Jump to content

nikodemus

Member
  • Content Count

    34
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About nikodemus

  • Rank
    Private First Class
  1. nikodemus

    BlackOps and desert mercs

    @Schnapsdrosel I have added the latest update but it seems the black-ops soldier with the gas mask is missing his mask. The same goes for the pilot with the visor, missing. Is there something I'm missing? Thanks.
  2. nikodemus

    BlackOps and desert mercs

    Yes it is, thanks :)
  3. nikodemus

    BlackOps and desert mercs

    This is a great addon, thanks so much!! Only 1 request, would it be possible to have black op units with the classic Balaclava wear, exposing only the eyes? Gives it more edge IMO ;)
  4. Is it possible to make the ACM spawn only specific types of factions? What I'd like it to do is only spawn groups/patrols/anything else from OPFOR Insurgents and INDEPENDENT Guerrillas. Thanks.
  5. nikodemus

    Editor in Utes

    Cool, thanks for your help mate :)
  6. nikodemus

    Editor in Utes

    Yes, thank you, that's it. I understand now, so there's no way to disable that?
  7. nikodemus

    Editor in Utes

    Hi all, when I initially used the editor on the above mentioned Island, the borders of the map were surrounded by blackness, noticeable when zooming out. Now, for some reason, when I zoom out there's more see and more empty land by the north of the Island. It's not really something that worries me, but is there a way to get it back to it's original way without the land on top? Thanks :)
  8. You need to put it on your mission folder once you have saved it. Although I tend to put them all on the Arma 2 root folder, seems to work fine that way.
  9. Thanks mate, I've wacked that on a new .sqf file to use for another time. Always good to have more and more of them. In the meantime I came up with a decent solution. Just placed a trigger near the drop point, BLUFOR Present, with this script on the activation box: player action ["eject", [i]name of plane[/i]]; player setvelocity [0,0,0]; [player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs" If you have a squad of say, a four man team, you'll need to rename them all (say, for example, A1, A2, A3, etc..) and copy/paste that code again on the same trigger, changing the name of the player of course, so for example: A1 action ["eject", [i]name of plane[/i]]; A1 setvelocity [0,0,0]; [A1] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs" They all execute the proper HALO sequence and seem to drop right where I'd like them to be. Lastly, don't forget to set the height of the plane to about 1100. Hope that helps peeps in the future :)
  10. I've just finished putting up this mission where a HALO drop is performed from a C130 from a trigger, all successful thanks to the instructions on the "Eject.sqf" script command on this thread. The problem I have is 99% of the time most of my squad, who HALO alongside, of course, die as soon as they touch ground. Is there a way to prevent this? I tried applying the Safety code applied by Rommel but it has made no difference? Also I call it a HALO drop but in reality their chutes come out straight after being 'ejected'. Any tips? Thanks:)
  11. Do I use the exact script line in the conditions box: [theCar, "Small"] exec "IED.sqs"? I tried it but it tells me "Type Nothing, expected Bool" EDIT: I have managed to set off the IED by setting the condition of the trigger 'true', and placing the above command on the activation box. However the bomb still goes off immediately after mission begins. How can I make it so the bomb only sets off once it passes through the trigger's radius?
  12. I've tried this and it's great, downloaded the latest version off that German website link. A question, is there a way to make the explosion delay, as it goes off immediately after mission starts? Thanks
  13. Ah, right, ops, so it's not under weapon.... I must've thought it was from the W0lle post. My Bad!
  14. Hi, I've consulted the weapons class here in order to obtain all the class names to add in the player. The player is called A1, and this is what's in is init line: removeAllWeapons A1; A1 addWeapon 'M4A1_AIM_SD_camo'; A1 addWeapon 'M9SD'; A1 addMagazine '30Rnd_556x45_StanagSD'; A1 addMagazine '30Rnd_556x45_StanagSD'; A1 addMagazine '30Rnd_556x45_StanagSD'; A1 addMagazine '15Rnd_9x19_M9SD'; A1 addMagazine '15Rnd_9x19_M9SD'; A1 addWeapon 'NVGoggles'; A1 addWeapon 'MineE'; All works well except the last bit, in regards to 'MineE' (which I'm assuming is the statchel charge? Correct me if I'm wrong), since I get the following error: Error: Creating weapon MineE with scope=private The same error applies to the 'TimeBomb' and 'PipeBomb' weapons. What am I doing wrong?? Thanks in advance:)
×