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10 GoodAbout 5urge
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Private First Class
core_pfieldgroups_3
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ArmA ArmA II
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Occupation
Assistant Manager
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How do I extract a model and reskin it?
5urge replied to CornFlakes's topic in ARMA 2 & OA : MODELLING - (O2)
how do you view hidden sections in the config.bin so you know which textures to re-texture ? -
Using the "Super" Shader (RVMAT material)
5urge replied to rocket's topic in ARMA 2 & OA : MODELLING - (O2)
hi guys im using the BI sample model and doing a british desert camo i got my textures all sorted out my problem is when i try and add the defualt rvmats for the areas of webbing face etc the locations go black when previewing in bulldozer ?? im doing this in the current LOD area on oxygen2 any suggestions ? P.S sorry for hijacking the thread =) -
i have the same problem when i'am shooting at an enemy the wounding system kicks in (nice addon might i add) and blood drips on the floor but a milli second later an explosion sounds. But everytime i shoot the same thing happens after every round hits the enemy, i tried to remove the pbo for wounds and run the game which i did successfully but the explosions still happen. P.S Outstanding Mod
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getting an alarm to work with a searchlight
5urge replied to 5urge's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
i have no clue what your on about lol sorry ---------- Post added at 20:35 ---------- Previous post was at 20:15 ---------- how would i enhance this script with the light effectivley following the enemy (exacly like a normal searchlight without any script, and use the alarm function ?) -
getting an alarm to work with a searchlight
5urge replied to 5urge's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
script is here played with the values so it looks good in game i have 3 variable search scripts all differing in speed _unit = _this select 0; _left = _this select 1; _right = _this select 2; _dir = (getDir _Unit); #Start ? !(alive _unit) : exit; ~0.1 _dir = _dir +0.5; _unit setFormDir _dir; ?(_dir > _right) : goto "Next" goto "Start" #Next ? !(alive _unit) : exit; ~0.1 _dir = _dir -0.5; _unit setFormDir _dir; ?(_dir < _left) : goto "Start"; goto "Next" ---------- Post added at 08:07 PM ---------- Previous post was at 08:05 PM ---------- basicly scans left and right speed of 0.5 problem i have is when it detects blue for as this is an opfor searchlight it tries to continue to scan left and right but correcting itself on the enemy need help on this too lol -
getting an alarm to work with a searchlight
5urge posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
i have a fantastic serchlight script that scans the adjacent direction for blue force (my side being russian). whena blue force rifleman or other unit for that matter goes into the light cone of the searchlight the searchlight then tracks the unit. what i want it to make a trigger so when the opfor detects the blue force with its light i want an alarm to go off any ideas please ? -
Do any of the MODULES work on Dedi servers ?
5urge replied to SBS_Kerensky's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
do you not need a valid bikey to run mods / addons / or anything else for that matter on dedi ? -
does anybody know how this module actually works does it need a sync? or does it work with the current weather built into the weather as i want to create a random weather generator like in the Evo mp missions
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How to get AI to taxi on airfield?
5urge replied to Munky's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just tried it and the AI are cack, my harrier got stuck on a tree 9 times out of 10 lol hmmm need more work on it -
Putting stuff on buildings
5urge replied to krulin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i love the 3d editor but the major problem with this program, the hard work that you put in you cannot preview or save due to the inability to put a manned unit into the editor so i went back to the normal editor and painstakingly built the china wall or it seemed it lol took me long time lmao -
cant get my bargattes to move when placed with a valid trigger
5urge replied to 5urge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks mate works a treat -
Secondary Ops Manager Module Discussion
5urge replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in regards to the civ vehicle moduale when placed all vehicles are in a parking position is there any way to make them road worthy as AI actually driving them around with out and manual waypoints from me -
im i being a noob or have bargate animate gone wrong from arma 1 i put a bluefor soldier on myr map as player then i put a bargate on my map, named it "mygate" then put a trigger on top of it, radius 5x5 Activation by BlueFor and set to repeat in activationbox i put ""mygate animate ["Bargate", 0]"" and in my deactivationbox i put ""mygate animate ["Bargate", 1]"" if i wanted it closed at the start of the map do i still put an additinal trigger on the map with this info conditionbox: true activationbox: mygate animate ["Bargate", 0] please help driving me nuts lol
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ArmA 2's Artillery Module
5urge replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im stuck ive downloaded ArtyDemo MLRS SOM VIRTUAL - By Headspace and used my radio to activate the arty, gone thru my communication option to put HE raound down on a target the MLRS manuver themselves into position they go thru there firing procedures, but 1~ i dont see no missle come out and neither do i see and splash down on the target area, using the teleport method. ive looked in the MLRS init file and added this addMagazine "ARTY_12Rnd_227mmHE_M270"; to see if it had any ammo to fire P.S having the same issue with the M119 please help been P$%^ing me off all day ---------- Post added at 06:56 PM ---------- Previous post was at 06:48 PM ---------- never mind found the issue dam VOP_SOUND