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Everything posted by sxp2high
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ARMA 2: OA 1.60, ARMA 2 1.11, ARMA 2: Free 1.11, ARMA 2: BAF 1.03, ARMA 2: PMC 1.02
sxp2high replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Thanks BIS! Here's another Mirror: http://server.arma2.co/Files/Mirror/index.php?dir=Patches/&file=ARMA2OACORFT_Update_160.zip -
I love 1.60 :D It really improved the multiplayer a lot. Missions are loading much, much faster. Starting a mission is now a matter of 5-10 seconds, instead of 30-60 seconds. No more lags when a new player is connecting... well... basically... NO LAGS AT ALL. If i'm in a vehicle that is driven by somebody else, it's smooth as it gets. It's like i'm driving myself in SP. Perfectly fluid. It was okay before, but now it's perfect! And, of course, the AI warping is finally gone. Perfectly smooth movements, even over rather large distances. I give it 5 / 5 bananas :yay::yay: Thanks BIS!
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ShackTac Fireteam HUD (STHUD)
sxp2high replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Problem is, that the FT Hud position on the map is [0,0,0]. In some missions there are other markers on that "null pos". And the ACE Map Tools are there as well. Bit annoying sometimes. I think [-200,-200,0] or similar would work better. -
Alright, sounds good - looking forward to it. My first mission, however, is done already. :) Will post it in the User Mission section later, after a second test on our dedi...
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Really nice mod! Im currently making some mission with it... But the bikey is not working for me :( Did i miss something?
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ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
sxp2high replied to Placebo's topic in ARMA 2 & OA - GENERAL
سپاه پاسداران انقلاب اسلامی Qom Province & Iranian Forces Mod -
Packing missions in AddOn format has a few benefits, like including third party AddOns. http://community.bistudio.com/wiki/Mission_Export#Addon_Format http://forums.bistudio.com/showthread.php?t=127235#8 Editor export is considered obsolete... :butbut:
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I second that. Really great missions. Thanks for making and sharing! :notworthy:
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Helicopter drop issue
sxp2high replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey there :) 1. Spawn starts a new script/thread, you cannot use local variables within spawned code. But you can pass an argument to it and use that. In this case the heli: _heli spawn { _helimk = createMarkerLocal ["helimk", [0,0,0]]; _helimk setMarkerShapeLocal "ICON"; "helimk" setMarkerTypeLocal "b_air"; while {alive _this} do { "helimk" setMarkerPos getPos _this; sleep 0.5; }; }; 2. You are setting the variable _height here. But it won't update. It will only contain a fixed value. The height of the heli at the moment you created the _height variable. So the waitUntil can never fire. _height = (position _heli) select 2; waitUntil{_height < 11.0}; So you have to use the command directly for detection: waitUntil {((position _heli) select 2) < 11}; -
Mortar Fire on Target until Position Taken out
sxp2high replied to EBass's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, this should be what you looking for. 1. Create a Game Logic (or any other object) in the middle of the area where you want it to "rain". 2. Put this into the Game Logic's init line: nul = [this] execVM "mortar.sqf"; 3. Create a mortar.sqf file in your mission folder and add this content: if (!isServer) exitWith {}; _Center = _this select 0; // Mortar splashes inside this radius _Radius = 300; // Shell types _Types = [ "ARTY_Sh_82_HE", "ARTY_Sh_81_HE", "ARTY_Sh_105_HE" ]; // Flow while {(isNil "MortarStop")} do { sleep (5 + (random 5)); // Interval between splashes _Splash = (_Types call BIS_fnc_selectRandom) createVehicle [(getPos _Center select 0)-_Radius*sin(random 359), (getPos _Center select 1)-_Radius*cos(random 359), 1]; }; You may want to change the shell types, which can be found here: http://forums.bistudio.com/showpost.php?p=1347692&postcount=6 or http://community.bistudio.com/wiki/ArmA_2:_Weapons#Artillery_Weapons_and_Special_Ammo To make it stop, you simply have to create the variable "MortarStop", via a trigger for example: MortarStop = true; -
ARMA 2: Operation Arrowhead 1.60 RC #3 (Release Candidate)
sxp2high replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
Signature check is working for me now with BAF and PMC full on server. I'm getting that battleye message too, but no problems. Here's a mirror for the patch http://server.arma2.co/Files/Mirror/index.php?dir=Patches/&file=ARMA2OA_Patch_160RC3.zip -
Check vehicle type with if() then statement
sxp2high replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you try it exactly like posted here? Because "Ammo" is not a valid class. You have to use "ReammoBox" instead. Here is the full list: http://community.bistudio.com/wiki/ArmA2:_CfgVehicles -
Check vehicle type with if() then statement
sxp2high replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, That'll work. I think else if is not possible in SQF, like in JavaScript. But i've never tested it. So i think it has to look like this instead: if (_object isKindOf "Tank") then { // Spawn heavy lift chopper or big plane here } else { if (_object isKindOf "Ammo") then { // Spawn light chopper } else { // Spawn medium or heavy chopper }; }; -
Send Sidechat/Hint Globally
sxp2high replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
wiki/Multiplayer_framework [unitName, nil, rSIDECHAT, "This is a global sideChat Message"] call RE; [nil, nil, rHINT, "This is a global Hint."] call RE; :) -
Optional respawn & status report
sxp2high replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure, but i think dead units cannot join a group. But you can remove his radio (ItemRadio) with a killed EH. That should stop a unit from sending radio messages. Another solution would be enableSentences. Which completely disables all the radio messages until reactivated. Something like this: nul = this addEventHandler ["killed", { _this spawn { sleep (RESPAWNTIME - 1 SEC); enableSentences false; sleep 2; enableSentences true; }; }]; -
AI say a custom sound
sxp2high replied to Oglesbee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oops... Didn't know that, never used fadeSound. Glad you figured it out. -
AI say a custom sound
sxp2high replied to Oglesbee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, that's how you call sqf. SQF nul = execVM "script.sqf"; SQS [] exec "script.sqs"; You can use higher quality for the sound. In my experience the file format isn't really important. You can use 128kbps and 44000hz, no problem with that. It doesn't even have to be ogg, wav files are working as well. ;) -
AI say a custom sound
sxp2high replied to Oglesbee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, camera scripts can be sqf. Everything can be and should be sqf. :) I gave it a shot myself and it worked fine, as far as i can tell - no errors, intro was playing. Make sure to call the intro.sqf like this: nul = execVM "intro.sqf"; For the description.ext, please try this cfgSounds block: class cfgSounds { sounds[] = {}; class bill1 { name = "bill1"; sound[] = {"sound\bill1.ogg", db+10, 1.0}; titles[] = {}; }; }; -
AI say a custom sound
sxp2high replied to Oglesbee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, one big problem here is that you mixed SQS and SQF in the file. You should use only SQF, since SQS is obsolete. ~5 becomes sleep 5; and so on. Rename the file to .sqf and try again with this content: cutText ["", "BLACK FADED"]; TitleRsc ["Diag1", "PLAIN DOWN"]; sleep 5; TitleRsc ["Diag2", "PLAIN DOWN"]; sleep 5; TitleRsc ["Diag3", "PLAIN DOWN"]; cutText ["", "BLACK IN"]; 0 fadesound 0; enableEnvironment false; enableRadio false; _camera= "camera" camcreate [0,0,0]; _camera cameraeffect ["internal","back"]; //=== 11:27:51 _camera camPrepareTarget roger; _camera camPreparePos [1459.46,4726.69,180.49]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; //=== 11:28:28 _camera camPrepareTarget roger; _camera camPreparePos [1450.92,4909.14,126.85]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 8; sleep 8; //=== 11:29:09 _camera camPrepareTarget roger; _camera camPreparePos [1255.54,4962.01,161.80]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 8; sleep 8; //=== 11:29:42 _camera camPrepareTarget roger; _camera camPreparePos [1164.95,4839.30,82.79]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 8; sleep 8; //=== 11:30:30 _camera camPrepareTarget [1321.96,4818.47,-0.00]; _camera camPreparePos [1280.92,4844.08,2.97]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 8; sleep 8; //=== 11:31:02 _camera camPrepareTarget [78609.03,-58397.43,-5066.16]; _camera camPreparePos [1307.33,4825.03,1.73]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 6; sleep 6; //=== 11:31:38 _camera camPrepareTarget [52062.15,-81350.55,1074.03]; _camera camPreparePos [1320.86,4814.54,0.97]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4; sleep 4; bill say ["bill1",30]; sleep 10; //=== 11:32:17 _camera camPrepareTarget [56119.17,-75100.65,-24499.84]; _camera camPreparePos [1321.43,4813.91,1.51]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; sleep 10; player cameraeffect ["terminate","back"]; camdestroy _camera; end1=true; I haven't tested it, just converted it to SQF real quick. Also, make use of the RPT Error File. It logs all errors and you can see what's wrong. -
The Elder Scrolls 5: Skyrim
sxp2high replied to CameronMcDonald's topic in OFFTOPIC - Games & Gaming
1. Press ^ to open up the console. 2. Then type sexchange and press enter. 3. Repeat (to switch back to normal) Arrows gone. I've used that method a few times. -
Prevent the Ambient Civilian Module from spawning civilians
sxp2high replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could just delete 'em right away: [bIS_alice_mainscope, "ALICE_civilianInit", [{ deleteVehicle _this; }]] call BIS_fnc_variableSpaceAdd; -
Hi everyone, just wanna share this... I was wondering how to get the Heliport from the campaign, with all the furniture and stuff. Well, i found it. Just put your player near the heliport and add the following code to your init.sqf This will setup the Heliport interior: _HeliPort = nearestObject [(getPos player), "Land_Heliport_Small_H"]; [(getPos _HeliPort), (getDir _HeliPort), "heliport_hangarDefault"] spawn BIS_fnc_ObjectsMapper; And the exterior: _HeliPort = nearestObject [(getPos player), "Land_Heliport_Small_H"]; [(getPos _HeliPort), ((getDir _HeliPort) + 110), "heliport_hangarExterior"] spawn BIS_fnc_ObjectsMapper; Composition classlist: [b]heliport_hangarDefault[/b] Heliport hangar (small) [b]heliport_hangarExterior[/b] Heliport exterior [b]heliport_helipadCivil[/b] Helicopter landing pad (Civilian) [b]heliport_helipadInvisible[/b] Helicopter landing position (invisible) [b]heliport_shipWreck[/b] Vrana Corp. shipwreck Army FOB South Asia (Located just east of Qabedzan): _objs = [[78506.133, 76725.117], 0, call (compile (preprocessFileLineNumbers "hsim\missions_h\campaign\missions\us_mil_02.south_asia_h\dyno_us_mil_02_1.sqf"))] call BIS_fnc_ObjectsMapper; To have the FOB on a different location just place a Game Logic and put this into it's init line: theFOB = [(getPos this), 0, call (compile (preprocessFileLineNumbers "hsim\missions_h\campaign\missions\us_mil_02.south_asia_h\dyno_us_mil_02_1.sqf"))] call BIS_fnc_ObjectsMapper;
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So you want to be a cowboy...
sxp2high replied to beepee's topic in TAKE ON HELICOPTERS - CUSTOM SCENARIOS
Sounds like a great idea - I'll give it a shot! -
[SP] Close Air Support (A Random AH-6 Assault Mission)
sxp2high replied to sxp2high's topic in TAKE ON HELICOPTERS - CUSTOM SCENARIOS
Thanks for the feedback. I'm still trying to find the right balance, to make it challenging and somewhat possible to beat... I agree, it is a lot more difficult than flying assault missions in ArmA. I was struggling myself at the beginning, but after quite some rounds of training i'm now able to beat the mission most of the time. Please bear in mind that the mission will have a different difficult level each time, due to the randomness. Let me explain that further: 1. The number of overall friendly and enemy units is different. Sometimes it's 20 vs 30, sometimes it's 20 vs 50. So, the distraction and support from the ground is not always the same. 2. 55% Chance, that a friendly heli is cycling the AO. If he's there, it is a great relief for you, since he is good at killing anything and drawing attention away from you. 3. The number of enemy vehicles is min. 4, and max. 8. The chance for a BMP spawning is ~60% lower than for spawning a Jeep. So... if you have 2 or 3 BMPs driving around and 5 or 6 Jeeps, you almost reached the maximum difficult level the mission is able to provide to you. Unlucky! ;) -
Take On Helicopters | Photography only, no discussion here
sxp2high replied to -DirTyDeeDs--Ziggy-'s topic in TAKE ON HELICOPTERS - GENERAL
Somewhere in Seattle. Best sky in a game ever :eek: