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Clayman

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Everything posted by Clayman

  1. synchronizedObjects returns an array with all objects syncronised to the module. Players have to download and install your module to play a mission using it.
  2. The syntax for waypoints is [_group, _index]. Assuming your group is named grp1 and the cycle waypoint is the groups 4th waypoint, the last line should be this: detecttrigger synchronizeWaypoint [[grp1, 4]]
  3. Is there any way to fit an image to any menu size? I have an image in my briefing with a size of 512x256. With menu size set to very small it looks just fine. But changing the menu size to anything else results in the image being too large to fit in the textfield and it is cut off. Already tried using custom width and height in addition with the safeZone commandes, but they don't seem to work for this (probably because the code for adding images is something html'ish?). Any suggestions?
  4. It seems that the "Dammaged" EH is only triggered twice per damaged part of an object / vehicle. First time when damage reaches 50% (0.5) and second time at 70% (0.7).
  5. Clayman

    add pic to intro cam

    For a fullscreen image it should be like this: x = safeZoneX; y = safeZoneY; w = safeZoneW; h = safeZoneH;
  6. Clayman

    CDF on the East and Resistance Side

    http://forums.bistudio.com/showthread.php?t=94491 ;)
  7. Clayman

    ppEffects viewer

    Great work! Been waiting for this. Thanks alot. :)
  8. While working on an intro for a mission today, I pretty soon got annoyed by switching between mission and AnimViewer, searching for a animation, Copy, Alt-Tab, save animation to notepad, return to game, search next animation..... and so on... some of you might know this procedure. :D So now I present: The best ArmAII Animation Viewer of all times! (Not that I would know of any other.^^) Highlights: The Viewer can now be added to any mission and used from there. You can save as many animations to a second listbox, and then copy all of them to clipboard. Animal animations now included. Oh, and the listboxes now can finally be used in their full size.^^ See included Readme for details how to use. Download: CLAY_AnimationViewerV12.rar Assault Mission Studio Mirror
  9. Clayman

    Resistance/FIA Units

    Hehe, this is great. I knew we would see Troska in ArmAII. :D (OK actually I expected something from BIS... but whatever...^^) Love these units. Going to use them in some mission or another. Thanks alot.
  10. Ah ok. That's good to know.^^ Thanks.
  11. Hi SNKMAN. I'm having some strange problems when actually not using GL4. (OK, this already sounds strange...^^) I've disabled the CBA Initialize in GL4_Core.sqf, so the way I understand it, there shouldn't be any GL4 features activated as long as I don't place any of the modules on the map. However, some of the GL4 features still seem to be active, like Force Move and the Get In thingy. When I start a mission, a hint message shows up that 'vehicle X is too small for group Y'. Also 'Force Move' is still present in the communication menu. Is this supposed to be that way or did I miss something?
  12. Title: Take the Helo Type: SP Mission Side: BLUFOR (US) / BlackOp Version: 1.2 ArmAII Version: CO 1.62 Description: Sneak on the enemy island at night, take the helo and escape. A classic Spec-Op mission, based on the OFP mission 'Steal the Car'. With lots of new features like random weather, random patrols, Security cameras, probably enemy reinforcements and ways to avoid this..... Required Addons: Mapfact Editor Upgrade Desert Mercenaries and BlackOps RH M4/M16 Pack Rearmed Group Link 4 Special FX Edition Features: Random patrols Random position of enemy units Enemy can call reinforcements Weapon selection in briefing First Aid & Animal Module Teamswitch Security cameras, wich the player can use to observe the situation Possibility to disturb or disable enemy communication Possibility to disable power supply Random weather For use with 'Group Link 4' Download: Take the Helo [1.2] Armaholic Mirror
  13. Clayman

    [SP] Take the Helo

    And another update. :) Changes in V1.03: Updated for GL4 V1.1.85 Fixed: "Reinforcement Distance" Bug Fixed: Units having none or wrong equipment at mission start Changed: Number of possible reinforcements slightly reduced Changed: "Security Camera" script optimized
  14. Clayman

    [SP] Take the Helo

    Almost missed the new GL4 version due to RL business... :eek: But here is the updated mission V1.02 for use with GL4 V1.1.83. DL link as always in first post. Have fun!
  15. Clayman

    [SP] Take the Helo

    It's not one man vs whole world, it's two men vs whole island. :D However, this is a stealth mission. You are meant to not be spotted. And if you do, it's imo very realistic that all enemies start looking for you. ;)
  16. You actually don't have to include the .hpps (which in fact are .sqfs^^ ) into your mission folder, you can change all the settings directly from your init.sqf (like I did in my SP mission Take the Helo). Although I havn't tried it with ACE, as far as I can tell it should be exactly the same. ;) However, I have one question: How does the skill array stuff work? Do the "Rank" settings overwrite the "Class" settings or are the classes defined not affected by the ranks?
  17. Clayman

    [SP] Take the Helo

    I've updated my mission to V1.01 to work with the new GL4 version 1.1.75 Also I've fixed some little bugs: - Briefing is now visible for both units (teamswitch) - Removed (debug) radio trigger - Your buddy now doesn't talk anymore ;) I havn't touched any of the new GL4 skill settings, as I don't have enough time to test this atm. I might change that in future versions. DL link in first post.
  18. This is a small addon I made for personal use. But after seeing this question being asked several times now, I think others might find this usefull. So I'll release this for everyone to use. This will add all the default ArmA2 units to all three sides. So now it's possible to have the factions of one side fight each other (without dirty tricks ;) ), e.g. USMC vs CDF or Russia vs ChDKZ. You can also use this to overcome the 144 groups limit. At the moment, only the "normal" soldiers are included. Force Recon, MVD and Spetsnaz are still missing. I might add them in the future. Also there are no civilians, as there already is the armed civilians addon by Wolle. Download: CLAY_SoldiersV1.rar ArmA2Base Mirror Armaholic Mirror
  19. It was so easy untill people started using mod folders. :D I have another small request. Would it be possible to add a setting to disable the dubbing feature for one side only, or (even better) for specific units only? I really like the feature for enemy patrols, but in a stealth mission it's quite a show stopper if your team keeps telling you thier whole life story.^^
  20. Well, it actually is class RU_Soldier_Crew. (Just to make sure you understand me correctly ;)) Unlike most other armored vehicles, the BMP3 has 5 crew members (commander, gunner, driver and the two machinegunners). Commander, gunner and driver stay inside, all other units disembark. Yes, of course. Why didn't I think of that. :banghead: Thanks a lot. :D Just like the first missions in CWC campaign, the beginning of Harvest Red etc. You never know what crazy ideas mission makers come up with.^^
  21. Hi SNKMAN! (This thread is growing faster than I can keep up with reading it.^^) Having a little problem again. I have an enemy BMP3 with 5 Soldiers in cargo. As soon as it's been called as reinforcement it drives to my position and the soldiers in the back get out, just like it should be until here. But then the two additional machinegunners disembark, too. Shouldn't they, being part of the crew, stay inside the BMP? And another question. Is there any way I can disable the garrision feature for static units (without disabling the whole feature)? I have a few soldiers guarding a checkpoint. I sync'd them to the GL4 Static module, but everytime they walk away into the next building (or three of them try to fit on one guard tower :D ). Edit: And one more... What about when the player group has an AI leader?
  22. Oops. Must have missed that one totally. That's good to hear. Makes life so much easier. Thanks. Will try that. Seems like it will take some time till I get used to all those new features. Thanks for the quick reply. And once again, really great work. Keep it up. :)
  23. Hi SNKMAN! First of all, great work with GL4 so far. Been playing around the last few days and I really love it. But there are some questions I coundn't answer myself reading the readme and this thread: 1. Is there any way to overwrite the settings from userconfig from inside a mission. E.g. I'm trying to deactivate the debug markers, no matter what the settings in GL4_Local.sqf are. Already tried the method Onkel Bo posted somewhere in this thread: waitUntil { !(isNil "GL4_Local") }; #include "GL4_Settings\GL4_Local.sqf"; GL4_Local set [0, False]; but that didn't work. 2. Are dynamicly created AI units from scripts or the ACM module supported by GL4? Or is there any way to include those units? 3. Is there any way I can check if the player (or any unit of his group) has been detected by enemy AI? And if yes, can I check for which enemy unit has detected which friendly unit?
  24. Clayman

    Topolka Dam and Beyond

    Hi kju. Thanks for reporting. I have fixed both Script and Addon Version. Hope everything will work now the way it should. As I don't have any posibility to test this in MP (and my MP scripting knowledge is _very_ limited), feel free to inform me about any other bugs you might find so I can fix them, too. :)
  25. The Hunt SP Mission by Clayman Description: In Chernarus the civil war is raging. Insurgents perpetrate attacks on state institutions and raid troops of the CDF regularly. The attempts of the chernarussian government to stop that terrorism in the beginning have failed. Now the whole country feels the concentrated strength of the CDF, leading to more and more civilian casualties. To protect the russian part of the population, troops have been sent to set up camps for refugees and to protect them against attacks. But we have instructions to keep us away from all fighting. Russian soldiers may only resident outside the camp with the express permission of the chernarussian government or the CDF. This is not our war and we are only here as a protection force. The chernarussian capital Chernogorsk has been target of several attacks during the last days. Todays mission is to evacuate Konstantin Nikolayev, an importaint russian politican, from the city of Chernogorsk. The roads throughout the war-shattered Chernarus was considered too dangerous. Therefore, we should - contrary to the agreement with the CDF - fly to Chernogorsk by helicopter, to rescue Nikolayev and bring him into savety. On the way back, we came under enemy fire, our chopper got damaged and had to crash-land. Now we find ourselfs somewhere deep in Chernarus. We are on our own and have to find a way back to the refugee camp near Krasnostav on our own. Required Addons: Mapfact Editor Upgrade V1.0 Car Radio V2.2 VFAI Equipment AI V3.0 Community Base Addons V0.1.3 Features: Several options to set the overall difficulty level, the available help and other settings Random number of units in own group (optional) Random starting position Random amount of enemies Random type and skill of enemy units Weatherscript (optional) Some hidden that might help you ...or not Three possible endings And much much more ;-) Download: CLAY_TheHunt.rar Armaholic Mirror ArmedAssault.Info Mirror ARMAMDB Mirror
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