Daniel
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Everything posted by Daniel
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Is there a demand for this?
Daniel replied to loosebruce's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Pick some loaded questions don't you. :p Do you think it's ethical? -
BlackOps and desert mercs
Daniel replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Same again, see top of the page. You have to use the setidentity command and read the readme for codes. -
Excellent! Any chance of a generic green one us Brits could use?
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titletext resource seems like the way to go for the lenses, just need to find a good working example to rip apart. Could you please put that loop code into a wider context? Still a bit of a noob at applying this sort of thing. Mainly: How to make sure it loops once you've applied some damage (managed to kill a player instantly using that code at least, didn't seem to be looping at lower damages). How do I define mask for multiple players? Should I be using an .sqs, .sqf, etc? :p As you can see i'm still boggled by a lot of this, just trying to bring a concept to life.
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Thanks for the quick response nuxil! Got my scripting hat on, will report back.
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OPFOR shot down by Civilists
Daniel replied to Herbal Influence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Click F2 (Group) and try again. -
Able to find what you need? Newbie oriented question.
Daniel replied to tj72's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can't recommend enough learning how mod folders work. If you spend time learning anything for ArmA 2, make it that. You'll feel silly at how simple it is once you've cracked it. Saying that I should get round to trying launchers at some point! :p -
WIP: Stuff you are working on 2!
Daniel replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice!! Any chance of a set in plain black to match Schnapdrossel's Black Ops in his Merc pack? If not, no worries, these will come in handy regardless. :D EDIT: Actually the camo ones don't look too far off as is... -
BlackOps and desert mercs
Daniel replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Do you mean when used as non-player AI, or as player? I haven't updated yet for MP reasons, but to make the player look like a terrorist you have to use the setidentity command. -
UK Special Forces V1.1
Daniel replied to Aeneas2020's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice texture work! Would be great to see you working on some custom models, hope you get a collab going. Screen 1 Screen 2 -
Why are public games in ArmA II so terrible?
Daniel replied to Chunk3ym4n's topic in ARMA 2 & OA - MULTIPLAYER
Absolutely right. Of course simple, good no-respawn missions are few and far between on public servers, but they beat all other types hands down. All boils down to the players and how coordinated they are. On public servers there is always a compromise. -
That's because all the bombs are 'locked' onto the target and guide themselves, despite representing dumb bombs.. If you manually drop weapons that doesn't happen. If you somehow script the B52 to drop bombs at a certain location they'll fall normally. Unsure how the AI would act if you took away the bombs ability to 'lock' onto vehicles.
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What would you transport? (RAF Chinook)
Daniel replied to smiley nick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I believe this is why Smiley is asking for specifics. What do you really want to haul? Then they'll consider aligning the ropes for it. Could be wrong though. -
What would you transport? (RAF Chinook)
Daniel replied to smiley nick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Absolutely Smiley, would work similar to Mando Hitch, but hopefully better visually represented. There are some cargo crates already in game with some sort of cargo netting, but ammo crates with more authentic netting would be superb. If RKSL are planning to re-release their cargo script (haven't checked), then we should be ok with a small range of cargo containers, and drag things in and out of those. If not, some basics like static weapons and generators would be good. -
Hello Ali. ROMEO 2.5 is UK based 'platoon' that's focused on realism and tactics since ArmA1, hasn't done us any harm so far. :P Check our forums, PM me for TeamSpeak details and with any questions you've got. Damn, just noticed this is the ArmA1 section. I take it you haven't moved into ArmA2?
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What would you transport? (RAF Chinook)
Daniel replied to smiley nick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Mainly under-slung crates of various types. Big boxes, and loads with several boxes. If you could somehow work out some netting such as this: http://farm4.static.flickr.com/3092/3175637803_a0ed4c17f4.jpg that'd be great. Main issue for us is keeping the pilots busy, and obviously making sure we don't run dry. So perhaps some mobility and vehicle removal every so often, but mainly resupply work. Whichever vehicles are made compatible (including other helicopters) will be a bonus. Seriously looking forward to this Smiley! -
Some ladders (like the fortification bunker) you have to physically look at a certain part of the ladder, generally the bottom few rungs.
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On the edge of England's Lake District, surrounded by the Irish Sea, beautiful lakeland countryside and several nuclear power stations.
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Can definitely recommend Shnapsdrossel's Merc pack. Lots of good units, including what could pass as militia from various parts of the world.
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WIP British 4 Rifle Soldiers
Daniel replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sakura_chan was working on a method for ArmA1 http://forums.bistudio.com/showthread.php?t=83526 Will add to this as I find more examples. -
WIP British 4 Rifle Soldiers
Daniel replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Those are the lines I was thinking along. I'll have a rummage around for an existing demo. -
WIP British 4 Rifle Soldiers
Daniel replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There have been a few "shoot from vehicles" scripts over the years - perhaps don't give the Snatch a gun at all and have a script execute that allows the 'gunner' to stand, rotate and shoot but not move? Could be a more proven method. Again include a 'Rifle to LMG' only limit if possible. If there aren't any solid methods available for ArmA2 then disregard, haven't looked. -
Might check this out. What do Zues have their AI settings set to on their server cfg? Or does this override them?
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Bayonets are fixed prior to closing with the enemy. Hence the command "Fix swords/bayonets". There have certainly been plenty of up closing and personal bayonet stabbings in very recent (read: ongoing) conflicts. ;) http://www.telegraph.co.uk/news/worldnews/asia/afghanistan/6178044/British-officer-wins-two-gallantry-awards-for-fending-off-Taliban-attack-with-bayonet.html
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Check under Empty > Targets