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Smoot178

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Everything posted by Smoot178

  1. Hello everyone. I am looking for a script that will allow an admin on a server spawn something in front of them using a class name in chat. I'm not sure how to create something like this, so that would be why I am asking. Basically if an admin does a chat command (IE: #spawn UH1Y) it would spawn it somewhere near them. Thanks.
  2. I am looking for something simple to just turn the HUD off. I want to film some stuff and it's hard to with the HUD in the way. Thanks. Edit: BTW I'll have my own map so I can use init commands and stuff.
  3. Just curious to know if this is compatible with the BE edition of warfare. I've been trying to incorporate it but so far the only thing that works is the MMA score tool.
  4. This is really annoying me. If there is a module on a player (in my case the construction module) and that player dies and respawns the module doesn't work on them anymore. What can i do to fix this?
  5. Isn't there an ingame editor mod for Arma 2? Like a spawn menu of sorts while you are actually playing so you can spawn stuff in real time. I thought I saw it somewhere but now I cannot find it!
  6. An have vigorously went through the comref and I cannot find a freeze command. I am simply trying to hold a vehicle in place from being moved/pushed out of where it is.
  7. Thats not what I am trying to do. It is a C130 in an airfield that I do not want pushed around, I dont care if anyone gets close.
  8. That works but like you said it bounces around. And I am simply trying to make it static. I have already locked it :D
  9. Tried that already, it doesn't actually work. I've tried that using a sandbag wall as the anchor. Edit: And multiple other items.
  10. Looking forward to a release :D
  11. I get this as well sometimes. Use the Escape key to exit the view.
  12. Smoot178

    Ambient Combat Module

    Hey everyone I am looking for some help here: I was looking for a way to allow this module to work with respawning. I've got a trigger that runs this whenever the player I want this to work with respawns: sleep 5; BIS_ACM synchronizeObjectsAdd [P2]; [1, P2] call BIS_ACM_setIntensityFunc; [P2, 100, 1000] call BIS_ACM_setSpawnDistanceFunc; [["USMC", "INS", "CDF", "RU", "GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; It doesn't work though. After the player respawns the script runs but stuff doesn't spawn anymore. Help :(
  13. Smoot178

    co30 DominationA2! One Team

    Also: is there anything in the mission that would prevent USMC units from spawning using a module and not other factions such as CDF and RU?
  14. Great work however I have noticed that the on off function doesn't work properly. You have to cycle through on and off a couple times before the off mode actually works. ---------- Post added at 09:15 PM ---------- Previous post was at 09:13 PM ---------- Perhaps a small keymap on the screen to show how to activate flir and all that would be nice :D But I wouldn't mind some cool gui elements :D I don't know how possible it would be but how about showing targets on the screen? You know how when you are targeting with a guided missile you can go through targets using tab? Have those target markers show up (but for all of them)
  15. Smoot178

    co30 DominationA2! One Team

    That would do it :p ---------- Post added at 01:26 AM ---------- Previous post was at 12:00 AM ---------- By the way is there any reason why I would only see the missile warning in the editor?
  16. Where did you get that AC-130? :D
  17. So. I was fooling with my mission today and I found out that synchronizeObjectsAdd doesn't seem to want to work for the construction module. Seeing as if the player that was first synchronized with it dies, it ceases to work for that player I put together a script that sends the command 30 seconds after the player dies. Sleep 30; Cmodule synchronizeObjectsAdd [Cplayer]; Cmodule being the construction moduleand Cplayer being the name of the player.
  18. I'm looking for an answer to the problem as well.
  19. Sleep 30; Cmodule synchronizeObjectsAdd Cplayer; Does not work either.
  20. Comref? Edit: Oh, I see. Is it possible to check if a certain player respawns and resynchronize? ---------- Post added at 01:29 AM ---------- Previous post was at 12:49 AM ---------- Alright so so far I have the construction module name "construct1" and the player named "engie1". What would I need to do to make those synch up every time engie 1 respawns?
  21. I am looking for a solution to being able to tack markers and modules (the actual module entity) to players. I want to be able to in a sense attach a marker to a player and show the position it is in on the map (of course using the marker). The other thing I am trying to do is tack the Construction module onto the player since the build radius of the Module is relative to where the module is on the map and I am trying to make an engineer build things on the field. Thanks. Edit: Alright well I found out the AttachTo command works on Modules but not markers. Half of my problem has been solved! Edit2: Alright so I take that back. I am able to attach the module to a truck (which is what I want) and drive it around and it works great. Problem is, if the truck dies and respawns the module doesn't follow. It stays back at the last position.
  22. How would I create an infinite loop anyways :P
  23. http://www.armatechsquad.com/ArmA2Class/Objects/compositions/ Is it possible to use these? I know they aren't in game because trying to spawn the class name does not work. Any thoughts?
  24. Another question for you guys: how would I make the construction area be around the soldier, wherever he goes instead of where the module is placed?
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