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benxcore

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Everything posted by benxcore

  1. benxcore

    Evolution V3.0

    Well Killjoy. I enjoyed your Evolution 3.0 for about 3 hours. After me and my squad mates attempted, attempted, and re-attempted to capture Parasio we finally went back to Evolution 1.5a. We would kill a tank, it would respawn, along with 3 BDRMS and another Jeep. So we though, it was the radio tower, we destroyed it, and they still kept respawning. Over. And Over. And Over. We had 200+ points each just from killing so many respawning AI. So, we thought, maybe we should take out Somatos Radio Tower just to be sure. Took it out. And the re-inforcements continued to come. It was redundent, as it was impossible to clear. I've got a terrible headache. I'm going to get off here. Any Solution for my problem?
  2. Very weird technique but it worked, I've been trying to do them the way they are done in the real world and it doesn't always work. If you did an auto the way you do in the real world, it would still auto rotate all the way down but everyone would die, when you hit the ground. You are doing 0 airspeed autos, which basically use a much higher rate of descent to maintain the same upflow required to keep the rotor RPM in the green. They are only done with very high power recoveries because there is no way to arrest the enormous rate of descent required, well except for hover autos but thats not quite the same. Anyway I have to remember this is Arma and you have to do what works in ArmA not real life, I'll try to get a youtube of the way I'm doing them in a little while. Edit: can you upload the fuel script somewhere I get tired of flying for 20 seconds waiting for the fuel to run out. Just Make an Air Unit, Say West, Name it A, make a trigger, that Has BlueFor Present, and in the On Activation Line put A SetFuel 0. Then when you fly into the trigger zone, your fuel dumps all out.. happy,crshngintoafireball.
  3. benxcore

    Gravity in ArmA

    I always enjoyed the road runner effect after running off the side of a roof.
  4. benxcore

    Arma FDF sound pack v1.1

    I'm lacking recoil in M16 varient rifles. Sometimes I don't get recoil, sometimes I do. In fire fights, with my sound cranked, I can barely hear enemies shooting at me, I can't really hear tanks all so hot, the reloading of the sniper rifle, I can't hear at all. I don't hear anyone screaming when hit, and sometimes the .203 Rounds in a gun don't even offer an option, it just switches between semi and burst. I am using 1.06.
  5. benxcore

    Custom Patch/Symbol on your arm?

    They used a squad xml. Try using the function, there is a really good thread already on this topic.
  6. benxcore

    Zmod (Crappy Zombie Mod)

    My Zombies like to line up for lunch like they are in elementary school. Anyway to fix this, and heck, after about 4 minutes my zombies completly stop, and are only activated when I walk up to them and shank them. However, those first Four Minutes can be intense and hilarious. Especially when you are on TS and your buddies are screamming like little girls. Or making a last stand.
  7. benxcore

    Zmod (Crappy Zombie Mod)

    lol. I add 60 zombies, and my 7900GT, Dual Core, drops to 18 FPS. ftw.
  8. benxcore

    Zmod (Crappy Zombie Mod)

    Hey Guys. I'm currently working on a mediocre scale mission, MP Co-op, that will have respawns on people (player controlled). However, I'm looking for a script that will help with the lag issue. Some sort of group respawn of AI Zombies, in a centen predisposed spot. So if Group A, B, C, and D zombies are all started, fly in, kill group A, and C, and parts of B & D, Group A & C would respawn the entire group, while B & D wouldn't respawn until the entire group was killed. But I'm thinking this would not be near as efficient. Could I have possibly a zombie be killed, respawn and rejoin his group, that way if you miss 1 or two zombies you wouldn't have to hunt for them to respawn the lot. I've done a search for the last hour with no luck. =]
  9. benxcore

    Evolution V1.0 Large scale respawn coop

    I'm running a Private server for my squad that we work a little on each nite. What I would like to see happen is possibly: +Mobile Spawn Points, Like, Spawn on the Squad Leader [encourages joining a team, plus we are wasting MH-6 When a squad member gets killed in Cayo, and he has to Fly 1 MH-6 back for himself to rejoin his group, because I sure wouldn't want to drive 25 minutes to possibly get killed again] +Make the enemies patrol more, instead of just standing idle in a huge field. +Give more points for clearing a city and being in the grey proximity, I think right now, its 10, for Paradisio thats not very much, but for a smaller town it might be. Maybe range it from 20 - 10 depending on population count. +There is a bug some how, that flying a harrier would cause the game to crash, after attempts to re-arm it, it crashed, respawned then we couldn't use it. Caused anyone who attempted to use it to crash out. I think it was only the ones with the GBUs. +Javelin Launcher and Ammo doesn't show up, even though it is on your back and you can use it. +As mention, a script were you can keep your previous load out, instead of selecting it, then driving it, dying in 2 seconds, having to do it again. I kept forgetting my pistol because I was lazy and just wanted to get back into the fight with my squad. +And possibly if you can do the spawn on squad leader ordeal, limit the possible weapons a soldier could have, he'd have to go back to base to totally re-arm. Give him 2 clips, a grenade. +And the possible airlift, I don't want to airlift 5Ts, but The Different versions of Hummvees that are usually unused throughout the game would become more sought after. Heck, just have it so it parachutes so far out of the grey paremeter, removes a hmmv from the spawn, and only Squad leades with like 3 or 4 human members could do it. They could be shot down by Anti Air Aswell, forcing you to clear out the Shilkas before you bring in backup for clearing the ground units. -VeloX //benxcore
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