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jw custom

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Everything posted by jw custom

  1. jw custom

    Island Panthera for ArmA 2

    Sounds great :cool: I really hope you get the AI vs bridges issue fixed though :)
  2. I'm hosting a new mission tonight, it's a 6-man coop mission with several objectives. If anyone is interested post here. Required: You need to download Island Panthera -> http://forums.bistudio.com/showthread.php?t=86720 Suggested: Sound of War or VopSound mod Info: I play serious without getting too serious, so there's room all for except RAMBO types. It's about team work and having fun. I use Revive script and each unit got 3 chances of revivel. If you do not get revived in time you die, no respawn. 3rd person is off Crosshair is off HUD show group is off Game start: tonight approx. 19:00 CET Server: Special Assault Unit
  3. Hey thanks that was very informative :cool: A question regarding the addMagazineCargo command. So i run the script with ammo/weapons on each client so they all see lets say 10 grenades in the crate, if a player takes a handgrenade from a crate will there then be 9 left for all players or only for the player who took the granade?
  4. Operation: Blowdown Info: 1-6 man coop(not sure how it will run on dedicated servers. Only tested with me as host and team leader!). Uses revive script (5 revive chances, no respawn). Got several objectives. Enemy randomly placed inside buildings, could be on all floors so becareful. Recommended: Avoid playing alone with AI, it can be really frustrating :p Play with crosshair off, mission is designed for that so with crosshair on it might be too easy ;) Use a sound mod like Sound Of War or VopSound it gives you a total new experience :cool: Required: -> Island Panthera Situation: The forwarded base Oscar 22 is about to get overrun by insurgents, you must assist defending the base. DO NOT let the insurgents breach the frontline! Further orders will follow. Download from filefactory: -> Operation: Blowdown v1.0 Download from SWDepot mirror: -> Operation: Blowdown v1.0 Download from Armaholic mirror: -> Operation: Blowdown v1.0
  5. Yes numbers/type of enemies is random :) I have PM'ed you a new version that might fix the ammo problem. Yeah i'll be happy to try it on a dedi and see how it works :)
  6. Ahh that clear up things a bit. I thought adding ammo or spawning units on server were the same. Thank you :) Here's how i thought it all worked. You add 10 magazines to a crate from dedi server/local host, the server/host then spread the info to all clients. If a client takes a magazine it's reported to server host which will update all clients with new status. *EDIT* Now i'm getting confused again lol :p //ammo.sqf clearMagazineCargo _this; clearWeaponCargo _this; myCrate addWeaponCargo ["G36a", 100]; If i as player on a server goes to a crate and drop my NV Googles they will be accessable for all other clients, so if the above ammo script is called from the crates init line on all clients wouldn't that give the crate 500 G36's if 5 players are connected? Where and how should i execute the script to add a total of 200 G36's which should be accessable to all players even if 5 player are connected? Is there any difference in how it should be done if game should be hosted on local or dedicated server?
  7. So far so good :p But what about this: if (isDedicated) then { HQ1 = "BMP2_HQ_INS_unfolded" createVehicle (getPos HQ_Pos); }; Will the BMP2 HQ be visible for all connected players( i have the feeling you will say no :p ). But if i execute the spawn line on each computer the there will be a BMP2 HQ on all players screens on different locations as HQ_Pos is a random position! What i need is to spawn ONLY 1 which is visible to all connected players and on same location. Thanks a lot for taking your time with me :D
  8. So if i use this on a dedicated server... if (isDedicated) then { myCrate addWeaponCargo ["G36a", 100]; }; ...the line in bold will only get executed on the dedicated server correct? Will the 100 G36'er be visible/accessable by all connected players?
  9. Thanks for the input. I haven't had any access to a dedicated server so i haven't been able to test it on such. I have a few questions for you: When hosting on dedicated server did the attack on Oscar 22 happen and did it involve armor? When hosting on dedicated server did you locate the radio tower? If you didn't locate the radio tower did you then get the "The insurgents has called in re-inforcements...." message at any time?
  10. jw custom

    Trigger Help

    Put this: myTrigger attachTo [myPlane,[0,0,0]]; In your planes init field(or somewhere else). In this case the trigger name is obviously myTrigger and the planes name is myPlane.
  11. There should be a difference between aiming/tracking at night and day. Just lowering AI accuracy would make them less accurate both night and day.
  12. ....and tracking. They are just as deadly and precise in complete darkness without NV as in daylight!
  13. Thats the method i use. Place a object on the map(like a hedgehog) and put this in its init field: aHouse = getPos this nearestObject 261190 The highlighted is the ID of the house you wanna monitor, you can see ID's by clicking on the IDs button in the editor. Now you can check if the house is destroyed with: !alive aHouse
  14. I don't think AI is affected they seem just as deadly in complete darkness without NV as in bright daylight!
  15. He means that you need to upgrade you motherboard, but you will have to do that anyways if you wan't a upgrade. Same goes with your RAM.
  16. So you decided to upgrade anyway :p
  17. jw custom

    Good things about ARMA 2

    Good things about ArmA 2.... well there's so many, so many that they overweight the bad things tons of times. For me the editor and playing homemade missions coop are the main reason for getting ArmA 2... and it bloody rocks :cool:
  18. jw custom

    Hello there

    I think he is reffering to it not going to have dedicated servers! The full game with patch 1.04 runs a lot smoother than the demo, but don't expect super performance with your rig though it should be able to run it decently. If your looking for a game similar to COD4 this is not what your looking for, this is a military simulator and a damn fine one :) Yes the community is really great, this is the first time i have ever sticked around on a forum about a game :cool:
  19. jw custom

    Trigger - Help

    The simplest way to do it would probably be: 1. Insert a marker named Area, color red and ellipse with the size you like. 2. Create a trigger same size as marker with the properties OPFOR, not present, once. In it's "On Act:" field put this: "Area" setMarkerColor "ColorGreen"; Now when you start mission the circle is red and will turn green when opfor is not present in trigger area.
  20. jw custom

    AI needs a pair of glasses!

    Things i find wrong/annoying with the AI: Running into AI like around a corner they seems unaware of your present and doesn't react for a really long time. AI is still too accurate with their first rounds at distance. AI still track you too precisely behind cover of vegitation which makes dense forest almost a no no to make missions in. When you shoot at AI they keep on shooting at your position even though you have proned behind a object and your AI mates are standing up in wide open 5m away from you. It's like the AI won't give up it's target unless fired upon by another unit. AI still attack armored vehicles with small arms. When ordering AI to attack vehiles it often takes half the war before they fire, when not ordering them they fire them rockets like kids eating candy. AI often enjoy themself switching back and forth between AT and riffle. All that said i think AI has improved a lot since 1.0 and i still really enjoy playing the game :cool:
  21. Updated to v1.1 see first post.
  22. jw custom

    hardware suggestion

    First upgrade would be graphic card, 2nd upgrade would be the CPU and the 3rd upgrade would be moving from Vista to XP :p
  23. jw custom

    Dragon Rising has been released

    Yeah they would probably do it differently if they could do it over ;)
  24. jw custom

    Bad things about Arma2

    The MHQ is not just a vehicle you just place in your mission and dada you can spawn at it. It's done with scripting! With games like Domination they are there for a reason, the war is on the entire map and sometimes theres nobody who can fly then people moan because they can't get to redzone. No respawning... lol yeah imagine you die after 10 min and have to wait 6 hours before a new round start :p Instead of telling everybody what they should do how about your start out by hosting your own missions with your own rules? (no thanks you say... well then you have no right to even think what other people should do)
  25. jw custom

    opfp2:DR wanna trade?

    It happens...
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