luckyhendrix
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Posts posted by luckyhendrix
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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
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 ?
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I don't like warnings when missile are launched , all the AA missile in arma are IR guided (execpted tunguska missile ) so there should be no warnings , execpted on the very modern aircrafts like the F35.
and does this : http://dev-heaven.net/repositories/revision/91/9cb6ea49d3a34df96aae1582a41a8f53d48b5956 means that the wounding systems is no longer WIP ?
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Is there a way to know what setting are set on the ACM modules ? ( getvariable maybe?)
Is it possible to monitor the units being spawned by ACM ?
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How can we keep a dedicated server up to date ? because we can't run the updater on it
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will there be an update today ?
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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.
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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;
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Hello ,
I'd like add an action on an empty object , I want it to work in MP, where do I put it so that every player sees the action ? (I can't put it in the init because the object is created just after mission start
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But you can if your weapon is near a flat surface it can rest on it,it also works with vehicle
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Have you done something to the wounding system it seems to work on IA coulnd't try on human yet

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It's weird an AT4 destroy a BMP3 in one shot but not a BTR-90 is it normal ?
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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 ?
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There is some kind of FCS on abrams no ? If you keep right mousse button pressed at a target tu gun follows it and agjust the range

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thx for your comment intruder , I totaly agree
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Are they really no classname list for all the weapons ?
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Any insight on my sandbag question?use the mouse wheel whil pressing shift/ctrl to rotate / elevate sandbags
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If you got earplug in youre inventory is it automaticaly active ?
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I confirm sachtel don't do craters just the usual brownish ground were it exploded
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Could we have a more accurate definition of what's implemented and wht's still WIP.Because I dunno if I see a bug or if it is not yet implemented.
for exemple : - I see no cartridge on ground is it bug ?
-big explosion are not doing craters like said in the wiki
-I can't get the M2 Sadarm to detonate
-...
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Alright I'll put it in the tracker tomorow thanks for help ;)
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luckyhendrix: Try to remove this setVariable ["NoHangar", true], so the init line only containsthis 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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still nothing I found this in my arma.rpt
0:36:58,592 (0) [x\ace\addons\module_easa\ACE_EASA_Init.sqf:7] PARAMS_1: _logic=EASA_MODULE
0:36:58,593 (0) [x\ace\addons\module_easa\ACE_EASA_Init.sqf:8] ACE_EASA Logic found and initializing: _logic=EASA_MODULE
0:36:58,595 (0) [x\ace\addons\module_easa\ACE_EASA_Init.sqf:36] Valid hangar found: ""=""
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synk them upEASA module wiki updated
I synchronized all plane with the modules nothing happens. I don't understand , all aircraft are empty I put them beside the trailer with the little plane truck and then get in the plane , no action ... :confused:
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Yes, that should be it, I think it's hungarian, but that's the EASA module.ok thanks : but i've placed it with this in the init :
this setVariable ["NoHangar", true];this setVariable ["NUKES", 1];this setVariable ["FARP", true]But I went next to it with empty harrier and cobra , it nothing happened

A.C.E. Advanced Combat Environment - Public Beta *2*!
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
I love you guys , Happy xmas to all !!