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lucilk

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Posts posted by lucilk


  1. yes cobra its a great ideea, i will implement this to, but can you figure it out why is he not deleteing the High Command Modules.

    in delfob1.sqf i have a line that saids : deletevehicle HC (name of High command module) and.... its not working .. can figure this out, and there is another bug:

    - if you build a fob you have construction interface, but if you destroy it and call it back again construction interface its not there anymore... thats a bumb.

    Cheers


  2. @Evil_Echo are u saying that the nuclear bomb that has just been released few weeks ago with a device that you need to activate it and all,, and has a some kind of red fire as a animation..... is yours?... well i know mine is laggy but hey .... you dont launch it everyday day, no?.

    There is only 1 nuclear bomb i found for arma 2 (the red fire thing) and ques what.... i dont like it..


  3. This is a Arma 2 Nuke test

    <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=9Amx2cdi0Vg&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=9Amx2cdi0Vg&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

    (sorry about the music...)

    1. it will not be an addon so anyone can use it everywhere.

    2. Nuclear Range:

    500 m = Total Destruction

    700 m = Aprox 0.7 damage

    1000 m = Aprox 0.5 damage

    1500 m = Aprox 0.3 damage

    It will probably be included in US Support Script pack.

    Tell me what you think.


  4. @tractorking - the Sec Ops version 1.5 is modified for another guy with his settings, i really dont have an ideea how to change those setting, never played with them, the Sec Ops module setings are in lkscripts folder in a sqf file support_init.sqf, and look for logicSom, if you do some reading you can figure it out, cant help you there, sorry.

    @Cobra, thanks again because you answered the question for me and clarify the things, i cant be on forum all day and its hard for me to keep track of all things, and also can you tell me what is "Class Params " and what can i use them for?, Thanks

    There is still couple things i need to fix:

    - Construction interface is not showing back after you destroy FOB 1 and deploy it again

    - when you acces the command post, and become a commander, i cant delete the High Command module so it only works if the command post is deployed


  5. sure i will post it any minute

    ---------- Post added at 09:45 PM ---------- Previous post was at 09:38 PM ----------

    there you go:

    http://lc-computers\files\US-Support_v1_5_SecOps.Chernarus.zip

    Script version with SecOps

    SOM Module Variables:

    ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [3000, 7000]]];


  6. no SecOps Link is working.... at least at my pc

    ---------- Post added at 04:12 AM ---------- Previous post was at 02:44 AM ----------

    @cobra4v320 - :D yes i know your line is better but i did it with what i knew back then... i will definitely use that line in the next release, thx a lot for the "us support" ;)

    @Manzilla - the link is ok..., i checked it 2 times, give it another try

    @massi64 - i think your problem is that you use my script with the revive script, something is wrong with the 2 dialogs, anyway until we can find a way to fix this i see that you have the "#include "TVS\Tvs.hpp" line in there i know that i removed that in version 1.4 it was for the TVS script but i wont use it anymore... so remove that

    1. i was wondering how is this script working in MP, is it ok?

    I can't test, but is my publicvariables working ok? did u find any bugs?

    2. did u guys cheked the Command post Upgrade from FOB 1 (Lav HQ) and all the "FOB 1 Menu", i mean is that ok?, if someone deploys the command post they can send and dissmis reinforcemnts like a commander..., give it a try tell me what you think.

    Thanks all for support, and we can make this script better to fit our needs.

    ---------- Post added at 04:16 AM ---------- Previous post was at 04:12 AM ----------

    3. can anyone help me make this hole script pack in to an Addon, i think it would be better, and easier to install and use, i really could use some help on this one


  7. ok but CAS heli is good, the thing is that if you dont have any enemy around you in a 200 x 200 range it will activate mission done, beacuse they will note come if you dont have any enemyes, so this is the problem

    What are the enemyes? EAST... Russians

    Beacuse if they are something else you need to change condition to that faction

    i think i might put one condition for insurgents to if that helps.


  8. well .. you see some of you want it with spawn next to them some with map click i will make it as only 1 commander can send the units on map click and players can ask it from everywhere.

    or maibe 2 versions...

    as for the instalation, yes i noticed that is a bit complicated and i will make it simple to install today:

    take a look at the first page at

    Instructions:
    1. To use the script copy from editor the US Flag (execute the lkscripts) 
    2. the following files and folders
    ____________________
    lkscripts - scripts folder
    Dialogs - dialog folder
    Scripts - dialog scripts
    Sound - sounds folder for tomahawk
    briefing.sqf - it contains the briefing AND a important line for adding the menu back after you die
    Description.ext - it contains the CfgSounds for tomahawk
    init.sqf - it will initialize the briefing and the support menu
    _____________________
    And thats all.
    Note: dont copy the mision.sqm to your mission folder (i gues you know that) 
    

    TO DO:
    
    - organise all scripts in 1 folder
    - fix "buy infantry" bug
    - change Tomahawk launch base position

    wish me luck :yay:

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