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jw custom

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Everything posted by jw custom

  1. jw custom

    Dragon Rising has been released

    Of course i didn't mean you...
  2. jw custom

    Dragon Rising has been released

    ArmA 2 is not friendly on newbies and the impatient so it's understandable that a lot of arcade shooter fans will fall of without any success.
  3. How many people were you playing with?
  4. Sorry i missed this post. Yes i'm working on adding vehicle support, right now i seem to have it working with helo's.
  5. Your absolutely right, i got it mixed when i started to use setWaypointPosition to get a random position, doh! Thanks for letting me know, it will get fixed on next update ;)
  6. It's working fine the way it is: nul = [this, 500, "Marker1", "Marker2", 500, "AWARE", 100, "LIMITED", "FILE",0] execVM "USPS.sqf"; _centerMarker = Marker1 _patrolMarker = Marker2 Also with the change you made which is unnecessary you should also change the other _patrolMarker below it else it would be even more unnecessary :p Marker1 & Marker2 can be same name which is what i use, only reason for to different markers would be to have units spawn around one and then walk towards and patrol around the other :)
  7. Not sure if this is what you need but here goes: http://www.filefactory.com/file/a2f9564/n/TriggerStuff.utes.zip
  8. jw custom

    Dragon Rising has been released

    And i thought it couldn't get worse on CM's forums :p
  9. jw custom

    ArmA2 - The Xbox 360 thread

    LOL hahaha :p
  10. try this: http://www.filefactory.com/file/a2f5176/n/count.utes.zip 5 seconds after you spawn you'll get a hint saying how many opfors around!
  11. There's parameter for formation in newest version. This script is not ment to be executed on player units or groups with players in, it's for AI. If you wanna randomly place a group with yourself or other players in you should do it from init.sqf so it's done before you actually ingame. This is not what this script is about :)
  12. Script updated, see details in first post :) Found an error, script will be updated in a few minutes! ---------- Post added at 04:12 PM ---------- Previous post was at 04:04 PM ---------- Fixed!
  13. co16 - Operation Stonehenge Changelog: v1.0 -Initial release Info: Uses BIS first aid system. Required addons: ACE 2 Isla Duala Situation: We have got a tip about the Russians are in progress setting up a UAV terminal in Canto. Your job is to locate and destroy that UAV terminal. Intell: Light armor has been spotted in the area! Success: Mission is complete when: 1. UAV terminal is destroyed. 2. All playable units alive(also AI) is in the extraction zone(If your in a vehicle then disembark). Download v1.0 -> co16 - Operation Stonehenge Download v1.0 from Armaholic mirror: -> Operation Stonehenge Co-16 (@)
  14. I added a 6th argument, Chance of Excisting, you simply set in percentage how big a chance for the group/unit to excist. Setting 6th argument to 100 (100%) means that the group/unit will always exist. Nothing will happen to those missions as they still are using the old script version where the 6th argument isn't present :) But if you use the new version you'll have to edit the execution commandline wherever you used it.
  15. jw custom

    Dragon Rising has been released

    So true and i'm already feeling guilty :p
  16. Huh i thought that were fixed with patch 1.05, also i think i remember you said you never experienced that misalignment :confused:
  17. jw custom

    Make tank gameplay enjoyable now!

    Agree, i rarely play with tanks but this also apply to footsoldiers. Sometimes they can't see the enemy 30m ahead while at other times they report the enemy 1000m away through heavy foliage and whatnot :p
  18. jw custom

    Dragon Rising has been released

    LMFAO... haha thats exactly how it works at CM's forums :p
  19. Yeah that is a mistake thanks for reporting, will fix that on next update :)
  20. I tried that on vanilla ArmA 2 when i had some internet connection problems and lost connection, but it only took 2-3 min before i was able to re-join though!
  21. jw custom

    Dragon Rising has been released

    Headless AI is caused by having Objects detail set to under high. I run ArmA 2 from a Samsung Spinpoint 1.5TB harddisk which is filled with lots of crap and very rarely defragged and it's running just fine.
  22. You have to put it on the unit. ---------- Post added at 03:46 PM ---------- Previous post was at 02:35 PM ---------- Updated script to v1.1.
  23. Looking forward to it, i really hope you have worked on the M4 sound though :)
  24. jw custom

    Dragon Rising has been released

    Or they hyped it up to kick ArmA 2's a$$ even before it got released, now they know have crappy it is but are too proud/embarrassed to admit they were wrong lol :p
  25. When using a low patrol radius it's not being forced very well. The centerMarker is the center spawn radius and the patrolMarker is the patrol radius center marker. You can use same marker for both. You can also let them spawn around one marker and then place the other marker further away and then they will move towards that marker and start patrol around it.
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