Jump to content

tyrspawn

Member
  • Content Count

    57
  • Joined

  • Last visited

  • Medals

Everything posted by tyrspawn

  1. Is it possible to remove city names from the map? I assume they exist as markers in the island pbo, and I am wondering if I can use deleteMarker to get rid of them, much like you can target other map objects with scripts. Any help would be appreciated.
  2. Some footage at United Operations of us playing with this map:
  3. Thought I would share some cool footage from a play session yesterday. Enjoy. This video depicts British paratroopers in an attack on a Russian airbase containing a squadron of su-25 ground attack aircraft. The mission is called Fassberg Raid. This represents one of the most fun experiences I have had while playing armed assault 2. From the beginning to the end this play session on the United Operations server was highly cinematic, intense and adrenalin filled. About 60 players are present, composed into two platoons. The scenario is from a cold war gone hot. The equipment is relatively low tech, and wer'e up against a superior enemy force. Our job is to hit the su-25 squadron then get out. This operation will be a raid. An infiltration, followed by an attack, and concluded with an exfiltration before enemy response forces can marshall. My role in the mission is company sergeant major, the senior most non-comissioned officer in the company, and responsible for establishing casualty collection points and logistics. I'm also 4th in the chain of the command, if the company commander and platoon leaders are killed in action. As we'll see, things don't go as planned, but in the end, the queen's men pull it out of the fire.
  4. tyrspawn

    Combat Medical System

    Before you waste your time keep in mind that hitpart eventhandler doesn't currently work in dedicated multiplayer environments.
  5. tyrspawn

    Celle 2

    Looks amazing - can't wait. Unitedoperations.net community is psyched for this.
  6. Another video of the aforementioned event:
  7. Just wanted to say that this is my favorite island of all time. For those who are interested, we have been having an MSO-inspired event at UnitedOperations.net for the past week, peaking at around 70 players and fluctuating between 20-40. Here's some gameplay footage of the island in action:
  8. v0.25 looks amazing. I will tell you right now that the biggest tactical ACE community, united operations, will probably be using it if its well optimized for multiplayer. I'm an officer there and I will try my best to get it implemented.
  9. _plane = [[getPos ingress select 0, getPos ingress select 1, (getPos ingress select 2) + 1000], 360, "An2_2_TK_CIV_EP1", CIVILIAN] call bis_fnc_spawnvehicle; transportPlane = _plane select 0; _planeGroup = _plane select 2; transportPlane flyInHeight 1000; _planeGroup setBehaviour "CARELESS"; wp1 = _planeGroup addwaypoint [(getpos dropoff), 5]; wp1 setwaypointtype "MOVE"; ingress is a game logic where the plane is supposed to fly in from, dropoff is a game logic where i want it to fly to. It simply doesn't work. The plane spawns in, then it just flies in a circle around its spawn position. After 2 hours of pulling my hair out over this, I am asking for help.
  10. tyrspawn

    intro cam FLIR?

    How would I use a script to disable players from using FLIR in vehicles?
  11. You should be able to easily disable it using something like this: b_specNV = (findDisplay 46) displayAddEventhandler ["keydown", " if ((_this select 1) in (actionKeys ""NightVision"")) then { if (b_specNVG) then { camUseNVG false; b_specNVG = false; } else { camUseNVG true; b_specNVG = true; }; }; Problem is, I don't know the action key for FLIR - any help would be appreciated. The current action key list has not been updated since arma1 on the wiki: http://community.bistudio.com/wiki/ArmA:_CfgDefaultKeysMapping
  12. Haven't tried yet. Will see about it soon.
  13. Thanks, i'll look into this!
  14. Can we get back on topic plz? Has anyone found a way to properly add mags and weapons to OA backpacks? I have run into the following issues: http://dev-heaven.net/issues/11666
  15. Changes to backpacks don't appear to work on a dedicated server. I added and removed items from a backpack, it appears fine locally, but if you load it on a dedi, the standard items are there (not the loadout you modified) - EXCEPT you cant access them or put anything new into the backpack. Mission example: http://www.krauselabs.net/dump/ballz2.Takistan.zip ---------- Post added at 06:02 AM ---------- Previous post was at 04:33 AM ---------- also: http://dev-heaven.net/issues/11666
  16. tyrspawn

    Where/how/when to buy ARMA2:OA?

    So the timer for OA is down on Steam.. but you still can't buy it. Very strange.
  17. If I host locally, I appear to have the setFace, and so do the other clients, but they do not see their set faces for anyone. if I host dedicated no one, including myself, sees the set faces. How to fix? Using this setFace "Face01_camo1";
  18. Plese add official support for Celle, its quite a popular island, and we are playing the hell out of it on Tactical Gamer.
  19. Bon: any chance I could talk to you on MSN/skype? Found more issues with your script and multiplayer. Trying to make it a standard feature of my multiplayer campaign... and having more JIP and multiplayer issues.
  20. No offense but this is horrible advice. To the OP, call the briefing like this: if (!(isNull player)) then //non-JIP player { [] execVM "briefing.sqf"; }; if (!isServer && isNull player) then //JIP player { waitUntil {!isNull player}; [] execVM "briefing.sqf"; };
  21. Thanks much! FYI: Description.ext was missing from the zip on the site. I had to copy it over from an old release. It also says to import that file into the cfgsounds class in the manual. This causes preprocessor to crash. Question: Think you could tip me off to how to add in some delays? I want an X second delay between "Shot,over", another X second delay between "splash, over" and another X second delay after it before shells land down. If you don't feel like explaining ill just dig into the script, but was hoping for a hint.
  22. 1. All players are supposed to spawn in their respective bradleys, as per their initialization line 2. All players are supposed to respawn in the cargo of their respective bradleys when they die 3. Each player is added to their respective team on the init line 4. The script is called with: init.sqf: //script to move respawns into IFVs //non-JIP player if (!(isNull player)) then { waitUntil { alive player }; [] execVM "scripts\movetoIFV.sqf"; }; // JIP player if (!isServer && isNull player) then { waitUntil { alive player }; [] execVM "scripts\movetoIFV.sqf"; }; movetoIFV.sqf: // Checking if player has successfully synchronized (for JIPs) if (!isDedicated && isNull player) then { waitUntil {!isNull player}; }; while {true} do { if (!alive player) then { // Wait until player respawns waitUntil {alive player}; // delay ensures client is synced with server before doing stuff. sleep 0.1; // Make sure player isn't at the lobby screen? if (player != player) exitWith {}; switch (group player) do { case team1: { player moveInCargo brad1; }; case team2: { player moveInCargo brad2; }; case team3: { player moveInCargo brad3; }; case team4: { player moveInCargo brad4; }; }; }; }; I think it's a problem with how the script is being called... I have also tried execVM. With execVM JIP players will spawn in the bradley, as designed, but the move to bradley script upon respawn does not work. With the current init they will JIP at respawn_west (not the bradley) and the respawn script does not work either. If they respawn they go right back to respawn_west. Both ways it works fine for non-JIP players.
×