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Everything posted by armatech
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RCon server administration coming to ArmA 2!
armatech replied to $able's topic in ARMA 2 & OA - Servers & Administration
is there any command line to auto enter IP port and so on directly to the tool such as BERCon IP=123.456.789.101 port=2302 password=1561561155 -
gac_train with script sample 0.8
armatech replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
just have the script run on the server only then control it by vehicle vars thsi way the train will be local to the server and should not cause any visual lag. -
gac_train with script sample 0.8
armatech replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey mate nice job i fixed up a few RPT errors and tidyed up your config http://rapidshare.com/files/349505087/gac_train.7z also a fix for train.sqf _trains = _this select 0; _rails = _this select 1; _start = _this select 2; _train = _trains select 0; [_train,0,_trains,_rails,_start] execVM "script\train\movetrain.sqf"; _alltrain = count _trains; _alltrain = _alltrain - 1; if(_alltrain > 1)then { for "_i" from 1 to _alltrain do { _back_train = _trains select _i; [_back_train,_i,_trains,_rails,_start] execVM "script\train\movetrain.sqf"; }; }; Just recoded the whole mission to keep to a file system thats common for other modders its up to you if you use it or not but i just find it easy to update and convert code that has propper formatting http://rapidshare.com/files/349518503/gac_train_test.chernarus.7z good job non the less -
City Life 2 RPG MOD (WIP)
armatech replied to i3luevein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
would love to use that as we need more bikes -
Hello all i have asked around all the best coders i know without any luck about a small issue with a script I'm creating and I'm hoping that someone has experience with addSwitchableUnit that can help me solve this issue(**bug**). My issue is that for some reason after switching units my old unit remains and i loose the ability to respawn from the new unit. To use the code run this command (local) if(local player)then { ["Citizen4",player] call DCV_ChangeClass; }; So to sum up the issue is: 1. No default Respawn after switching to a new unit 2. The old Unit is still respawning Any help welcomed. DCV_ChangeClass = { //["Citizen4",player] call DCV_ChangeClass; private ["_NewType", "_infoarray", "_currentunit", "_OrginalDir", "_OrginalPosition", "_OrginalView", "_newUnit", "_dummyUnit", "_dummyGroup", "_fSelectWeapon","_player"]; _NewType = _this select 0; _player = _this select 1; _Currentunit = _player; _OrginalDir = getdir _player; _OrginalPosition = getpos _player; _OrginalView = cameraView; //Create an array of the current players information _infoarray = [ //Get Current weapons weapons _currentunit, //Get Current Ammo magazines _currentunit, //Get Current Rank rank _currentunit, //Get Current Score score _currentunit, //Get Current Group group _currentunit, //Get Current location getPos _currentunit, //Check if group leader is player (leader _currentunit) == _currentunit, //Get original name vehicleVarName _currentunit ]; //Function to select players current weapon and bring it up ready for use _fSelectWeapon = { private ["_unit", "_weap", "_cfg", "_muz", "_array"]; _unit = _this select 0; _weap = _this select 1; _cfg = (configFile >> "CfgWeapons" >> _weap >> "muzzles"); if (isArray _cfg) then { _array = getArray _cfg; _muz = _array select 0; if (_muz == "this") then { _muz = _weap; }; }else{ _muz = _weap; }; if (player hasWeapon _weap) then { _unit selectWeapon _muz; }; }; //Create Dummy Group used to create the new unit _dummyGroup = createGroup (side _currentunit); _dummyUnit = (_infoarray select 4) createUnit [_NewType, [1000,10,0], [], 0, "NONE"]; //Change player group to the dummy group [_currentunit] join _dummyGroup; //Create the New unit to be spawned info _newUnit = _dummyGroup createUnit [_NewType, [(getpos _player select 0)+200,(getpos player select 1)+200,0], [], 0, "NONE"]; //Make the new unit switchable addSwitchableUnit _newUnit; //Display some output to the user while we switch them titleCut ["Changing Outfit","black faded", 2]; //DEBUG _player sidechat format ["Name before: %1",name _player]; sleep 1; //Clean out old eventhandelers from old unit _currentunit removeAllEventHandlers "killed"; _currentunit removeAllEventHandlers "Fired"; _currentunit removeAllEventHandlers "hit"; _currentunit removeAllEventHandlers "getin"; _currentunit removeAllEventHandlers "getout"; //Set Old units name to old(original name) _currentunit setVehicleInit format["this setVehicleVarName 'old%1'; old%1 = this", _infoarray select 7]; //Set New units name to original name _newUnit setVehicleInit format["this setVehicleVarName '%1'; %1 = this;", _infoarray select 7]; //Process both units init commands processInitCommands; //Debug Output player sidechat format ["Name after: %1",name _player]; sleep 0.5; //Transfer player to new unit selectNoPlayer; setPlayable _newUnit; selectPlayer _newUnit; [_newUnit] joinsilent startgroup; startgroup selectLeader _newUnit; //Remove Temp Group deleteVehicle _dummyUnit; deletegroup _dummyGroup; //Remove Player switch on new and old units removeSwitchableUnit _newUnit; removeSwitchableUnit _currentunit; sleep 1; //Remove old unit [_currentunit]spawn { private ["_currentunit"]; _currentunit = _this select 0; while{(not(isnull _currentunit))}do { _currentunit setdammage 1; sleep 0.01; deleteVehicle _currentunit; }; }; //Set Unit location back to original player setdir _OrginalDir; player setpos _OrginalPosition; if (cameraOn == player) then { player switchCamera _OrginalView; }; //RE-Add Current Loadout removeAllWeapons player; removeAllItems player; //Ammo if(count(_infoarray select 1) > 0)then { { player addMagazine _x; }foreach (_infoarray select 1); }; //Weapons _notallowed = []; if(count(_infoarray select 0) > 0)then { { if(_x in _notallowed)then { }else{ player addWeapon _x; }; }foreach (_infoarray select 0); reload player; }; if ((primaryWeapon player) != "") then { [player, primaryWeapon player] call _fSelectWeapon; }; //Reinit unit titleCut["", "BLACK in",0.5]; };
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Changing Class in MP Issue
armatech replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
we do also but its the integration in to city life that's the issue at the mo it works on all other missions just has a few kinks with our revive system. if you have an example of pogomans work on this matter feel free to post it so the community can benefit from it and maybe city life we are planning to make ours standalone once we get it globally working with all mods. -
City Life 2 RPG MOD (WIP)
armatech replied to i3luevein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
keep it clean blue mate -
I created an updated version of the mapfact reduced voices addon this time it removes all AI chatter/greetings and so on ArmA2 version: 1.04 Download: http://www.cityliferpg.com/publicdownloads/City%20Life%20Removed%20AI%20voices.rar Signed: Yes Public key:Yes ReadMe:Yes
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I was the Admin that banned you for the following reason
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Changing Class in MP Issue
armatech replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im still working on it i have it working fundamentally but having issues with other scripts clashing -
City Life 2 RPG MOD (WIP)
armatech replied to i3luevein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Preplaced buildings ATM until i have time to convert and update the construction site. Basically what i have done is add 1700 buildings to an array stored on the server on server init my script runs and configs all buildings in 5 seconds then every time a building is purchased a logic on the server then updates the array and triggers a refresh and it re-runs the marker updater. Each building that can be purchased will get an option to save other members can then re-purchased the building and stop them from saving there in the future. All buildings are priced via its size (real world prices kinda). -
City Life 2 RPG MOD (WIP)
armatech replied to i3luevein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As i have not posted here yet ill give ya a quick update of what we have just implemented this week 1. Added House Buying (all living homes on Chernarus can now be purchased and re-purchased) all lots are saved to database in case of server crash 2. All cash values no matter how big are shown corrected and not displayed as powers of. 3. Fixed Fully automated bus service system 4. MP compatible Fireworks system(Items in your inventory) 5. Added a Low jack system so you can track all your owned vehicles 6. Massive code optimizations and tweaks There is lots more i could post here but i wanna leave lots for new players to find when we go public. Any how just a quick update -
Hey as always i have started to convert my good old DM to ArmA2 and wonted to share it about found bug im fixing Current Version 1.03 Change log Added: 28 more slots Changed:Turned off Disable AI (no more vanishing slots) Changed: Ammo box filler script to a more complete version Changed: Random load out script to a more complete version Changed: Cleaned up so of the spawning scripts Changed: All hints to hintsilent to stop the beeps
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ArMaTeC GunShip DM 28 players 1.01
armatech replied to armatech's topic in ARMA 2 & OA - USER MISSIONS
its still active just waiting for my time to free up so i can finish it off -
While Searching Google today for the old ANN news from arma1 I come across this rather neat informal website that seems to be covering the situations from A2's story in real-time I don’t know who created it. All the info on there is it was created by AAN Network and parent company. Any way here is the link take a look let me know if you find any info out. http://www.aan-online.com/ Share this link around to friends as it’s quite interesting
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Changing Class in MP Issue
armatech replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so i might as well give up lol -
lets hope so i still wanna know who created it as its starting to bug me now lol. and i to hope they do indeed have OA info(**hope**)
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Changing Class in MP Issue
armatech replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ive seen it done in a diffent mission but there code was all over the place try it out and you will see that it works except for the 2 issues i posted. -
How many of you old OFP Veterans are still playing BIS games?
armatech replied to nettrucker's topic in BOHEMIA INTERACTIVE - GENERAL
played since 2001 with a CZ version of ofp under a diffrent name -
Would You like to see Mumble's LINK - 'open plugin' implemented into ARMA 2?
armatech replied to Dwarden's topic in ARMA 2 & OA - SUGGESTIONS
i vote yes would be nice to see the option to embed diffrent VOIP systems- 132 replies
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- multiplayer
- mumble
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VF FPS Saver (VFFPSS)
armatech replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hi you might wanna change your config to this to get the option in the default game menu // VFFPSS Addon Control Panel // Arma II, Rev 1.0 class CfgPatches { class VFFPSS_ControlPanel { units[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class RscStandardDisplay; class RscText; class RscPicture; class CA_Title; class RscShortcutButtonMain; class RscXKeyShadow; class RscShortcutButton; class RscDisplayInterrupt: RscStandardDisplay { class controls { class VFFPSS_optionsBtn: RscShortcutButton { idc = -1; x = "0.005 + SafeZoneX"; y = "0.105 + SafeZoneY"; w = 0.3; onButtonClick = "[this] execVM ""\VFFPSS\VFFPSSdlg.sqf"""; text = "FPS Control Panel"; default = 0; }; }; }; class RscDisplayMPInterrupt: RscStandardDisplay { class controls { class VFFPSS_optionsBtn: RscShortcutButton { idc = -1; x = "0.005 + SafeZoneX"; y = "0.105 + SafeZoneY"; w = 0.3; onButtonClick = "[this] execVM ""\VFFPSS\VFFPSSdlg.sqf"""; text = "FPS Control Panel"; default = 0; }; }; }; #include "ddef.hpp" edit did not real whole post sorry -
Vista/7 Gadget for Arma 2 Betas!
armatech replied to psychokilla's topic in ARMA 2 & OA - BETA PATCH TESTING
nice work ---------- Post added at 05:33 PM ---------- Previous post was at 05:32 PM ---------- 1. Go to C:\Program Files\Windows Sidebar\Gadgets 2. Make a folder called arma2.Gadget 3. Copy Rar contence to this folder 4. Start Sidebar 5. Add the Gadget -
Hi i edited your code to add new fill and empty animations to the water and added a new command line to stop the rocks vanishing on exit Init.sqf waituntil {vehicle player == player}; // Example init.sqf with optional parameters /******************************************************************************** [ // Enable lights? (true / false) true, [ // Color of nightlights (R,G,B) for all 3 gates. [1,0,0],[0,1,0],[0,0,1] ], // Gate1 open? (true / false) true, // Gate2 open? (true / false) true, // Gate3 open? (true / false) true, // Remove Rocks on exit? (true / false) false ] execVM "CLAY_TopolkaDamEffects.sqf"; ********************************************************************************/ while{true}do { // Clay Dam Effect CLAY_TopolkaDamFX = true; sleep 1; //Open Gate 1-2 CLAY_TopolkaDam_gate1 = true; CLAY_TopolkaDam_gate2 = true; CLAY_TopolkaDam_gate3 = false; sleep 1; //Open Gate 1-3 CLAY_TopolkaDam_gate1 = true; CLAY_TopolkaDam_gate2 = true; CLAY_TopolkaDam_gate3 = true; //sleep for cycle sleep 55; //Start ending effects CLAY_TopolkaDamFX = false; //Wait 20sec to restart sleep 20 }; CLAY_TopolkaDamEffects.sqf /********************************************************************* *** *** Title: Topolka Dam Effects *** *** *** Description: Creates water and sound effects aswell as a *** small river with rapids at the Topolka Dam. *** *** *** Author: Clayman <[email="worldofclay@gmx.de"]worldofclay@gmx.de[/email]> *** Edited: ArMaTeC <[email="armatec0@gmail.com"]armatec0@gmail.com[/email]> *** Version: 1.01 *** **********************************************************************/ CLAY_TopolkaDamFX = true; CLAY_TopolkaDam_Waterfall = false; CLAY_TopolkaDam_RemoveRocks = false; if(isnil "CLAY_TopolkaDam_RocksRemoved")then { CLAY_TopolkaDam_RocksRemoved = true; }; _light1 = Objnull; _light2 = Objnull; _light3 = Objnull; CLAY_TopolkaDam_Water1 = "MAP_pond_big_01" createVehicleLocal [0,0,0]; CLAY_TopolkaDam_Water1 setPosASL [10315.187,3607.5203,34]; _water2 = "MAP_pond_big_01" createVehicleLocal [0,0,0]; _water3 = "MAP_pond_big_01" createVehicleLocal [0,0,0]; _water4 = "MAP_pond_big_28_03" createVehicleLocal [0,0,0]; _water5 = "MAP_pond_big_28_01" createVehicleLocal [0,0,0]; //Spawn water move effect [_water2,_water3,_water4,_water5] spawn { private ["_water2","_water3","_water4","_water5"]; _water2 = _this select 0; _water3 = _this select 1; _water4 = _this select 2; _water5 = _this select 3; _i = 34; while {_i < 37.4}do { CLAY_TopolkaDam_Water1 setPosASL [10315.187,3607.5203,_i]; _i = _i + 0.02; sleep 0.1; }; _i = 34; CLAY_TopolkaDam_Waterfall = true; while {_i < 36}do { _water2 setPosASL [10316.801,3538.1584,_i]; _water3 setPosASL [10313.91,3470.2805,_i]; _water4 setPosASL [10301.494,3397.4358,_i]; _water5 setPosASL [10306.504,3422.1577,_i]; _i = _i + 0.01; sleep 0.1; }; }; if(CLAY_TopolkaDam_RocksRemoved)then { _rock1 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock1 setPosASL [10309.365,3398.7043,5.885242]; _rock2 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock2 setPosASL [10289.212,3400.3198,12.0457]; _rock3 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock3 setPosASL [10294.988,3397.6316,5.743645]; _rock4 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock4 setPosASL [10306.603,3397.3662,8.251797]; _rock5 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock5 setPosASL [10300.585,3396.4177,10.969398]; _rock6 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock6 setPosASL [10304.021,3396.481,10.587006]; _rock7 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock7 setPosASL [10297.084,3397.292,7.810661]; _rock8 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock8 setPosASL [10290.266,3400.9587,12.590393]; _rock9 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock9 setPosASL [10323.604,3570.0215,6.65696]; _rock10 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock10 setPosASL [10321.345, 3569.9382, -27.352427]; _rock11 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock11 setPosASL [10317.97, 3569.7937, -29.222584]; _rock12 = "MAP_R2_Rock1" createVehicleLocal [0,0,0]; _rock12 setPosASL [10311.617, 3569.7961, -25.606192]; _rock10 setDir 179.06169; _rock11 setDir 151.61021; _boulder1 = "MAP_R2_Boulder1" createVehicleLocal [0,0,0]; _boulder1 setPosASL [10324.289,3568.2805,37.209103]; _boulder2 = "MAP_R2_Boulder1" createVehicleLocal [0,0,0]; _boulder2 setPosASL [10322.435,3567.0767,37.786861]; _boulder3 = "MAP_R2_Boulder1" createVehicleLocal [0,0,0]; _boulder3 setPosASL [10306.476,3569.1716,37.904892]; _boulder4 = "MAP_R2_Boulder1" createVehicleLocal [0,0,0]; _boulder4 setPosASL [10307.284,3567.6069,36.230499]; _boulder5 = "MAP_R2_Boulder1" createVehicleLocal [0,0,0]; _boulder5 setPosASL [10307.619,3569.6309,38.609241]; }; private ["_lights", "_col1", "_col2", "_col3"]; If (count _this == 6) Then { CLAY_TopolkaDam_RemoveRocks = _this select 5; }; If (count _this > 4) Then { _lights = _this select 0; _colors = _this select 1; If (count _colors == 3) Then { If (count (_colors select 0) == 3) Then { _col1 = _colors select 0; }else{ _col1 = [1,0,0]; }; If (count (_colors select 1) == 3) Then { _col2 = _colors select 1; }else{ _col2 = [0,1,0]; }; If (count (_colors select 2) == 3) Then { _col3 = _colors select 2; }else{ _col3 = [0,0,1]; }; }else{ _col1 = [1,0,0]; _col2 = [0,1,0]; _col3 = [0,0,1]; }; CLAY_TopolkaDam_gate1 = _this select 2; CLAY_TopolkaDam_gate2 = _this select 3; CLAY_TopolkaDam_gate3 = _this select 4; }else{ _lights = true; _col1 = [1,0,0]; _col2 = [0,1,0]; _col3 = [0,0,1]; CLAY_TopolkaDam_gate1 = true; CLAY_TopolkaDam_gate2 = true; CLAY_TopolkaDam_gate3 = true; }; If (_lights && (isNil "CLAY_TopolkaDamLights")) Then { _light1 = "#lightpoint" createVehicleLocal [10309.4,3620,5.5]; _light1 setLightBrightness 0.1; _light1 setLightColor _col1; _light1 setLightAmbient _col1; _light2 = "#lightpoint" createVehicleLocal [10315.5,3620,5.5]; _light2 setLightBrightness 0.1; _light2 setLightColor _col2; _light2 setLightAmbient _col2; _light3 = "#lightpoint" createVehicleLocal [10321.9,3620,5.5]; _light3 setLightBrightness 0.1; _light3 setLightColor _col3; _light3 setLightAmbient _col3; // Fix to avoid multiple lights being created CLAY_TopolkaDamLights = 1; }; _i = 1; CLAY_TopolkaDam_Water1 say "CLAY_WaterfallFX"; while {CLAY_TopolkaDamFX} do { If (time > (16.5 * _i)) Then {_i = _i + 1; CLAY_TopolkaDam_Water1 say "CLAY_WaterfallFX"}; If (CLAY_TopolkaDam_gate1) Then { drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10309.4,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10310.4,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10309.4,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10310.4,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; }; If (CLAY_TopolkaDam_gate2) Then { drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10314.5,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10315.5,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10316.5,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10314.5,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10315.5,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10316.5,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; }; If (CLAY_TopolkaDam_gate3) Then { drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10320.9,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [10321.9,3620,5.5], [0, -10, 0], 1, 100, 0.1, 0.1, [5, 10], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10320.9,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; drop ["\Ca\Data\cl_basic", "", "Billboard", 3, 3, [10321.9,3607,1], [0,0,0], 1, 0.25, 0.2, 0.001, [10,12], [[1,1,1,0.8],[1,1,1,0.4],[1,1,1,0.2],[1,1,1,0.2],[1,1,1,0.1],[1,1,1,0.1],[1,1,1,0]], [0], 0.1, 0.8, "", "", ""]; }; if(CLAY_TopolkaDam_Waterfall)then{ drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-6, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-5, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-4, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-3, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-2, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [-1, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [0, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [1, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; }; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [2, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [3, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [4, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [5, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; sleep 0.1; }; _i = 37.4; while {_i > 36}do { CLAY_TopolkaDam_Water1 setPosASL [10315.187,3607.5203,_i]; _i = _i - 0.02; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [2, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [3, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [4, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; drop ["\Ca\Data\cl_water", "", "Billboard", 1.3, 1.3, [5, -38, -0.5], [0, -5, 0], 1, 100, 0.1, 0.1, [2, 4], [[1,1,1,0.9]], [0], 0.1, 0.01, "", "", CLAY_TopolkaDam_Water1]; sleep 0.1; }; _i = 36; CLAY_TopolkaDam_Waterfall = false; while {_i > 34}do { _water2 setPosASL [10316.801,3538.1584,_i]; _water3 setPosASL [10313.91,3470.2805,_i]; _water4 setPosASL [10301.494,3397.4358,_i]; _water5 setPosASL [10306.504,3422.1577,_i]; CLAY_TopolkaDam_Water1 setPosASL [10315.187,3607.5203,_i]; _i = _i - 0.01; sleep 0.1; }; deleteVehicle CLAY_TopolkaDam_Water1; deleteVehicle _water2; deleteVehicle _water3; deleteVehicle _water4; deleteVehicle _water5; if(CLAY_TopolkaDam_RemoveRocks)then { CLAY_TopolkaDam_RocksRemoved = true; deleteVehicle _rock1; deleteVehicle _rock2; deleteVehicle _rock3; deleteVehicle _rock4; deleteVehicle _rock5; deleteVehicle _rock6; deleteVehicle _rock7; deleteVehicle _rock8; deleteVehicle _rock9; deleteVehicle _rock10; deleteVehicle _rock11; deleteVehicle _rock12; deleteVehicle _boulder1; deleteVehicle _boulder2; deleteVehicle _boulder3; deleteVehicle _boulder4; deleteVehicle _boulder5; }; deleteVehicle _light1; deleteVehicle _light2; deleteVehicle _light3;
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some exsample missions in arma2 would be nice for the melee weapons and the other cool functions. Also you may wish to look into the new Bis tools as it has a better paa compression
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check my sig