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Durka-Durka
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Everything posted by Durka-Durka
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ANNOUNCE: PVP script pack released
Durka-Durka replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Thanks for the help, but it doesn't have an init box since it's a marker. -
ANNOUNCE: PVP script pack released
Durka-Durka replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Hello all. Is it possible to define the height of an objective? I'm trying to put my flagpole on top of a castle keep, just trying to find out if it's possible. Thanks. Also, I'm looking to make some TvT missions that are closer to a real-life scenario, rather than a ctf type. My goal is to have one team defend an area, centered around a single flagpole for instance, and the other team is tasked with seizing that area and raising their flag. Of course, the defenders would start out in control of that single flagpole, and there would possibly be respawns and maybe vehicles down the line. Which of these gametypes, if any, would suit this purpose, and what would I have to tweak to get there? Any help would be greatly appreciated. Thanks! -d -
Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all. I'm trying to make a mission where the person on the ground needs to lay out a landing zone, either by throwing flares on the ground or by constructing ground lights. If possible, I want it to work so that helicopters don't land until the flares are activated or the lights are constructed. Is there any semi-easy way to do this? I'm sure there is, just going about it is tough as I don't have a lot of knowledge of scripting. Any help would be greatly appreciated. Thanks! d p.s. the only "light" i can find is the "searchlight" class. :( -
The trials & tribulations of a noob.
Durka-Durka replied to Langnasen's topic in ARMA 2 & OA - GENERAL
I would think that any server with rules such as this would have them posted in the chat window as you join. We enforce the Vehicle TS rule pretty strictly, and we don't wait for more than a few seconds before kick. We can do that because our server spams multiple times that you can't fly/drive without being on TS. It's not a reason to be an ass, just a way to keep order. And as a result, we have a pretty successful public server, with 18-35 almost every night. We get a few complainers, but they usually quite down after realizing they didn't have the patience to read a few lines of text stating the rules of the server. -
Operation Pathfinder - 1-15 (v1.0)
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA - USER MISSIONS
Ahh, I thought the first aid was bugged. I'll do some more reading up on it and see what I can find. Thanks for the suggestions. -
Operation Pathfinder 1-15 players "Author Info", "This mission is the beginning of a campaign that will stretch out over the coming weeks. It was designed to foster teamwork, strategic planning, and coordination amongst players, and is a training aid loosely based off real world scenarios. The air assault may go bad, due to the AI messing up. I've worked and worked and can't find solutions. Report any bugs to Durka-Durka at www.legionofsparta.com. Enjoy! "Briefing", "The time has come, gentlemen. The Russian occupation of our Eastern European ally will end today. We have staged our forces off the coast and will punch a hole into the enemy's defenses, using your team as the spearhead. Alpha and Bravo team's objective is to knock out the anti-air batteries on both sides of the River Guba, as well as the radar tower further inland. The Pathfinders will clear the LZ to the West, then mark it." "Situation", "We will be conducting a massive dawn air assault to capture the airfield at Krasnostav. Our route through the River Guba to the north is guarded by three anti-air batteries, linked together by a radar. Two fire teams and one Pathfinder team will be <marker name='insert'>inserted by boat</marker> at the mouth of the river. Destroy the enemy AA and radar to create a path for the main force. Once the anti-air batteries are destroyed, move to the clearing and mark an LZ for the assault. P.S. Special thanks to MH6 for helping me out with the scripts on this one. Although I didn't use all of them, they were greatly appreciated. Download
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Operation Pathfinder - 1-15 (v1.0)
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the compliments. I really wanted to get the actions get the "completed mission" to come up, but I don't have advanced scripting knowledge and didn't have the time to look up how to do it. (I was trying to get everything done before I move tomorrow) Maybe in a v2 or something I'll have those things fixed. -
Operation Pathfinder - 1-15 (v1.0)
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA - USER MISSIONS
Armaholic mirror: - Operation Pathfinder Co-15 -
Hello, Could someone please explain the "Merge" command in the editor? What does it do? How is it useful, ect? Thanks in advance. :) -d
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Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's just a simple formation of lights "panels" that's shown in the US Army Pathfinding manual -
Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nevermind, just tested it....these are just for show, correct? helicopters won't really land on them? How would I go about making a cross with an invisible helipad, rather than a circle? -
Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, where would I put this exactly? (sry for bonehead question) -
helicopter landing ??
Durka-Durka replied to R34P3R's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, each chopper has their own invisible "H" pad and they tend to do fine under "careless." Any other mode, they fly circles around and do all sorts of crazy stuff. When in any mode, though, if they come even remotely under fire, they will just hang there for the duration of the mission doing nothing, but hovering, waiting to be blown out of the sky. It's like they can't complete their waypoint or something. -
Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. This looks to work ok. How would I go about putting this in an action, rather than a radio trigger or something? I'd like to scroll my mouse wheel to turn them on. -
helicopter landing ??
Durka-Durka replied to R34P3R's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, I also have the choppers waypoint behaviour as "careless" and only half of them will land while under fire for some reason. Their lights are on too. Any way to fix this? -
Throwing flares on ground, or Constructing Ground Lights?
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for that script, although it's not perfect, it's a step in the right direction. Is there some way I can make this light portable? Or is there a way to make it "burn" like a flare? -
helicopter landing ??
Durka-Durka replied to R34P3R's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If my choppers are starting out loaded up with troops and flying, and I want them to land and unload the troops, then take off in the opposite direction immediately, can I use "Transport_unload" where it says "GETIN"? and have it work? I've got it working somewhat, but the choppers don't seem to want to go to the next waypoint that I have put into the editor. For background, I made a "transport unload" waypoint where I put the script into the "on act" line, then had another waypoint afterward that just has "move" on it. EDIT: Below is my edited script.... -
I haven't gotten this to work. Can you or someone else be clear on what one has to do to "fast walk?"
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Looking at mission PBOs in Editor ?
Durka-Durka replied to cartier90's topic in ARMA 2 & OA - GENERAL
Hi. I'm trying to click on the cpbo file and all that comes up when I press "yes" is What am I doing wrong? -
OH-58 Kiowa Warrior comes to Arma2
Durka-Durka replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's awesome Eble. It would really be better for the Kiowa that the pilot fire anyways. From the way I understand Kiowas, the co-pilot does all the observing and targeting, but not killing. I've got a cool video of a guy I know firing into Uday's house. -
OH-58 Kiowa Warrior comes to Arma2
Durka-Durka replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is a wonderful addon that I can't wait to use in future missions. The Kiowa and their pilots were my heros in Iraq the first year of the war since there was at least 2 in the air at all times protecting people like me who were outside the wire every day. The model looks wonderful so far, and I have a couple suggestions that might help things look/act like the real thing... 1. Not sure if the flight model is programmable to existing helos, but the Kiowa acts more like the Littlebird than anything else. 2. The 360deg firing of the 50cal has gotta be fixed. I'm no professional modder, but I wonder if it can be applied the same as the FFARs do? I dunno... 3. Someone mentioned this earlier, and I totally agree. There should be no doors on the chopper, if that's possible. Hardly anyone I know in todays combat enviornment drives with the doors on, unless it's Winter. 4. Not sure if the textures are fixable, but adding some dirt or "grittiness" to the skins would really help it look nice. These guys are usually flying at or just above treetop level at all times and they tend to get really really dirty. In Iraq, the pilots are always eating sand, which is why I like them so much :) If you need assistance on that, i can probably help. 5. As for loadouts, the way you have them labeled is great. I only took a look at one, so I don't know if you already have it like this, so forgive me for the redundancy, but these birds are only big enough to hold one type of weapon on each side, meaning they can't have the FFAR on both sides along with 50cals on both sides too. Of course, I could be mistaken, but I haven't seen anything different. 6. Also, is there some way to get the squad xml logo to show up on the back? You can see what I'm talking about in a few photos below. Here are a couple links if you haven't seen them already that have a lot of visual reference. http://www.militaryphotos.net/forums/showthread.php?t=107088&highlight=oh-58 http://www.militaryphotos.net/forums/showthread.php?t=107088&highlight=oh-58 http://www.kiowapilots.com/forums/portal.php -
Jack, If you get a chance to read Wild Bill Guarnere's & Babe Heffron's account of the war (Brothers in Battle * Best of Friends), you'll find a few great references to Shifty (RIP This year). There's one account where this Virginia boy was able to spot a tree behind the German lines moving ever so slightly day by day. Turned out to be a well camoflauged armor position after they destroyed it. Bill said Shifty was the only one who could have noticed it, and he saved many lives. He was a true hero.
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Action sit down?
Durka-Durka replied to Joona's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, doesn't work, but thanks for trying though :) -
Action sit down?
Durka-Durka replied to Joona's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The trick is to make the behaviour in the waypoint to "safe" or "careless." Now, my question is how do I get the unit to sit down at the BEGINNING of the waypoint? Basically, I have a guy who I want to walk to a point and sit down, then after a designated amount of time, get up and walk away again. I've tried the timeout thing, but he just stands there for a time, sits down and gets back up really quickly, then goes about his merry way. I know i'm missing something easy... -
Respawning on LHD
Durka-Durka replied to Durka-Durka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WOW, thank you Bob and others who helped me out. I sat up for days trying to get this through my head. And, for clarity's sake, I'll post everything I found out below. Step 1: In your init.sqf file, put these two lines of code Step 2: Make a file called description.ext and place it in your missions folder with at least this... Step 3: Make a file called respawn_player.sqf and place it in your mission/scripts folder. Place this inside... Step 4: In your editor, make a marker and name it respawn_west. Then you should be good to go.