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luckyhendrix

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Posts posted by luckyhendrix


  1. Respected ACE TEAM! Very much it would be desirable to see in ACE:

    1) realistic artelery system.

    Heavy ARTELERY it is accessible only to the commander (STATIC gun, MLRS).

    Mortars are accessible to development to infantry groups (Crew Served Weapons)

    And self-propelled artelery to mobile groups (M109).

    Command work: UAV + MLRS, M109.

    Closer simulation of engineering and medical armies.

    Full use of all means.

    Realistic system support!

    Logistic truck

    http://www.realitymod.com/forum/f388-community-modding/65078-code-logistic-truck-supplycrate-hold.html

    TOW STATIC ARTELERY

    If the mechanic cannot repair technics completely because of

    Heavy damage it is possible to ask the commander

    To send heavy engineering group

    http://virtualbattlespace.vbs2.com/images/stories/jan2009/1680x1050_VBS2_083.jpg

    If the physician cannot rescue the wounded soldier it is possible to request of the commander SUPPORT a kind of additional medical aid

    http://virtualbattlespace.vbs2.com/images/stories/ukjan09/1680x1050_VBS2_104.jpg

    Interaction of the commander and all a combat arm.

    http://virtualbattlespace.vbs2.com/images/stories/jan2009/1680x1050_VBS2_048.jpg

    http://virtualbattlespace.vbs2.com/images/stories/ukjan09/1680x1050_VBS2_060.jpg

    It is more than fights in the closed spaces

    http://virtualbattlespace.vbs2.com/images/stories/ukjan09/1680x1050_VBS2_059.jpg

    Interaction with the peace population, more interactive and live cities

    http://virtualbattlespace.vbs2.com/images/stories/ukjan09/1680x1050_VBS2_122.jpg

    Division on USMC and US ARMY

    1) http://virtualbattlespace.vbs2.com/images/stories/ukjan09 /1680x1050_VBS2_105.jpg

    2) http://virtualbattlespace.vbs2.com/images/stories/jan2009/1680x1050_VBS2_097.jpg

    REALISTIC MILITARY BASES

    http://virtualbattlespace.vbs2.com/images/stories/ukjan09/1680x1050_VBS2_134.jpg

    , IT IS MORE UAV

    http://virtualbattlespace.vbs2.com/images/stories/jan2009/1680x1050_VBS2_098.jpg

    In fact what you want is VBS2, right ?


  2. alright thx it's working now but I have an other problem:

    When a client activate the lock action on the chair it launchs this script:

    _Chair = _this select 0;

    _caller = _this select 1;

    _id = _this select 2;

    _Chair lock true;

    if(Otage distance _Chair <5)then{

    Otage assignAsCargo _Chair;

    Otage moveincargo _Chair;

    };

    _Chair removeAction _id;

    _Chair addaction ["Unlock Chair","Chairunlock.sqf",[],1,false,false,"","_this != Otage"];

    hint "Chair locked";

    it should force the hostage (wich name is Otage in the chair and lock the chair so he can't get out ,(the hostage might be an human or an AI) but it doesn't work.


  3. I put this in the init.sqf didn't work no one has the action.

    this is what I have in my init.sqf

    if(isserver)then{

    execVM "infil3D.sqf";

    myChair = "FoldChair_with_Cargo" createVehicle [11462.845, 7481.1436, 0.4918564];

    mychair setpos [11462.845, 7481.1436, 0.2918564];

    Otage moveInCargo myChair;

    myChair2 = "FoldChair_with_Cargo" createVehicle [11445.412, 7483.6548, 4.0115734];

    myChair2 setpos [11445.412, 7483.6548, 4.0115734];

    myChair3 = "FoldChair_with_Cargo" createVehicle [11503.016, 7469.8301, 0.05446326];

    mychair3 setpos [11503.016, 7469.8301, 0.05446326];

    myChair4 = "FoldChair_with_Cargo" createVehicle [11459.881, 7476.4951, 8.0380102];

    mychair4 setpos [11459.881, 7476.4951, 8.0380102];

    myChair lock true;

    myChair2 lock true;

    myChair3 lock true;

    myChair4 lock true;

    };

    myChair setvehicleinit "this addaction [""Unlock Chair"",""Chairunlock.sqf"",[],1,false,false,"",""_this != Otage""]; ";

    myChair2 setvehicleinit "this addaction [""Unlock Chair"",""Chairunlock.sqf"",[],1,false,false,"",""_this != Otage""]; ";

    myChair3 setvehicleinit "this addaction [""Unlock Chair"",""Chairunlock.sqf"",[],1,false,false,"",""_this != Otage""]; ";

    myChair4 setvehicleinit "this addaction [""Unlock Chair"",""Chairunlock.sqf"",[],1,false,false,"",""_this != Otage""]; ";

    processinitcommands;


  4. hello ,

    I making a MP mission where there's an hostage , I need to know who killed him

    _Hostage = _this select 0;

    _Killer = _select 1;

    titleText [format["hostage killed by %1",_Killer], "PLAIN"];

    I am using this now , but It don't work and I need it to work on either dedicated or local hosted server and I have no server to test it.

    This hostage can't walk (I used the sethit command) and at the start of the mission he is on a Foldchair_with_cargo that is locked so he can't move.

    On the chair I put this

    myChair addaction ["Unlock Chair","Chairunlock.sqf",[],1,false,false,"","_this != hostage"]

    ChairUnlock.sqf

    _chair = _this select 0;

    _caller = _this select 1;

    _id = _this select 2;

    _crew = crew _Chair;

    _hotsage = _crew select 0;

    _chair lock false;

    unassignVehicle _Otage;

    _hostage action ["GETOUT",_Chair];

    _Chair removeAction _id;

    _Chair addaction ["lock Chair","Chairlock.sqf",[],1,false,false,"","_this != Otage"];

    hint "Chair unlocked";

    Chairlock.sqf

    _Chair = _this select 0;

    _caller = _this select 1;

    _id = _this select 2;

    _Chair lock true;

    if(hostage distance _Chair <5)then{

    Hostage assignAsCargo _Chair;

    Hostage moveincargo _Chair;

    };

    _Chair removeAction _id;

    _Chair addaction ["Unlock Chair","Chairunlock.sqf",[],1,false,false,"","_this != Otage"];

    hint "Chair locked";

    On my local server that I host myself this works perfectely, I can force the hostage of getting of the chair then drag him out to another chair and put him back in.

    But how will it perform on a dedicated server given that addaction is local ?


  5. luckyhendrix: Try to remove this setVariable ["NoHangar", true], so the init line only contains

    this setVariable ["NUKES", 1];this setVariable ["FARP", true] 

    Then don't synch anything, place 1 and only 1 aircraft next to the module, then go to the trailer and go all the way around it untill you get an action called "Change loadout" or "Fegyverzet változtatása" (you've got hungarian arma, right?).

    I've got french ARMA 2 dunno why it appears in hungarian others modules names are in english.

    I've did what you said and carefully turned around the traler and the plane , I think it's a bug. :eek:

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