b1sh0p
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I only tested it in SP. If it's working fine in dedicated server, it's not a problem for me, as that's what the end use would be for my unit. Hey Delta, this is BigMac btw.
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I didn't see this in your list of known bugs, and I skimmed over this whole thread and didn't see it mentioned... When you spawn in an AI squad and select the option for having them randomly occupy buildings, their markers don't disappear off of the map like they should. So the end result is that if you use this option, all AI who take up positions in buildings are marked on the map for all to see... Any plans on fixing this? Or is there something I'm missing here?
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Or you could group the trigger to the unit you want to activate the trigger, and select "vehicle" instead of "opfor". This probably works the same as triggerattatchvehicle.
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help on sector control needed.
b1sh0p replied to jimgun's topic in ARMA - MISSION EDITING & SCRIPTING
I don't know the syntax of how it would be written, whenever I need to write a script I always have to heavily browse the com ref at the biki, but I'd do it like this... Have a trigger with the condition of checking if all of your sector control triggers are true. In the on act, execute vehicleunlock.sqf. In vehicleunlock.sqf, have a sleep command of however long you want them to need to have all the zones before the vehicle is unlocked, then have it check the status of your zones one last time. If all the triggers are still true, unlock the vehicle. If not, exit. That's how I'd do it. Like I said, I can't help you on the syntax. I'd have to browse the biki. But I'm fairly sure that method would work. -
Detect if medic is healing someone
b1sh0p replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
You could set up your own event handler for healing, instead of using the default one. That'd be easier, if you ask me, than trying to detect when someone is being healed. -
I've been searching in the wiki, and these forums, but I can't seem to find it. I think this sam battery object has just been added in 1.08 (though I could be wrong, but I don't remember seeing it before then). If you go into the Armory, you'll see a Sam Battery available to use. What is the name of this vehicle exactly so I can call it up in the editor?
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Thanks Buhbye, that looks like it could work.
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I did a search for countSide in both the ArmA Mission Editing and Scripting, and in all BI forums, and only came up with 1 match both times, and it didn't help at all. I'm making a pretty simple search and destroy mission. The goal is to liberate Somato. There is about a platoon's worth of SLA in the town. I want to have the mission end when there are less than 5 left. I figured the best way to do that would be with a east countSide command. But I don't know how to do it. A secondary objective of the mission is to limit civilian casualties. There are 20 civilians in the town. If more than 10 of them are killed, the mission is supposed to end. Again, I think civilian countside would be the best way to do this. But again, I don't know how. The Wiki was a little vague on this command. It's example was not very helpful. Some help would be appreciated.
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I'm using Pinnacle Studio right now, and I don't recommend it. I don't know if other programs are the same, but with Pinnacle studio, you get the software, and suprise suprise, you need to purchase and download most of the effects at around 80 bucks a pop. I got Pinnacle studio free with my camcorder, and I've bought/downloaded a couple different effect packs, wasting money in the process, and still don't have all the effects I want. If vegas has all of the effects in one package, I'd say go for that. Stay away from Pinnacle Studio, unless you're willing to put out 80 bucks everyt ime you want a new effect or two. Waste of money.
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Why do people even want woodland camo? Â This is a modern game, woodland is so yesterday. Â I want modern ACU's, not woodland. Â Personally I'd like to be able to pick between arid and temperate marpat. Â Arid marpat is only useful in like 10-20% of the island. Â Most of the island is grass trees and bushes. Â Very little of it is arid. Â So why did the US ship their boys off to Sahrani with the wrong camo? EDIT: Oh, and btw, unless the Atari box ships with a picture I'm not aware of, they're not fast roping. I've not seen the Atari box, but I assume it uses the same picture as what's shown here on the atari site http://www.atari.com/us/games/armed_assault/dvd_rom (I'm talking about the small picture middle right, with Armed Assault Combat Operations at the top.) I'm 98% sure hey're not fast roping. The chopper that the camera angle is shot from is on the ground, with 1 trooper in the door and one on the ground getting in the blackhawk. And the blackhawk in the background is definately not doing any fastroping maneuvers... So where did you get this fast roping from?
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I only read the original post, so this has probably already been said, but 200m is not an unreasonable distance for iron sights. 300 and 400 are even doable. The bush thing, yes, that's annoying. But if you are within say 500m of any enemy infantryman, AI or player alike, magnified optics or iron sights alike, you're in the danger zone, just like in real life. 200m is definately not an impossible shot.
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I have the sprocket version, haven't had any trouble with it at all. Some people just like to complain, methinks.
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ArmA is out in the US..what are you waiting for?
b1sh0p replied to Stagger Lee's topic in ARMA - GENERAL
Heh... Good luck with that one. Once a CS kiddie, always a CS kiddie, I've found. Personally I don't want their kind in our game. -
One time I was advancing through Paraiso with a couple squaddies, and we came up to a condo complex. The concrete was raised 1, maybe 1 and a half feet over the surrounding terrain. We started moving towards it to clear it, and found ourselves stopped in our tracks, cause we can't lift our legs 1 foot to clear the concrete. I don't know if I would support scaling walls like those 7 foot grey or red brick walls, but clearing obstacles that are only 2-3 feet tall? Heck yeah.
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?? on the realism of snipers owning outside areas.
b1sh0p replied to Stagger Lee's topic in ARMA - GENERAL
In open areas, a sniper will always have the advantage over a regular soldier, with iron sights. And as such, a squad of snipers (something you don't see in real life, as it's usually just 1 sniper and 1 spotter) will decemate a squad of regular troops. The solution is, as you said, to limit the number of weapons available in the mission. I hate it when there are too many snipers, and I hate it that everyone who isn't a sniper usally has a M4/m203/acog and a M136/Javelin. More people need to release missions with realistic loadouts. If the map is made for 10 players per side, a realistic loadout would be: 1 M249 1 sniper 1 spotter (m16 and binocs) 1 leader (m16 of M4, iron sights, or maybe Acog, binocs) 1 grenadier (m16/m203, or m4/acog/m203) 1 medic (m4 or m16, iron sights) 2 AT specialists (M16/M4, M136) 2 riflemen (m16/M4/M4Acog) Compared to the usual 10 man squad we have nowadays 3 M249 5 snipers 2 M4AcogM203/ Javelin or M136 Realism FTW. Limit the types of weapons available in missions.