MulleDK19
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Everything posted by MulleDK19
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Detecting when a spawned unit is dead
MulleDK19 replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_northgroup1 = [getMarkerPos "northspawn1", east, ["TK_INS_Warlord_EP1"]] call BIS_fnc_spawnGroup; _northgroup1 setCombatMode "RED"; _northgroup1 setBehaviour "aware"; _northgroup1 setSpeedMode "normal"; Just took a look at your code. This seems to create a group called northgroup1, and not a unit, right? I don't know that particular function (BIS_fnc_spawnGroup), but it looks to me as it spawns a group with as many units as you parse in parameter number 3 (In this case, only 1 unit will be in the group, TK_INS_Warlord_EP1). So, in this case, I would suppose that you need to do this in your trigger instead: !alive ((units northgroup1) select 0) This checks if the first unit in the northgroup1 group is dead. Trying to use alive on a group should throw an error though, but if you haven't made the game show script errors, then you won't see it... Try the above code, and report back. (Remember to not use the _ in the northgroup1 name anywhere) -
Detecting when a spawned unit is dead
MulleDK19 replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Remove the _ before the name -
Mission Outro Section not working
MulleDK19 replied to santafee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Trigger of type "END#" where # is a number. Or the scripting command endMission... eg.: endMission "END1"; -
Lip Syching In Arma II
MulleDK19 replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Remember to save the mission every time you modify Description.ext. That file is only read on load/save. Post your Description.ext -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
How is that solution better? That would require an infinite amount of memory and infinite amount of time to simulate the animations, as there's an infinite possible ways they could possibly fall. No. Everybody but me has acknowledged that ARMA 2 requires a CPU from this millennium. On a side note: It's ARMA 2 not ArmA 2. -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
Static physics? lol... Static dynamics, lol... ---------- Post added at 11:19 AM ---------- Previous post was at 11:16 AM ---------- I'd much rather buy a new CPU than more RA memory. And you don't need the worlds fastest CPU to calculate physics. -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
It's not that difficult. Non the less, the effort is hugely rewarded. -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
I got back to playing GTA IV, and I still love running down all those crazy pedestrians, and watch them fly, mwuhaahahaha. I mean, imagine Euphoria in ARMA... Imaging being shot in the leg, falling to the ground, and still be able to somewhat aim and shoot. Or standing somewhere, get shot in the shoulder, fall backwards, across a low brick wall, then call for a medic. Or drive by going 30 kmh (18.6 mph) jump out of the car, start rolling, bump into an enemy, and see him fall to the ground, then get up and blast him. The possibilities! If BIS won't make the greatest war game with Euphoria (And beat the current greatest war game :P), then I will! xD -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
MulleDK19 replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
They own the rights to THEIR heightmap. -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
High settings. No lag. Maximum possible settings. 40 fps. -
Press Alt+Enter while in the main menu or while the game is paused. If that doesn't work, go to options, video settings, and change it from Windowed to something else. If that doesn't work either, try to force it on using -fullscreen as a launch option on the shortcut.
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Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
It will. It does on my system. And it's pretty old. -
SecuROM has been completely strapped from ARMA 2 in patch v1.05 No trace whatsoever. Other than the shit SecuROM leaves around your system. A SecuROM removal should get rid of it.
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Really? What game? Certainly not ARMA 2. It's annoying having to run around for 9322480 years to find a point, because it's so fucking unprecise!
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There's nothing wrong with the rain nor the sound.
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Improved Game menu - Showing Actuall play
MulleDK19 replied to falconx1's topic in ARMA 2 & OA - SUGGESTIONS
Make your own. -
DAO berzerk i was banned why?
MulleDK19 replied to Jonnytullwood's topic in ARMA 2 & OA - MULTIPLAYER
That's the lamest kick reason ever. Even lamer ban reason. Unless it's constantly 300+ -
It is only used on BattleEye servers. If a server does not use BattleEye, and you have BattleEye installed, you will still be able to play... Why would you want to play on non-BattleEye servers anyway? Are you cheating?
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Ground deformation [Feature request to BIS]
MulleDK19 replied to rene.obermann's topic in ARMA 2 & OA - SUGGESTIONS
You have no idea what you're talking about. BIS uses their Visitor 3 tool to create the islands. Do you really think that one of their applications can do it, while the other can not? -
Other soldiers have to pull you out. I don't know if AIs can do it, though. If you're the squad leader, try to select the medic, select 6 (Action), and see if there is an action to pull you out. Edit: I just checked, and he can. It's called "Take out injured". So simply select your medic, and issue the command Action -> Take out injured. Then make him heal you. Edit2: Now that I think about it, you lose command when you're heavily injured :/ AIs should be able to drag people out, BIS!
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It's far from the same. All the weapons would need to be scaled down in ARMA 2 to fit the smaller soldiers. And weapons just don't change size based on the person holding them in real life.
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They are not replicated at all... They'll fly completely random depending on every client's CPU type.
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Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
Of course Lua is case-sensitive. Any language that is not case sensitive should be trashed. That's why passive physics were invented. When something is not moving, it stops being processed. -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
There's no ragdoll mods... There's one that makes dead soldiers fall down from buildings, but it's far from ragdolls. That's where Euphoria comes in. It's not just ragdolls.. It's ragdolls with behaviours (Eg. "dead bodies" reacting to the environment) Meaning that if eg. an explosion happened and it wouldn't kill them, Euphoria could take over, making the soldier fly waving his arms around, landing, roll a little, then get up. I made a little concept. I just wish it was real :P Concept for Euphoria Or take a look at GTA IV utilizing Euphoria: -
Bohemia Interactive's future ARMA 3!
MulleDK19 replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
Hopefully, they won't forget ARMA.