Jump to content

mercyne

Member
  • Content Count

    43
  • Joined

  • Last visited

  • Medals

Everything posted by mercyne

  1. mercyne

    Using backpacks/rucksacks

    I do hope they fix the backpack equiping/using action menu it can get really anoying using and especily when in combat where time is important i do not want to spend half an hour looking add the backpack waiting for the option to pop up. But then again i noticed this with many items :S
  2. mercyne

    ARMA 2 (OA) : DLC discussion thread

    Lets me put it like this there is no way i am not buying the DLC i mean its not expensive at all adds new contect. Then it might be the britisch army instead of the dutch but still by buying it you support your game and when this DLC thing works i am pretty sure they will make more of them resulting in alot more contect for a already great game. Maybe in the future the community gets to pick which the next DLC will be about and what should be in it. And aslong as the DLC stay within a reasable price I am sure alot of people will buy it. So by buying you are not only getting new contect you are also supporting the your game developers and if they keep funded they will keep working on it. And that is something we would like to see right? BIS is not a orginasation where volenteers work people need to get payed. Paying cost money so : No money = No payment = No workers = No game?
  3. mercyne

    Oa ai

    Wait so all i had to do to make my missions more easier is to get a worse computer or add more enemy's O.o
  4. I have a problem where when i create a vehicle i can not seem too add a action to it. Now i searched the forum with every possible search term i could think if and i have no idea what to do about this i did a but of experimenting but nothing worked. this is the one way i tried it. _object = _building createVehicleLocal (_spawnPos); _object setVehicleInit "this addAction ['Remove', 'engineer\removeBuilding.sqf', [], 1, false, false, '', '']"; and this the other. _object = _building createVehicleLocal (_spawnPos); _object addAction ['Remove', 'engineer\removeBuilding.sqf', [], 1, false, false, '', '']; FIXED ____________________________________________________________________________ I got it working _object = _building createVehicleLocal (_spawnPos); _object addAction ['Remove', 'engineer\removeBuilding.sqf', [], 1, false, false, '', '']; works all of a sudden did not change a thing tough.
  5. Hi, i need to give a object like the backpack heap for example a inventory/gear/cargo so the player can put gear in it aswel as get it out. How would i do this? Also after looking to Mr. murphy's guide i found that to get ever person in a trigger area is thisList but this does not seem to work for ArmA 2 any ideas on that one aswell? Thanks, -Robin
  6. try this link for a list of arma 2 scripting http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 And this might also be helpfull it might be for ArmA but most of it still works today http://www.armaholic.com/page.php?id=4847
  7. Ok guys this is the problem I need some help here i am making a script which allows the use of engineers to build stuff currently i am working on the placing of the object by making them ghost around the engineer so he can place it verry accurate. But the problem is that when he i go into ghost mode with lets say a sandbag wall i can it has a collision box for bullets etc so it can be used as a mobile sandbag shield this is why i want to disabled collision. Also i need to put a texture on it which is partelly see trough so a list of standart ingame texture would be really nice also. Thanks for the help -Robin
  8. I am making a mission in wich you need to clear a way for a convoy. And one of those to things is clearing the road from hedgehogs but after some testing I noticed that hedgehogs have some sort of god mode thingy going on there. I kinda need them to be blown up when i throw a satchel charge on it. Anyone have a idea? Thanks, -Robin
  9. How would i do that? Also i did a little test on a idea of mine: i tought if i added a fuel can and make a trigger that if its destroyed the hedgehogs go away. Now that only works on the foolish assumption that a fuel can is indeed destroyable. So that kinda failed More idea's are welcome :D
  10. Yea that would be the way "easier" to make but i like the part where the strike team actualy have to manage there suplies for example i only give them explosives to clear out 2/3 road blockades so the will have to find a more "creative" way to get rid of it.
  11. Il give that a try then, Thanks you
  12. FIXED IT PROBLEM WAS THE TARGET IT WAS TO CLOSE FOR THE AI TO HIT Ok here is my problem i have 3 d-30 grouped and synchornized to a artillery module named battery1 i have a target well within range of the artilelry named target i have a trigger wich activates when i am in range of it in the Activiasion line i have [battery1,target] exec "scripts\enemyartillery.sqs" and here is the enemyartillery.sqs _myBattery = _this select 0 _targetUnit = _this select 1 _heTemplate = ["IMMEDIATE", "HE", 1, 15]; _targetPos = getPosASL _targetUnit; [_myBattery, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; Now the thing is when i activated the trigger the arttilery does nothing anybody tell me why it won't fire?
  13. Ow sorry thats just a typing error i made on the forums xD i do not have that in the trigger il fix it
  14. mercyne

    How do i rearm the MG2

    Wow thanks for that great post but i can't use the truck beceuse my the weapon is placed in a checkpoint and the track just can't get that close but that vehicla resupply point is a good idea i see what happends if i place and empty crate next to it and then put some stuff in maybe it will use it
  15. Ok here's the deal i have an MG2 static wich is going to be used in heavy combat so i expet it to run out of ammo but how do i rearm it again using the ammo truck or maybe something else
  16. Hello, First of all i am not all new to editing in arma II but there are still alot of things i don't get what i do get is how to place sync etc the ACM what i don't get is why isn't there a war going when i play the mission all i see is helo flying towards the ocean and completly ignoring me now i waited for the ACM to work for atleast an hour before i posted this but i am cleuless now what to do about it. Could someone help me out please Also i wonderd i have a SecOp and made it so it doesn't give me randomly mission but how do i make a radio command so it gives me a mission.
  17. Thanks for the replybut i just was wondering BIS_ACM is the name right of the module but should i name the module just ACM or BIS_ACM??
  18. Already did that thats why i started thread
×