psychd
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Posts posted by psychd
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Any chance you can , while you're at it , do something about those pathetic flashes of bright circles BI calls "muzzle flashes" when you fire at night??*crosses fingers and prays*
This would be most appreciated, it's sad to see the vanilla "models" for muzzle flashes. Looks like a .Jpeg-file.
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Great job on the units and the weapons are just gorgeus.
I know that some mates and I will be looking forward to implenting these units into the missions we play :)
Keep up the good work.
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if(local nameOfFailer && isPlayer nameOfFailer)then{hint "You FAIL"}I could kiss you :inlove:
Thanks for the help. :)
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Hello all.
I'm making a Paradrop mission, and I've gotten most of the scripting and such done.
But I still need one thing; A message/hint showing for all those who fail to jump out of the Osprey in time, where after the option to jump out gets disabled. I simply cant figure this one out, tried a few things, but the hint still shows for those who jumps out in time.
So how do I fix it, so the Hint only shows for those in the Osprey?
Thanks in advance.
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I'm thinking about buying the following upgrades for my system:
An Q9550.
And some OCZ DDR2 PC2-8500 Fatal1ty
My MB is a Asus P5QL Pro.
My GPU is a 9800GTX+.
My PSU is a Corsair VX550W.
And the things I believe are the bottleneck of my system:
My CPU E4500
And some cheap Ram (3GB total) I borrowed after my old ones Died, think they're like 557MHZ or something...
So anyone got any thoughts about my choice of Hardware?
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Me and the guys I play with will be more than happy to test it.
We shall return with a little feedback asap.
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Hello all.
I'm currently in the process of configuring my own server for Clan Usage.
But there's one small thing I cant figure out how to do, and that is making an Addon mandatory to join my server.
Would anyone be willing to help me with my little problem?
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As for mark-19s, that's exactly why I dunno if to include them or not. Having it can get unbalanced, but not having it can get unrealistic (16+ armed hummvees and not a single one with a mark-19...).
Well I could think of worse flaws in the realism than missing out on the Mark-19, even though I love realism, I would be willing let go of the Mark-19 for gameplay reasons even though if it means 16+ armed humvees with machineguns only.
And if it become a bigger dilemma you could make a version with the Mark-19 and one without ;)
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10 minutes to attack 6 targets requiring 12 satchels with no respawn? I like all the individual components, including short engagements, but I don't see how that would work all together.I do think he means that 2 satchel charges, placed correctly, will blow up all the targets at once.
I like the concept though I'm not certain about the recommended lenght of a game, but no doubt playing this kind of map is required to judge this.
No doubt I'll try this out once the time comes.
As for the transportation vehicles I dont think that the Humvee with Mark-19 should be available due to the ability to nuke the defenders to hell, might just be me thinking this way, but the Mark-19 is according to me way to good for this sort of gameplay. Where as the Humvee with M2 or M240 (Cant remember if that's the correct names) is more of support unit, able to get covering fire and making the enemies keep their head down. But again, this is my way of thinking.
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Well, if the civilian is alive the trigger will trigger instantly, so you'll need more conditions than that to make it true.If you want the players (say they are BLUFOR) to pass a certain point and the trigger is set up for that, then you can simply change the condition field to "this AND alive civ1"
Thank you Inkompetent, your name suits me instead ;)
I really appreciate your help, never would've been able to do this without you. :)
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Forgot Explosionsize - But now the Humvee blows up as soon as I start, which isnt the wanted effect ;).
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You can't execute a script in the condition fieldOnly boolean conditions in the condition field, and the script-call in the on activation field :)
So...
Condition: alive civ1
On Activation: nul = [] exec "IED.sqs" (not it's only exec. Not execVM. The latter is only usef for SQF scripts)
Might just be me failing, but I got an error:
Type Nothing, expected Any.
Thanks for the help though :)
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Hello everyone.
I'm currently using the IED Script made by Jeevz.
Located here or check the spoiler just below.
; Improvised Explosive Device Script
; By Jeevz
; v1.2 12/13/06
; This script will create an explosion of a
; selected size on any object when called
; The arguments are [objectName, explosionPower]
; Explosion Power will be 1 of 4 choices
; Small - Good for Anti-Personnel use
; Medium - Will usually disable a Humvee without killing the occupants
; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1
; Huge - Nothing will survive, I mean... it's HUGE :-)
; Example script call --> [theCar, "Small"] exec "IED.sqs"
;start script
_theObject = _this select 0
_theExplosion = _this select 1
;locate the Object to be blown up
_bombLoc = GetPos _theObject
_bombLocX = _bombLoc select 0
_bombLocY = _bombLoc select 1
_bombLocZ = _bombLoc select 2
; Deterimine the ordinance used to create the explosion
? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"
? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"
? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA"
? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"
civvy1 globalchat _ammoType
; Get the explosion size and blow the object up
? (_theExplosion == "Small") : goto "SMALL"
? (_theExplosion == "Medium") : goto "MEDIUM"
? (_theExplosion == "Large") : goto "LARGE"
? (_theExplosion == "Huge") : goto "HUGE"
#SMALL
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Small"
exit
#MEDIUM
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Medium"
exit
#LARGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Large"
exit
#HUGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Huge"
exit
My problem is the following.
I want the IED to go off once it passes a certain point, easily done.
But then I only want the IED to go off if a man (Spotter for the IED) is alive, so that if you shoot him, you wont trigger the IED.
I've tried setting this
if (alive (civ1)) then {execVM "IED.sqs"};into the Condition Field of my trigger, but then the game crashes upon starting the map.
Can anyone help me find a solution for my problem?
And I hope you all can understand me.
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The Hercules is very brave in the begining.
But overall a fine map, played it with the man himself and really enjoyed it.
Many possibilties for tactical advances.
Theres even a freaking Voice-over in the map :D
And the map can now be downloaded here aswell:
http://www.armaholic.com/page.php?id=6076
Good Job Espectro.
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Me and a friend is getting impatient.
We are on the edge of ordering the game from petergamesde, but then again, 5 days until release here in the rest of EU.
So if we order from Petergamesde can we expect them to send the links and CD-keys today, or are they "off" in the weekend?
Thanks in advance :)
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I'm making a mission with a convoy, where the front vehicle will explode when reaching a waypoint, leading to an attack on the convoy by insurgents.
So far I've only been able to do a SetDamage 100 at a waypoint, which will explode the lead vehicle - But well, that just isnt the effect I want.
What I'm looking for is a way to make an satchel charge touch off once the lead vehicle gets in range.
Every bit of help will be appreciated.
US Infantry - 2008
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Excellent work Binkowski.
This is no doubt my favourite units so far - But damn this is pure quality.