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XCess

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Everything posted by XCess

  1. I always went with sync'd waypoints for ambushes. Have them set to stealth, hold fire, sync it to a tigger and change ther firemodes and such in their next waypoint. Felt less cheaty :p
  2. If it's a large area and the last couple of enemy AI are going to be playing a long and slightly annoying game of hide and seek, it may help to trigger the win condition when they are down to a few men, rather than all dead. You can do that by creating a trigger with OPFOR present, and in the condition box typing: count thislist < x Adding some surrender code may help if you want the mission to continue from there.
  3. A simpler way would be to add a boolean (true/false) condition to the trigger that's activated when you need it.
  4. I'm glad we've got an actual island again. The lifeless plains at the edge of the map in Chernarus were never fun to run into, beacheads always are.
  5. XCess

    Helicopters in the Alpha?

    Kiowa please :p
  6. Open editor. Play. Wish Everon was included.
  7. Going by each release so far, I'd expect all of the old commands to be there, along with whatever has been added. BIS has said they want to support modding/mission editing from the beginning, I doubt they'd limit us on this.
  8. I've been a long time away from the Flashpoint/Arma community, Arma3 is tempting me back in, but I'm thinking it would be good to brush up my skills with a little Operation Arrowhead before that. Any squads out there accepting so old they're new again type players? I've got a decent enough amount of time to put in, a mic, and know my way around a helicopter. I'm also planning to brush up my mission editing/scripting skills when the alpha comes around.
  9. Rest in peace, Planck. One of the greats. You will be missed.
  10. XCess

    EW

    Looking forward to this Gaia. Will always remember WTWE and your submission to the ofpec cutscene competition. The level of polish in your work is just incomprehensible to me... Though I'd love to see an infantry mission :p
  11. You really wouldn't want the tank and infantry t move to exactly the same spot.. The tanks won't be able to move properly with all the infantry surrounding them and it would be pretty likely a few would be crushed under the tracks. You could put them in the same group, which would keep them dispersed enough to move effectively, or just make waypoints for each group in the same general area, but keeping them far enough apart to not bump into one another.
  12. In OFP it generally worked better to have a manned Ural in a seperate group. Create a "Move" waypoint for the truck, where you want the soliders to get in. Then add a "Transport Unload" waypoint wherever you want them to get out Then Create a "Get In" waypoint for the group, and sync that waypoint to the "Move" waypoint of the truck.
  13. XCess

    ArmA 2 Demo feedback

    Is it just me or do the majority of modules not work in the demo? I was playing around in the editor last night and noticed there's almost no music either... For some reason they're all listed, but they just don't play which I found a little odd... Starting to get a lil' impatient waiting for my full copy to arrive in the post. Other than the minor annoyances of the demo this seems a hell of a lot better than Arma. Back to the original OFP feel, which I like. I was starting to worry Arma2 would just be a repeat of the last game, but it's exceeded my expectations nicely. I'm happy :)
  14. XCess

    ArmA II demo problems

    Thought it would be best to post this here rather than making a new thread as the previous question seems to have been answered.. I've been having CTD's when trying to play the Death Valley mission on multiplayer.. But it seems pretty random, sometimes it works, sometimes it doesn't. The modules don't seem to work either :( Guess I'll have to wait til my full copy arrives before I play with ACM.
  15. Try test firing in the mission editor by placing an AT soldier and some trucks to see whether or not it's just your aiming that's off. Also, remember that the position in which you hit an armoured vehicle affects how much damage it will do, try aiming for the back of the vehicle. If the rockets are just flying off in random directions, this could be a result of FADE, which means the anti-piracy software has been triggered somehow. A reinstall could fix this though I'm not sure. I had a few problems pop up out of nowhere back the the OFP days and a reinstall would usually cure them. Addons can ometimes cause random problems as well, so try clearing out your addons folder if you've put anything in there.
  16. XCess

    Training - Shooting range

    Are you using a pirated copy of ArmA? This is a symptom of the FADE system being activated. If you have a legal version, I would suggest reinstalling.
  17. XCess

    Evolution V1.0 Large scale respawn coop

    Definately sounds like a good penalty system DR_Eyeball. The only thing I would change is the penalties dependant on rank, I think the top few ranks should have slightly more severe penalties.
  18. Apparently there was, but BIS, for whatever reason, decided it would be a good idea to take it out for the retail version
  19. XCess

    Shoot from little bird?

    Firing from vehicles would definately be a nice feature, and I can't really see any downsides to it. Of course, it shouldn't be limited to helicopters; firing from trucks, cars, APCs and even when turned out of a tank would also be nice. I've been shot countless times in Flashpoint while waiting for people to get in the helicopter, sitting there defensless as a squad of ruskies rush the LZ. It really does get quite annoying.... almost as annoying as reading about the firing ports on the BMP in the OFP manual, and not actually being able to use them
  20. XCess

    Position finder

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_x = getPos object hint format ["X: %1/nY: %2/nZ%3",(_x select 0),(_x select 1),(_x select 2)] will return the coodinates in a hint box.
  21. Put this in the init field ofthe group leader. _grpName = group this; {_x moveInCargo _vehName} foreach units _grpName
  22. XCess

    Grandma Drives/sails faster

    You can, with my setVelocity script..
  23. XCess

    Define dynamic radio message

    I don't know whether you can make dynamic audio for radio messages in the way you were trying, but it should almost certainly be possible to simulate the effect by using sideChat and several different audio files cut together by a script. Just a suggestion.
  24. XCess

    Grandma Drives/sails faster

    You could always use setVelocity I made a script for OFP to control the movement of cars with setVelocity. It was only capable of controlling one vehicle at a time though, and has yet to be properly tested in ArmA, but in theory it should work fine for your needs. You can find it here .
  25. XCess

    Grandma Drives/sails faster

    You could always use setVelocity I made a script for OFP to control the movement of cars with setVelocity. It was only capable of controlling one vehicle at a time though, and has yet to be properly tested in ArmA, but in theory it should work fine for your needs. You can find it here .
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