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It does. With the loadout script launched in the init field of the ammo box. (allowdamage false) But 95% of my missions now use the mobile respawn man, not vehicles...
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if no AI is used and there are only players, try to create a trigger with in the activation field: player getVariable "NORRN_unconscious" in the revive scripts, the NORRN_unconscious variable is set to true when a player is... unconscious! for AIs, that variable is: NORRN_AIunconscious You can then with that trigger launch a script that creates smoke on the player's position. But how can you make smoke visible by all other players in a MP game? Headaches guaranted as "player" is local! EDIT: I edited the revive_player script (found in the revive_sqf folder) and inserted a line after line 833 of that script. It works in the editor, I didn't test it on a dedicated server... if (_name == player && !_dead) then { [b]_smoke = "smokeshellblue" createVehicle _pos;[/b] _bee = "butterfly" createVehicle [_pos select 0, _pos select 1, (_pos select 2) + 1]; [_bee, _pos] spawn NORRN_UNC_CAM; };
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Keeping AI from dismounting?
fleepee replied to Profanwolf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
civilians react differently (FSM in game scripts) than soldiers when fight is near them, so... -
I looked at the scripts and noticed that only west side can trigger an IED. So Un and PMC forces won't activate them... Perhaps just change line 19 of fock_road_ied.sqf: if (side _x == WEST && isPlayer _x) then To: if (side _x !=EAST && isPlayer _x) then
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Tophe's Arma Dedicated Server Tool (TADST)
fleepee replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
"refresh list" -
"Peace Keepers" Campaign Missions Pack
fleepee replied to fleepee's topic in ARMA 2 & OA - USER MISSIONS
:cool: just because I'm pleased and proud of it, I relay that post here! But the purpose of this message, as I still see some old versions of these missions being played on dedicated servers, is to inform players that the missions pack was updated a while ago... In a next release, some minor fixes will be made, and an allready tested twelth mission added... -
Here's another mission using the mod Invasion 44! Operation "Blind Falcon"! http://i48.servimg.com/u/f48/16/38/84/46/falcon11.jpg (121 kB) Historical Situation: This is a fictitious situation… As far as I know, no ME-262 squadron has ever been on French soil… Some names are real, like the "Erprobungskommando 262", and the name of Adolf Galland, who was in charge of the developing of the German M2-262 jet planes. Today's Mission: The experimental squadron "Erprobungskommando 262", made up of Messerschmitt Me-262 prototypes planes, was spotted in Normandy, in the brand new Adolf Galland airfield, specially built in order to create operational fighter jets squadrons. We also know that the four test pilots in charge of the program settled down in the Kommandantur installed in Cabourg. We must at all costs slow down their testing program; planes destruction and pilots elimination are perfect for that purpose... It's the task assigned to French resistance fighters, you'll find at our camp recently parachuted weaponry. Features: • 20 French resistance fighters slots. You can play it with Ais, just don't forget to deactivate unwanted AI units as reinforcements are relative to the number of west units in game… Installation: Extract the .pbo file(s) to your ArmA2\Missions folder. Credits & thanks: • Revive scripts by Norrin • Remove dead scripts by Celery • Simple Vehicle Respawn script v1.7 by Tophe of Östgöta Ops • Voices and all other scripts by FleePee • "Partisans' Song" lyrics translation by Ebden [sparta] • Beta testers: Team OTEA • "grenade in tank" scripts made by Titi Requirement: - Arma 2 - Invasion 1944 - D-Day - Invasion 1944 - D-Day Patch #1 - Community Base addons - Dynamic Sound AI (RUG DSAI) (optional) Operation Blind Falcon V1
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I didn't read all posts, but... I hope I won't be misunderstood, I'm not really able to express clearly these kind of ideas in english... Things are not that simple; from black to white, there are a lot of nuances of grey... Terrorist are generally called so by occupying or illegitimate army forces... It's not the only example, but french partisans were "brave freedom fighters" in WW2, except for german forces and the collaborationnist french government, who called them "terrorists", so... Names depend on which side you're with. Only actions can bu juged: there are of course blind useless terrorist actions, but I respect the bravery of under-armed civilians acting to defend their homeland against powerfull forces, and try to understand their actions: it's not nothing to decide to risk your life (and eventually those of your beloved and relatives because of repression) to regain freedom... I despise actions against innocent civillians, no matter how terrorists, I should better call them criminals, justify them! What would I have done in WW2 in occupied europe? What would I have done if I was born in (north) vietnam in the 40-50's? What would I have done if I was an algerian in the 50's? What would I do if I was chechen, tibetan, etc...? And you, what would you do? Comfortabilly watch others dying for you or fight and risk to be tortured, to die for all the people to be free?
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No coment... :cool:
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How to make a task that can count?
fleepee replied to cod0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use gloval variable, without underscore: evidences==3 (local variable _evidences won't work in trigger condition) -
And do you also want to have skips and garbage collectors, postmen? :)
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The campaign is a MP coop one. As I never tested it in SP mode, you may encounter bugs in SP... The best way to play it is to host either LAN or internet game; You'll then can disable unwanted AIs, change MP parameters in the lobby, and be sure you'll save weapons and ammo for the next missions, which is an important feature of the campaign.
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Just for information, PC Games Deutschland contacted me in March; they wanted to write in their magazine an article about "cool" realisations for ARMA2, and include the campaign file in the DVD coming with the magazine, because it was an interesting one... :rolleyes: I of course have been very touched! :dancered: Sorry, I've no translation of the article... http://i48.servimg.com/u/f48/16/38/84/46/rainy_10.jpg (124 kB)
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DayZ Zombie RPG (Unofficial Mod) Alpha
fleepee replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
+1 I agree with that! -
DayZ Zombie RPG (Unofficial Mod) Alpha
fleepee replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Add too water purifying tablets to the inventory... And if you drink polluted water, you can get dysentery and have to stop and "move your bowels" every 5/10/15 minutes until you find some medics...