jw custom
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Everything posted by jw custom
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Video Settings - 'Postprocess effects'
jw custom replied to jw custom's topic in ARMA 2 & OA - GENERAL
Why on earth would they add an option to make picture blurry :confused: I have the feeling it was supposed to do something useful but just didn't... -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In 'Windows Explorer' Tools->Folder Options and under 'View' you can un-check 'Hide extensions for known file types'. Now you can easily change/edit file extensions. -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe it can be done with something like this: RanNum1 = round(random 100); RanNum2 = round(random 100); flare = "F_40mm_green" createVehicle [getPos flaretrap select 0 + RanNum1, getPos flaretrap select 1 + RanNum2, 200]; -
Do you wish to have BattlEye in ArmA II?
jw custom replied to HOPEnSPIRIT's topic in ARMA 2 & OA - SUGGESTIONS
I haven't voted yet as i have no idea how this BattlEye works, never heard of it before. Does it make people lag? Does it actually keep cheaters out(i know PB doesn't)? -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it works fine, thanks for helping :) I edited it a bit: flare.sqf In trigger "On activation" : _xhandle = execvm "flare.sqf"; Maybe you could add like 3 "game logic's" and name them flaretrap0,flaretrap1,flaretrap2 and then do: -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry i got it working now by executing the script as you stated in you last post Imutep, thanks for you help I couldn't get it to work :( When a BLUFOR unit enter a trigger area a flare is supposed to fire. Here's the exact steps of what i did: 1. I made a script named flare.sqs with following code: 2. I placed a gamelogic on the map on the location i wanted the flare to fire from and named it flaretrap. 3. I placed a Trigger on the map which is the trap itself. In the trigger i have following: In the "Activation" field i have BLUFOR / Present In the "On Activation" field i have: this exec "flare.sqs"; When a BLUFOR unit moves into trigger area the flare should fire but it doesn't, what am i doing wrong :confused: -
Wouldn't it be easier for you to go back to a game using older engine rather than taking this one away from us who like it!
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What does ARMA 2 have that Operation Flashpoint 2 doesn't?
jw custom replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
Agree. -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
jw custom replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
So when AI prone and shoots you through grass, bushes and other foliage it's because it's cautious :confused: Don't be blind there's a lot of work to be done on the AI :) I'm gonna buy OPF: DR aswell, but i doubt it will be a match for ArmA II ;) -
waypoints. how do i make AI stick to the roads?
jw custom replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the best solution as it is now is to use the scripts which i linked to in my last post. Hopefully issues like this will be dealt with in a update sooner or later. -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awesome, gonna try this later today... thanks a bunch Really love this community :D -
Your Multiplayer Grass Detail and View Distance Settings
jw custom replied to Snowwhite's topic in ARMA 2 & OA - MULTIPLAYER
I only play coop missions(my own) and i always have grass on, it would look weird without it. To make it more even with 'human vs AI' the AI is only allowed to stand or kneel ;) P.S. i have viewdistance on 10000m. -
waypoints. how do i make AI stick to the roads?
jw custom replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try these scripts: Credits to Tophe for Random House Patrol - To stick them to houses. Credits to Kronzky for Urban Patrol Script - To stick them to a marker area(got option so enemy don't follow targets out of area etc.). Find them here: http://www.armaholic.com/list.php?c=a2_scripts I use these scripts and they work pretty okay considered the current pathfinding :) -
Orange-yellow bushes are complete fps killers
jw custom replied to Chunk3ym4n's topic in ARMA 2 & OA - GENERAL
I have no problems with bushes or trees but i also have a nice computer. Only time i have experienced "screen lag" was in the huge city "Chernogorsk" but after toning down video settings a bit all was ok. -
Check out my VBIED I made :)
jw custom replied to GunnDawg09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice ;) -
Assigning unit/group to a guard area
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So the best way is to place a trigger guard area and then place a unit/group with a 'move' waypoint in trigger guard area, then group the unit/group to the trigger guard area... correct? *EDIT* Yes thats working much better, it's not perfect but i can live with it. Thanks for the help :) -
Assigning unit/group to a guard area
jw custom posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I still have problems getting my units to stay in their guard areas. I place a trigger with type 'Guarded by OPFOR' and then i place a unit with a guard waypoint leading into the trigger guard area but eventually the unit/group leave the area. As i can read from above quote the units will move to and assist in other trigger guard areas depending on priority or need. This is really annoying as it leave other areas un-defended/emty! My question is, how can i link a unit/group to a trigger guard area so they stay within that area no matter what? Thanks for any help :) -
Assigning unit/group to a guard area
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't see the point of making team going into enemy base when it's emty! The objective is to sweep enemy base, but those stupid units sweep it themself :p -
Assigning unit/group to a guard area
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
At the enemy base i have a trigger with OPFOR not present(to win map if opfor not present) and a trigger guard area to make some units guard that base. When BLUFOR approach the city and starts to shoot it takes a few minutes before the units guarding the base leave their trigger guard area and then BLUFOR wins without even being close to enemy base :( Only way to make them stay within trigger area is to not give them any waypoints or a hold waypoint but then they just prone and do nothing else, i would like them to walk around like they are patrolling the area. -
:bye:
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extreme lag on normal settings
jw custom replied to guynumber7's topic in ARMA 2 & OA - TROUBLESHOOTING
Maybe you should try lower your "normal" settings, this game really need HIGH specs to run smoothly with 'very high' settings. Try 1280x1024 and same with 3D Resolution. -
Units and waypoints.. again :p
jw custom posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm making a mission in a big city which kinda have to sides, my problem is that if i attack let's say from the left side most of the units i have placed on the right side leaves their waypoints and comes to the left side as soon as i start to fire and this leaves the right side defenceless. Their current waypoints looks like this: Waypoint 1 - move Waypoint 2 - no changes Waypoint 3 - cycle I need units to stay on their supposed places or close to them. If i have a unit with 3 way points which type should they be? Waypoint 1 - sentry or guard Waypoint 2 - no changes Waypoint 3 - no changes Q's 1. Whats the differece between sentry and guard? 2. I need unit to move between waypoints and not just stand still or prone, can i use sentry or guard for that? Thanks for any help :) -
Units and waypoints.. again :p
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok cool, thanks all for your time. When i get home i will try your suggestions -
@Celery lol
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I think you have to eliminate all enemies within a certain area of their base(the green tent with that flag pole next to it).