col_kurtz1979
Member-
Content Count
66 -
Joined
-
Last visited
-
Medals
Everything posted by col_kurtz1979
-
My gut feeling is telling me that ArmA is never going to be released, I hope im wrong.
-
Downloaded the demo out of boredom, sept 01, a few days after 9/11. I was so hooked on the demo I went out the next day and bought the full game. Ive played this game almost everyday since.... yet I still havent completed the 1985 campaign yet
-
IMO the crosshairs should be kept the same for ArmA, nothing wrong with them the way they are. The only suggestion would be to have the option to 'ghost' them slightly, make em more transparent so that they hardly stand out on the screen. Most of the time I go without the crosshairs when doing co-op... but throwing grenades becomes hazardous.
-
I tried using the following code within an .sqs file.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x addmagazine "hk"" foreach  (units group Mygroup) When the script executes I get an error message. Whats the correct way to to add magazines to units using the foreach command? Searched but cant find anything.
-
Is there a way of cutting off seagull players from using sidechat? This is to prevent them from revealing the positions of opposing players through sidechat. Ive searched already and I doubt there is a way but if anyone can think of a solution....
-
Who ever killed man1 gets a reward!
col_kurtz1979 replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Ok working in 1.96 and using KaRRiLLioN's example... What would be the correct way to write the following code? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint format ["%1 was killed by %2", name _shot, name _shooter] I've already set _shot and _shooter as public variables, but how do I get the names displayed in the hint box? -
Who ever killed man1 gets a reward!
col_kurtz1979 replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the reply -
Who ever killed man1 gets a reward!
col_kurtz1979 replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
I get 'unknown operator' when I run the following code from the unit's init, and also from the init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 addEventHandler [{killed},{man1 exec {killdetect.sqs}}] What am I doing wrong? Is it because im running on 1.46? -
Im new to creating config.cpp files and Im trying to create a sniper unit that will fire at the enemy from very long ranges as the default AI snipers in ofp very rarely fire at targets over 200 to 250 meters away. Whenever I try to edit the values for the following code the addon fails to load up in the game. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">minRange=1; minRangeProbab=0.10; midRange=200; midRangeProbab=0.80; maxRange=900; maxRangeProbab=0.05; Anyone know why this happens?
-
Ive searched the forum for solutions but havent been able to find any answers. For some reason I cant play ofp resistance (v1.91) in multiplayer. 1.46 works fine in multiplayer and ofp resistance works ok in single player. But whenever I try to create a multiplayer game it crashes back to the main screen. If i try to host or join a resi game through gamespy I get the following error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">no entry 'cfg.worlds' Ive deleted all addons etc, and reinstalled both 1.46 and 1.91 versions of the game, but Im still getting the same problem. Can anyone help??
-
Im new to creating my own config.cpp files and im having a couple of problems with this code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgWeapons { class default {}; class tactical_binocular: Default { scopeWeapon=2; scopeMagazine=1; model="dalekohled_proxy"; modelOptics="optika_dalekohled"; weaponType=WeaponSlotBinocular; magazineType=0; ammo=""; displayName="Tactical binoculars"; reloadTime=0.000000; sound[]={"",0,1}; canLock=0; optics=1; forceOptics=1; primary=0; opticsZoomMin=0.0085000; opticsZoomMax=0.85000; magazines[]={}; }; }; Firstly, the forceOptics=1; has no effect..... and secondly, when the player selects these binoculars from the action menu the unit just stands as if nothing has changed (ie. he doesnt put his gun away and pull out a pair of binoculars). The optics for the binocular show when 'v' is pressed however, and the zoom function works fine. Can anyone tell me where Im going wrong?
-
Thats a shame Thanks anyway guys
-
Ive tried searching for a solution but have found nothing so far. Im sure theres a really simple way to do this...... Im making an intro for a multiplayer map and I want all the players to start the mssion already wearing their night vision goggles, rather than having them put them on after the mission has already started. The reason for this is because I want to make a cut scene that is viewed entirely in night vision. Can anyone help?
-
Start mission with nvg on
col_kurtz1979 replied to col_kurtz1979's topic in OFP : MISSION EDITING & SCRIPTING
Nice idea Sanctuary, unfortunatly this only works in single player mode I tested the map in multiplayer and my player started without his nvg on ( even with "MyGuy action ["nvgoggles"]" in the init field ) It works great in single player though, should be able to make a cool cutscene If anyone has any ideas on how to do this in multiplayer please let me know. -
Ive been playing OFP multiplyer for nearly 2 years and I am no noob. I usually achieve 20 to 25 kills per 30min CTF while being killed about 10-15 times per game. However, Ive recently started hosting games of my own (St Pierre or dropzone, ect) and Im lucky if I get 10+ kills, if I do manage a kill the other guy will usually kill me at the same time. Im also being killed by the other players much more often when I host. St Pierre seems to be the worst for this, as soon as I move from cover Im often killed almost instantly. Why is it that when I host games I suddenly become the whipping boy?? Â Is it to do with lag??? adsl, PIII 1Ghz, 128mb RAM, 32MbGraphics........
-
Im making a multiplayer map and I want to trigger a hint text that will only be seen by an individual player. ie. myGuy can see the hint text.... but myGuy1, myGuy2 and myGuy3 can't see the hint text. Can anyone help?
-
A question about the hint format
col_kurtz1979 replied to col_kurtz1979's topic in OFP : MISSION EDITING & SCRIPTING
Thanks RED -
Im making a cutscene where a soldier put on his binoculars. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mySoldier playmove "LyingToBinocLying" <span id='postcolor'> The trouble with this animation is that it only lasts about 2 seconds and after that he takes his binoculars off again! This is annoying I need the ai soldier to put on the binoculars and keep them on. Can anyone help???
-
Put on the binoculars
col_kurtz1979 replied to col_kurtz1979's topic in OFP : MISSION EDITING & SCRIPTING
Thanks guys, but the waypoint option is no good because the soldier just plays through the animation as before, 5 secs dont make any difference. The same goes with the "binocs.sqs", the soldier starts the animation but then loops it again over and over. i.e he puts on the binoculars, takes them off then puts them on again..........etc My own solution was to play the animation once, then when it gets to the point where he is looking through the binoculars slow the time down to milliseconds </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">setacctime 0.001<span id='postcolor'> then when hes done, just set the acctime back to normal. -
#START not (alive myCiv) : goto "CIVDEAD" ~0.01 goto "START" #CIVDEAD myCiv switchmove "FXStandSurDead" This works for me
-
A second Falklands war in the late 80s would be a good fictional setting. A nice group of islands to have a campaign on. The second war would have to include other nations though (the US, maybe the Soviets) - not just the Brits and Argentina.
-
A second Falklands war in the late 80s would be a good fictional setting. A nice group of islands to have a campaign on. The second war would have to include other nations though (the US, maybe the Soviets) - not just the Brits and Argentina.
-
What would you like to see in ofp2
col_kurtz1979 replied to Vinsen's topic in ARMA 2 & OA - SUGGESTIONS
In ofp2 I would like to have a minigun -
In ofp2 I would like to have a minigun
-
Chemical weapons script
col_kurtz1979 replied to Milkman's topic in OFP : MISSION EDITING & SCRIPTING
I was wondering if there was a script that transforms a smoke shell into a gas grenade, killing all those around it. It would be perfect for a stealthy black ops mission. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myTrigger setpos getpos mySmokeShell<span id='postcolor'>