run for his car.Meanwhile angry townsfolk turns into suicide bombers and tries to get rid of him. Protect him on the way to his car and keep on your toes." Enjoy the run Ă‚
  14. VanhA

    Group Link 3

    Does this affect server or clients if run on it without any compatible missions?
  15. VanhA

    WASP coop pack#2Missions

    I'm glad you like 'em. I hope to improve as mission maker with every project. Thank you for the feedback! VanhA-WASP WASP-squad arma regiment leader
  16. VanhA

    co30 Domination! One Team

    I searched this topic but did not find or was blind, an answer to a slight problem we're having: I edited the revive_RACS version to include some extra stuff like mando bomb console and satellite view etc.... I did not touch the revive scripts. I got a report today that when teleporting to base players end up in the isle which contains the Boot_Hill marker. How can I fix this?
  17. VanhA

    co30 Domination! One Team

    Splendid work, Xeno!! The new version is just ace... I personally like best that now one has more time to select the teleport spawn point.
  18. VanhA

    WASP squad

    The WASP squad is an international online multi-gaming clan that was founded by Jouri Reznikov alias DUK-WASP in the year 2004. The group started with the game “Joint Ops†but over time has diversified to other games which all have a multiplayer and team play environment. As the squad name implies it is a group of people that have the same interests and have a common goal. One main aspect of the squad is playing games with dedication, but foremost being real friends and having fun together. The organisation of the squad is divided into ranks comparable with the army. This hierarchy dictates the position of each member within the squad. Starting as “Private†each squad can earn a promotion to a higher rank after appreciated actions. We have also quite active ArmA section and we’d like to have more mature and disciplined players amongst our ranks. We mainly concentrate being coop players and try to play the missions with as little casualties as possible. We run some of our own missions amongst bigger missions like “Dominationâ€. If interested please come visit to our website: WASP site Or if you just want to come and visit for some good gaming , search for "WASP Squad 24/7 Arma" in server list. BR Cpt.VanhA-WASP WASP squad ArmA regiment leader
  19. Thanks for the replies. Yeah I think I could modify the Domination a bit since we've been using that for training nights. (With permission from Xeno) I don't want to compromise a mission where every unit is there for a reason.. hehe.
  20. I was asked by my fellow clan members if I could add to new missions a way to reduce enemies when only small amount of players in. I really did not know what to answer but now after thinking about it I thought of simple trigger which counts the number of players in playable group. Then according to that having enemies in different groups and just deleting the whole group by it's name... The problem is that if one starts alone and mission deletes 80% of enemies and after that 5 more players joins it's quite boring.. Any suggestions of easy/hard mode settings for mission?? Or are there any scripts available for this sort of system?
  21. VanhA

    co06 Dead by Dawn

    DOWNLOAD HERE *coop for 6 RACS players with Revive AI-disabled. *Location NE coast near Eponia *No addons requiered *For 1.14 *Chopper randomly placed with 3 options. (Establishing comm link will give the location) Objectives: - Stage 1: Find a way to escape from pow camp. - Stage 2: Make your way to the radio mast to establish a link to your HQ. - Stage 3: Disable shilka formations near Eponia to ensure safe flight back. - Stage 4: Get your team back to homebase. Story: A team of RACS soldiers were forced to land in enemy territory whilst on patrol flight. You are now held as POW in SLA camp and your chopper is confiscated. You must figure a way to escape, get the chopper back and fly back to homebase. There are some shilka's that need to be taken care of before safe trip home. When you have got the comm link working you can order artillery but note that the first strike on radio can only be called once. Spotter rounds will come as infinite. ---some issues: - Option to establish comm link remains for some reason when more than 1 player in. - Playing as leader recommended to ensure working beginning. ***With thanks: - BIS/BIA for their great simulators. - BAs-f_framework,Revive AI-disabled by norrin & Xeno,IED script by Jeevz,tracker by TODO, WintersRealArty by Psych/winters. Enjoy. VanhA-WASP
  22. VanhA

    co06 Dead by Dawn

    I'm glad you liked it despite the small flaws in it. Here's a hint: Try capturing the BMP at the checkpoint and it gets almost too easy.
  23. DOWNLOAD HERE Story/background: The first effort to retake a lost checkpoint has failed. The checkpoint has our ammunition supply which we need badly to conquer the hillside of Punto Pacamac. This is now a joint ops mission with Royal Sahrani forces who have arrived at our base. We have also full air-support via command module which is linked to 1 command stryker. A med M113 can be used as mobile spawn point. Objectives: - Stage 1: Retake checkpoint - Stage 2: Clear and seize the Punto Pacamac hillside CREDITS & THANKS: ----------------- - BIS/BIA for their great simulators. - BAs-f_framework,Revive AI-disabled by norrin/xeno, Mando Bomb Console by Mandoble,vrs vehicle respawn scripts by norrin,dengibtsschon for the radar script, the WASP squad for relentless test help.And last but not least The Animals for the needed song. *I made this mission to be sort of cinematic mission like the movie itself... This is one of the most played mission in our squad. After some new scripting I'll release this finally for public. I hope you like it. VanhA-WASP EDIT: Nearly forgot: Only medics can revive in this.
  24. @ dengibtsschon Thanks a million, I'll try this out this weekend. If this works it saves the nerves from our squad using last 45 mins of mission trying to find 1 enemy. I almost gave up on search and thought I'd just change the end condition trigger to "Seized by". What a great community in here... VanhA (WASP squad ArmA regiment leader) ps. If I get this to work I'll be releasing the mission for public soon. EDIT: Works like a charm! Thousand thanks.
  25. I need to adjust one mission where we can't find the last enemies who are sooo elusive.... I thought I'd make a trigger which by radio call shows enemies when the number is 5 or smaller. One trigger activated by OPFOR called "Area1" and second radio trigger with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player sideChat format ["%1",list Area1] (from Mr.Murray's editing guide) Now which line would work better in Area1 condition field?: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x count units in thisList <=5} forEach thisList or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in thisList} count thislist) <= 5 or does neither of them work? Any other suggestions are welcome.
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