Jump to content

jw custom

Member
  • Content Count

    3464
  • Joined

  • Last visited

  • Medals

Everything posted by jw custom

  1. Sounds great, any plans on adding snow?
  2. jw custom

    The Unsung MOD (Vietnam War)

    Any news on this mod? :)
  3. jw custom

    co08 - Ghost Town (ACE / Isla Duala)

    Sorry but i'm not using revive script anymore, but feel free to edit the mission to suit your needs :)
  4. jw custom

    Isla Duala

    Well it's not the authors your punishing but the ArmA 2 users :(
  5. Example: http://www.filefactory.com/file/a2h7h4h/n/spawn3.zip Example: http://www.filefactory.com/file/a2h7h60/n/spawn4.zip I'll add more examples later... ---------- Post added at 05:02 PM ---------- Previous post was at 03:15 PM ---------- Example of using script with spawned vehicles spawned by createVehicle and BIS_fnc_spawnVehicle: http://www.filefactory.com/file/a2h76hc/n/spawn5.zip
  6. jw custom

    ArmA2 - The Xbox 360 thread

    Did you just arrive from the CM forums :butbut:
  7. You'll have to edit things a bit, you can use createVehicle or BIS_fnc_spawnVehicle. If you use createVehicle you will have to create the crew aswell and put them in the vehicle. BIS_fnc_spawnVehicle creates a vehicle with crew, you need to add the functions module to your mission though. I dont have time now but as i said i'll make some more examples tomorrow :)
  8. In your example your still only handling 1 group at the time in same script :)
  9. If your using the respawn example you'll have to create a script for each group or write it differently. I'll make an examples for that tomorrow. Maybe i'll add the respawn feature in a future update but it depends on if i find a proper way to do it. You can do that in the spawn script aswell, i'll make an example for that tomorrow. Yes, i'll make an example for that tomorrow.
  10. No not from editor, but yes if you spawn from a script then you can use this example here: http://www.filefactory.com/file/a2he609/n/spawn2.utes.zip All you have to do is to add a 2nd marker and change the 2nd marker name in the commandline to the name of your new added marker!
  11. Yes if you under configuration->preset has added the sound mod to be maintained by SIX updater :) P.S. you might need to delete the current mod folder first, but updater will tell you :)
  12. jw custom

    Arma2 beta builds 1.05.6xxxx

    Now please fix: -AI take ages to perform actions like Heal, Get in, Regroup and many more. I think this bug/annoyance was introduced with: [60718] Changed: AI now goes to Combat behaviour automatically only when under fire, not when player is prone. -AI often shoot friendlies in the back, not caring if they there any friendlies in line of fire. -AI shoots while doing animation like standup which results in bullets flying everywhere also in the heads of friendlies :p
  13. jw custom

    Co06 - Mercenaries & Terrorists

    Well i moved away from revive script a while ago because i like BIS first aid system mych better. But feel free to edit mission and add it :)
  14. Mercenaries & Terrorists VR2WzrTeunQ Changelog: v1.0 -Initial release v1.1 -added ear plugs to gunner v1.2 -fixed a missing marker -changed spawn point to avoid possible AI death after Duala update 1.2 Info: Uses BIS first aid system. ACE stamina system disabled. Mission includes 5 objectives. Teamleader can call in littlebirds for support but only 1 time so use it vicely. Required addons: ACE 2 Isla Duala v0.99 Mercenaries & BlackOps Situation: You have been paid by the governor of Kinsella to clean up his city! You are authorized to use whatever means needed to drive the terrorists out of Kinsella. Download v1.2 -> Mercenaries & Terrorists Download v1.2 from Armaholic mirror: -> Mercenaries & Terrorists Co-06 (@)
  15. jw custom

    Co06 - Mercenaries & Terrorists

    This is a known bug, sometimes targets decides to jump off buildings and die. I could avoid that by giving the target a stationary place but thats kinda boring. Most of my released missions if not all are using BIS first aid system, i like it. If you want respawn you'll have to edit mission and add it yourself because respawn is a no no in my missions and gaming style :)
  16. co10 - Operation Landlord Changelog: v1.0 -Initial release Info: Uses BIS first aid system. Required addons: ACE 2 Isla Duala Situation: The Russians has occupied most of Isla Hazena and must be stopped before dug in too well. A few targets has been assigned to your team. Intell: There's been reported several light armored vehicles patrolling the mid to north area of the island. No heavy armor has been seen but there's always a chance so be prepared! Success: Mission is complete when: 1. The communication is destroyed. 2. The HQ is destroyed. 3. The fuel supply is destroyed. 4. All playable units alive(also AI) is in the extraction zone(If your in a vehicle then disembark). Download v1.0 -> co10 - Operation Landlord Dwonload v1.0 from Armaholic mirror: -> Operation Landlord Co-10 (@)
  17. Here you go: http://www.filefactory.com/file/a2he609/n/spawn2.utes.zip Shoot the 3 men in the group and they'll respawn 5 times in total.
  18. jw custom

    Simple Function Needed

    Should it all OpFor not alive or OpFor in a trigger area not alive?
  19. jw custom

    1.06 beta patches.. when?

    I really hope so :) There's many bugs but one that really annoys me is the one brought by one of the last beta's before 1.05 final, the problem with AI taking ages of performing actions like healing, get in, regroup etc. when an enemy position is known.
  20. No not atm. but maybe in a future update. But tomorrow i can make you an example on how to make a group respawn while using the this script :)
  21. jw custom

    Dragon Rising has been released

    Correction, pirates think pirating DR is a waste of pirating :p
  22. co08 - Operation Outlaw Changelog: v1.0 -Initial release Info: Uses BIS first aid system. Required addons: ACE 2 Isla Duala Situation: The Russians has set up a communication post on Isla Caspal but the AA on the island is holding our aircrafts back. Your job is to take out the AA and destroy the communication tower. Intell: Light armor has been spotted in the area! Success: Mission is complete when: 1. The 2 Tunguska's are destroyed. 2. Communication tower is destroyed. 3. All playable units alive(also AI) is in the extraction zone(If your in a vehicle then disembark). Download v1.0 -> co08 - Operation Outlaw
  23. jw custom

    countSide on dedicated

    I'm think he need to set "Activated by" to EAST or ANY to be able to count the list. If you have a hint in the "On Act." field you wont be able to see it on a dedi!
×