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Everything posted by zulu1
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The 23rd has not been seen publicly in over a year. They still might be playing on a private server, but as you can see the last post here is over a year old. You can ask akvadakar he made a lot of their missions and he still might be around here.
- 4 replies
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- Operation Flashpoint
- Tactical
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(and 6 more)
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This seems to be the newest files that I have. http://www.mediafire.com/file/o5m1hg5fl1s8enf/Vilas.Mod.rar
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Try the link in the first post. Playing as Zeus you basicly build a mission for other players in real time. Its a take off of AMRA2 MCC Sandbox and Zeus
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@ESM_Flash-Ranger Here is a sample of some missions that I have. Popular coops from early 2000's including Volcano mission. C&H mbf CTI & CRCTI http://www.mediafire.com/file/t9pw9f7qw36826z/MPMissions.zip Here are some CTF missions: http://www.mediafire.com/file/0knve9rf47m10m7/CTF_MPMissions.rar Like Roadki11 mentioned I have many of the old League missions also. CCL ECL LCL TNT
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Addaction command on local
zulu1 replied to prototype1479's topic in OFP : MISSION EDITING & SCRIPTING
Assign player numbers in the init.sqs or unit names in editor. (P1, P2, P3...etc) Then P3 addaction XXX in your trigger or where ever. If no one slots in P3 then addaction won't work. You could put addaction in a trigger that fires once so who ever triggers it will have the action added. Or if you want the leader to get the action, assign a group name (ID) and use: Leader group alpha addaction xxx... -
I have a large collection of OFP missions (maps) but many of them use OFP addons which will not work with arma. You're looking at massive editing which may not be worth the effort. I could put together some non-addon classic missions, but I think you'd be better off just making new missions using Arma3.
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how to add extra flares to helis?
zulu1 replied to battleship's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the heli uses standard flares and not something custom these are the class names: Weapon: FlareLauncher Magazine: FlareLauncherMag Ammo: FlareLauncherAmmo By putting the line below in the heli initialization field it should add more flares: this addmagazine "FlareLauncherMag" -
Hi Guys, Been a long time since we were all together. Zwobot has also been lurking around here from time to time. Still play OFP with a small group of regulars. I was playing Arma2 off and on, but something happened with my Steam installation. I had a mix of retail and DLC and somehow serial numbers got scrambled and nothing works, need a complete reinstall I guess. I also have Arma3 but I don't play it much. Control setup is a real headache.
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By default in MP the VD is set to 800-900. If you want to override this it must be done in the mission editor folder. In the init.sqs file add a line: setViewDistance 1200 ~(1500, 2000 or what ever you like)~. There are also View Distance negotiation scripts that benchmark all clients and sets VD for lowest machine. Also there is a script scheme you attach to an object that allows players to set custom VDs for each player.
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tool OFP/CWA Infantry Armor Calculator
zulu1 replied to kenoxite's topic in ADDONS & MODS: DISCUSSION
Nice work keno, only one problem. Your drop down selections don't work, it says cells are protected. -
There are some 3d crater model replacements around like used in ECP. Here is one : http://www.mediafire.com/file/dqs5mqi01u5maz2/3D_Craters.rar You must patch files in the DTA folder. (Make backups of original files first) Looks ok on flat level ground, but not on hillsides, mountains or uneven terrain.
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does "_x setskill 1" forEach thisList work?
zulu1 replied to prototype1479's topic in OFP : MISSION EDITING & SCRIPTING
You can do it with one trigger really make one trigger ("side"; present, 0 second each) : Condition: this Activation: {_x setskill 1} foreach thislist; but if the other works for you no worries -
Operation flashpoint 1.00 and Flashpoint status quo
zulu1 replied to prototype1479's topic in GENERAL
Flashpoint status quo Mission 38 of CWC campaign? -
Here you go. http://www.mediafire.com/file/1fad1opgjjpxx67/Newire.zip Just use the rw.pbo file There are no training missions using those addons. Give me an idea of what you're looking for and I can maybe throw something together for you..
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WW4 Extended - Unofficial expansion for WW4 2.5
zulu1 replied to kenoxite's topic in ADDONS & MODS: COMPLETE
getposASL is a scripting command in 1.99 and is not recognized in 1.96. From what I recall kenoxite made a 1.96 patch. You'll need to get that or run what you have with 1.99 Sorry, only two choices. -
Did you happen to read anything in this thread or look at the tags? These are dynamic coop missions made with TacRod's CCE script package. They range from vanillia OFP to CoC arty and WW4Mod. Links are above.
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STGN, Thanks but, could you upload to another host without all of the the spam and phishing schemes.
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does "_x setskill 1" forEach thisList work?
zulu1 replied to prototype1479's topic in OFP : MISSION EDITING & SCRIPTING
Brackets {} and Parenthesis "" are the same thing. -
does "_x setskill 1" forEach thisList work?
zulu1 replied to prototype1479's topic in OFP : MISSION EDITING & SCRIPTING
To create the list you must use this in a trigger that encompasses the units that you want this to work on. Activation: the side you want effect on (east, west, res) or anybody and "Present". Put the line of code in the triggers "On Activation" field and it will work. Setskill and AllowFleeing can be anything between 0 and 1 (.1, .25, .5, .75 etc.) To randomize setskill you can also try this: {_x setSkill (0.4+random 0.4)} forEach thislist; It will randomly add .4 to the .4 skill setting. -
Here is a link with many cti addons and missions: http://www.ctitc.com/downloads/ Doolittle's page is still working" http://home.earthlink.net/~dbircsak/ You can also look at these: http://ofp.gamepark.cz/index.php?showthis=9178 http://ofp.gamepark.cz/index.php?showthis=9013
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Here you go: https://www.mediafire.com/?7abv9b3hrkq0487 If you're missing the dta files you might need to whole addon pack too. ftp://ftp.ofpr.info/ofpd/unofaddons2/FTAddons.zip
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Here you go: https://www.mediafire.com/?qgghl0h5geqjdd7
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Defending a position from attack waves
zulu1 replied to domithious's topic in ARMA - MISSION EDITING & SCRIPTING
Well sleep is not an OFP command (only came in with Arma 2 + UP) You can introduce delays/pauses if you insert: ~10 (10 sec delay) between lines in your script. -
Defending a position from attack waves
zulu1 replied to domithious's topic in ARMA - MISSION EDITING & SCRIPTING
Skiptime maybe the whole problem, but aside from that these are the obvious answers which it sounds like you're using some. 1. The most simplest thing is place AI groups at different distances from the target. 2. Or in the waypoint window set the speed to limited or fast for some groups. 3. Use the Timeout Boxes in the waypoint screen to create a delay. 4. You can also use triggers syncronized to waypoints. (Use F5 key and drag a line from a trigger to a waypoint.) 5. You can put conditional statements in a waypoint and when condition is true the waypoint is active. Also different options in the CombatMode box in the waypoint window will produce different AI behaviour as well as the waypoint type. Hold, Sentry or Guard waypoints will cause AI to hold at waypoint until enemy is detected. When enemy is detected AI will move a given distance and attack, when enemy is dead AI will return to waypoint. CombatMode Open Fire, Engage At Will AI will hunt down enemy as soon as spotted. A Guard waypoint with Open Fire, Engage at will create the most challenging AI. -
Finally after many years we have a wh40k package release. Thanks Spad LadieFromHell WW2Weasel Macsar Kayvaan Prof. T Sanctuary and all others who contributed