bedlam
Member-
Content Count
88 -
Joined
-
Last visited
-
Medals
Everything posted by bedlam
-
yeah id like the ability to destroy firearms .. by having firelod and armor settings for firearms aswell. when destroyed its dropped.. and not able to be picked up again..
-
is it possible to somehow in configs disable manual fire function (even in a main config)? like in commander/driver slot.
-
_this removeaction 0 _this removeaction 1 on the fire should remove the 2 actions on a fireplace on off havent tried it .. but should work.
-
i would remove the old before u create.
-
in cfgammo u define the bullet. in cfgweapons u define weapon and mag. right now u have the magazine defined in cfgammo when it should be in cfgweapons. it should be like. -------------------------------------- cfgammo { class thebullet  {  your settings for the bullet=damage speed explosive or not.  }; }; ---------------------------------------- cfgweapons { class theweapon  {  magazines []={themagazine}  }; class themagazine  {  ammo="thebullet"  count= "30" = amount of thebullet in themagazine.  }; };
-
intresting thread. was it possible to make an non solid non shootable  patch of grass that the ai couldnt shoot through? if so how?
-
yes! now we´re cookin. thx
-
the player ammo "m16" works for regular m16. but how do u check the mags for ammo in different modes or muzzle? i wanna check the ammo in grenadelauncher mag. anyone?
-
tried that one.. says 0 its not working with the original m16grenadelauncher either. not even the m16mags. somehow.. the weapons that uses more then 1 ammotype. cant be counted. suma some info plz.
-
is it possible to use the init EH to launch the script? or that loaded before ofp screws it up?
-
hi im making a m203 grenadelauncher with dummy refillmag. im counting the mags on the unit. and if theres only 6 slots used then the unit will use the refillmag with 4 rounds in it. the problem is that when i have fired my last m203 grenade. the count for m203 grenade is still 1 as it was before i shot it. this will be problem if i have say 6 "m16" mags and 0 or 1 m203 grenade left. it will show up as 7 in both cases. the non existing round seem to only disappear once u reload. and i dont want to force the unit to reload to get around it.(just isnt practical) its the same with the original grenadelauncher. wierd that it gets removed from the gear and not the unit(according to the mag count) its the same with empty m16 mag ,u still got it but not in gear. is there someway to remove this empty mag? except the removal with the real magname cause it wont work in my script. is it possible through a "fired" eventhandler to remove the empty mag every time i fire? some of u out there must have come across it before. .. i hope i could make it so he refill when theres 5 slots empty but then i will lose 1 slot in the process. plz help
-
its more for like a rucksack purpose. using a dummy put weapon. and with this eventhandler detecting it ,it will add the real ammo or weapon to the unit. oh and .. thx bn
-
is the "fired" eventhandler able to detect when a Put weapon is "fired"?
-
they are zoomable in wgl. so it should work.
-
that was solved. enableattack=false
-
first thing first. i was thinking of having the rucksack as a secondary. and giving it dummy mags with huge reload time.. so u wont be able to fire with rucksack. how do i configure the rucksack so that he wont try and hold the rucksack as a weapon? and still be able to have ammo for it in the usual ammo slots.
-
u cant check weapons or mag in crates.... another annoying limit.
-
yes it is. bn880.. zeus ts plz.
-
yeah dummy mags.. u mean like i wrote in my first post? Â what i want to know is .how do i get the rucksack not able to fire?.. what class should i start from?..so that its not possible to get the rpg anim.. i will then use the rucksack model and config it as a ammocrate with a script that counts the dummies on the soldier and add them to the crate.. then remove rucksack. and the other way around controlled by action.
-
Benefits of converting config.cpp -> config.bin?
bedlam replied to General Barron's topic in OFP : CONFIGS & SCRIPTING
hmm not what i have encountered... ofp gets a error at startup if u have bin and cpp. doesnt seem to matter what file ending it has.. still the same file for ofp. -
i think its about time u guys setup a coop night on zeus server again.
-
New release date worldwide: Spring 2006?
bedlam replied to TheLemon's topic in ARMA 2 & OA - GENERAL
visually is not the most important thing . id rather see them work on ai and the eventhandlers and such before they start with the graphics. thats my opinion anyways. -
New release date worldwide: Spring 2006?
bedlam replied to TheLemon's topic in ARMA 2 & OA - GENERAL
i wouldnt trust the 2006 release date. what says that they wont postpone it another 2 years after that. best just to forget about ofp2 atm ..i sure will. @shadow .. ohh the big update like resistance u mean? nothing is for free . the bugfixes are common in every trade without cost.those patches was in my book allready payed for when i bought the 3 cds. -
New release date worldwide: Spring 2006?
bedlam replied to TheLemon's topic in ARMA 2 & OA - GENERAL
Bis news outlet is tighter then a fish´s butthole. cmon throw us a bone once in a while. -
New release date worldwide: Spring 2006?
bedlam replied to TheLemon's topic in ARMA 2 & OA - GENERAL
i guess they are busy making ofp to xbox.. talk about selling out the true ofp fans. time to change the name to OFP2 forever