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Lowe

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Posts posted by Lowe


  1. Yup, iGi have it on both our servers. We've not had chance to play test it with a lot of people but I've had a quick go and it was good. :)

    We're having a clear out of our missions at the moment, we've got a few too many different versions of the same mission. I'm sure the v2 of yours will be included. :)


  2. I've just had a look through the searches but can't seem to find anything which will do quite what I want.

    The mission is a bit of fun - a race/rally of sorts. I've set up a few markers around the map with various different vehicles at each marker. The idea is that you get to each marker in turn, swap to the new vehicle and then race to the next way point. First to finish wins - fairly simple stuff.

    The trouble however is that during play tests with a few clan mates it got a bit heated. :lol: A few people got rammed and crashed (all part of the fun) killing them in the process. The snag is they respawn back at the start line, effectively putting them a long, long way behind where the fun is.

    Ideally I want them to be able to respawn where they died with a fresh new vehicle so they can carry on. Is this even possible? If not any suggestions as to what I might be able to do?

    Thanks for reading. :) Any help muchly appreciated. :)


  3. Hya matey.. that mission would have to be updated to the latest of Mac's Script, the stuttering issue was due to the 1.03 or 1.04 patch.. it has been sorted now, maybe if you have a copy of the map, post it on the SBS website at www.sbs-clan.co.uk and Mac May or may not update it, if its good I would upload it to our server "The Boat House" although we do mainly play infantry CTF's.

    Awesome. From what I can see it's got great potential for a bit of tank fun. There's not many missions about which have armour vs armour in PvP so this sounded like a pleasant change.

    I don't have any webspace but would be happy to mail a copy over to you - drop me a line via PM and I'll send it over. :)


  4. Any chance of an update on this?

    I downloaded it the other day and put it on our dedi server and it suffered from some serious stuttering issues. Literally every other second it would stop. Any other mission is fine so it looks like it's the mission itself. Any ideas? :) Possibly it's post 1.04 patch?

    I was going to make a mission just like this and thought I'd check to see if it had been done before, so you'll save me a lot of hard work if you can stop the stuttering lol :)


  5. Right - slight problem now. :)

    Had 15 guys playtest my mission last night and it was good fun, but we came across an issue. When we respawn we're given the correct loadout, however the gun doesn't work. The MP5 is showing, but it doesn't work. We found that by cycling through the weapons it solved the problem, but you need to do this each time you die.

    Having just read above do I need to 'select' the weapon on the end of my script?

    i.e. {_x selectweapon "MP5A5";} forEach thislist;


  6. Just adding to this post having done a bit of a search, I'm coming across an issue with this.

    I've got a mission where I've got two sides attacking/defending an object and they can only blow it with satchels. I've given the squads loadouts and satchels, however when you die you respawn back with the squad class loadout rather than my own.

    I see above that you've created a trigger to rearm anyone who respawns with the loadout of your choosing rather than the class loadout. I've tried creating this, but can't get it to work.

    Exactly how do I do this please guys? I create a trigger with a 40x40 circle, repeatedly triggered, activation BLUFOR present, and then in the On Act I've pasted:

    {removeAllWeapons _x;} forEach thislist; 
    {_x addWeapon "NVGoggles";} forEach thislist; 
    {_x addWeapon "Binocular";} forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";} forEach thislist; 
    {_x addWeapon "MP5A5";} forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";} forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; 
    {_x addMagazine "SmokeShell";} forEach thislist; 
    {_x selectweapon "MP5A5";} forEach thislist; 

    When I respawn I don't get my loadout. :(

    /edit - I don't suppose the above "x" has to be a name does it? But if so how do I do it for lots of people (it's 16 per side)


  7. Got a slight problem with this.

    My mission is PVP.

    In my mission there's a target which US forces have to defend a target. Russian forces have to take it out. Once Russians step within a trigger zone they have 30 mins to take the US target out else mission ends and it goes to the debrief. Now, when I test the mission on my own everything works fine. However when there's a group of people playing and we get to mission end (either target destroyed or still standing) the first person to log in gets the debrief and mission stop, but everyone else can carry on playing...

    How can I make the mission stop for everyone? (And yes, I've searched lol)


  8. I've done a search but can't find out what the numbers are after the part that defines the sound itself?

    I've got a trigger set so that once an OpForce person crosses into a specific area, an alarm sounds that can be heard by everyone. Currently whilst the alarm sound is triggered, it's much too quiet. I've ensured the audio file is normalised and as loud as it can go without clipping, but I can't seem to find a value which when raised boosts the playback volume.

    Any ideas guys?

    On a slightly unrelated note, is it possible to set a sound to be heard by one side only?


  9. As a side note, it'd be nice to have some kind of ingame display of what % throttle we're actually at, rather than guessing... just to make sure the position of the throttle on my stick actually IS correlating to the ingame throttle position.

    Would be nice, wouldn't hold my breath though. :D


  10. I don't see why they don't implement the same system for throttle as any other flight sim?

    I.E. there is no negative throttle, just positive across the entire range and a button assigned to airbrakes?

    I've not had chance to try 1.03 yet, so is that what you mean about the 'work around'? Is it possible to assign the full range of the positive thrust to the throttle slider, then assign negative thrust to a button?

    I guess that would screw the choppers up though because at 0% thrust I'm guessing the chopper just hovers instead of losing altitude?

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