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Tinker

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Everything posted by Tinker

  1. Hmm, planes and Helis are simple placed in editor with 1 single waypoint towards our base. Think my Init.sqf may be wrong. Anyone able to check it: setViewDistance 1800; enableEnvironment false; execVM "briefing.sqf"; _xhandle = execvm "bodies_remove.sqf" X_INIT = false; X_Server = false; X_Client = false; X_JIP = false;X_SPE = false; X_MP = isMultiplayer; if (isServer) then { X_Server = true; if (!(isNull player)) then {X_Client = true;X_SPE = true;}; X_INIT = true; } else { X_Client = true; if (isNull player) then { X_JIP = true; [] spawn {waitUntil {!(isNull player)};X_INIT = true}; } else { X_INIT = true; }; }; Seems to affect all 3 of my missions so far.
  2. Tinker

    allow damage

    {_x allowDamage false} foreach thislist; !alive H1 and !alive H2 {_x allowDamage true} foreach thislist; :D
  3. Tinker

    allow damage

    Sry, not an actual INTRO, just what happens as soon as the mission starts.
  4. Tinker

    Annoying moans - Bug?

    It is just plane and simple annoying. 1: 3 times in a mission with others the other night, I waited for the Heli to land, switch off engine, each time I exited, I received damage. Moan, groan, moan, groan...Even the pilot had it happen. Landing on flat sutface. 2: Placed an AI on map next to me with full health, had to shoot him 8 times in the chest before he died. Moved the health slider to 50%, now he dies around 2-3 hits, but moan, groan. moan, groan from mission start. Dying after 2-3 hits is great for my missions, but having all the actors on the map constantly moan, groan is a PITA.
  5. Cheers Dave, works perfect. :D
  6. Can I remove a dead vehicle from the mission / map? Playing through some great coop missions atm. 1 thing I see that bugs me is, if you kill a vehicle, maybe a heli. Every 30 seconds or so, the explosion loops for the rest of the mission. Anyway to prevent this by possibly removing the dead vehicle, or something else. Seems to effect several vehicles on kill. Tested a tank too. Pretty annoying, would be nice to know for future reference.
  7. #1 Hiding worked all fine, remained undetected. Tried several fall back locations. #2 He seemed to come close to the dead body, after a while, but had not looked in the direction of. Then suddenly spun around and locked onto me, then killed me. About 100M away, undetected.
  8. Mission loaded all fine. New to arma modding, can you explain this pls: :o Killing any 1 of the guys does not alert the other here. Even if they spot me before I shoot them.
  9. Trigger named: Trigger_Alarm On act: [this] exec "Trigger_Alarm.sqf" Trigger_Alarm.sqf reads: Sleep 10; Trigger_Alarm setTriggerActivation ["NONE", "EAST D", true]; Not working here I am afraid.
  10. Also had issues here. Same line of code, different places or characters. Some just will not stop landing on the roof. this setPos [getPos this select 0,getPos this select 1,0]; Assuming 1 is position in building? This has been the best way for me, if I have had issues. Just put them outside and send them in. Not good for hostages and so though.
  11. Not much to find in the Search on boats in general. Would like to hear how other`s have used them so far. We tried a new mission last night that requires taking a boat from Island A to Island B. We also have enemy patrol boats around the area. This is what we found so far. First off, we gave the enemy the CRRC. We found the enemy where non responsive to us. We were able to walk along the beach right next to them, they would not fire at us. We killed 1 of them in the boat, the rest did absolutely nothing about it, easy kills. So we switched them to the PBX. First try we got into a PBX also, were able to patrol the Island and no one bothered us at all. But if we killed anyone, then the boats would hunt us and kill us, but otherwise ignored us again. Restarted the mission, all the PBX enemy boats where now green on the map? wth, not done anything but reloaded mission. Yes they where red on map previous. So basically looking for some ideas or suggestions from people who have used different types of boats with relative success. Cheers
  12. Tinker

    Arma Boats

    I was going to ask about the "move to doorway and fire" script for the Heli, would it work with this? 2nd try at mission boats went green, maybe we made it into enemy boat before spotting any other boats on map, and because we were in an enemy boat, I think confusion in game. Always red boats usually. Not an issue anymore really, they still opened fire at us. But definately something odd in restarting the mission, and playing another, then coming back to it.
  13. Enter trigger zone, alarm plays. Would be good to kill it after 30 seconds or so.
  14. Cannot find a way to kill the alarm after x amount of time?
  15. Is this the only possible way to remove the vehicle from constantly exploding throughout the mission?
  16. Collection of Silenced Sniper Rifles. :)
  17. AliMag good luck with the script, I am also very interesed to see your findings. Have been tweaking and testing here also on a silenced mission, but just cannot seem to find a happy medium.
  18. Tinker

    Puddle Trouble COOP20

    First off, must be stated we are playing with no grass in our mod. Now we can see the same as the AI, and at last we are having fun playing missions. Played Puddle Trouble last night for around 90 minutes before it was getting too late. Managed to take out 3 villages so far. The host put the server to hibernate, hope we can carry on the mission tonight! We had a 5 man team and thought it was very well balanced throughout. Everything worked great. Good mission. On a side note, 3 times as a passenger in a Heli. When it landed, pilot jumped out and engine off, I received damaged each time I exited the Heli. The pilot also had the issue once, strange. Tinker
  19. Understood thnx, but this object is already built on the map and named as Telek 1. I did not place it there... http://i131.photobucket.com/albums/p292/9MS-Admin/Telek1.jpg Cannot find a way to open it`s properties and rename it? Have tried entering the ID # but no go too.
  20. Tinker

    AI behaviour

    So I do not need to "path" them with multiply waypoints. Just 1 waypoint and let them get there. That is the trick, thnx. Replaced guard with sentry also, thnx again for that. All good. :)
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