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Impact

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About Impact

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    Private First Class
  1. I preordered the game way back when it was announced and wasn't on steam. Is it possible to get a steamkey to activate it on steam?
  2. Why are there only 3 mags in the inventory? And no option for suppressor?
  3. I try to play it but get the error "No Player selected"
  4. But in the wiki I read that you can create all the units that are in CfgVehicles, and all the vehicles are part of that. So I have to add crew too, lots of work...
  5. I just tried to add some armor groups to the battlefield, are those working different to infantry units? I can't seem to spawn any vehicles with this: Blufor_Sup1 = Creategroup WEST; "LAV25" createUnit [getMarkerPos "Blufor_Sup1", Blufor_Sup1, "_Leader=this",1,"Sergeant"]; "LAV25" createUnit [getMarkerPos "Blufor_Sup1", Blufor_Sup1, "_Unit2=this",1,"Sergeant"]; "LAV25" createUnit [getMarkerPos "Blufor_Sup1", Blufor_Sup1, "_Unit3=this",1,"Sergeant"]; "LAV25" createUnit [getMarkerPos "Blufor_Sup1", Blufor_Sup1, "_Unit4=this",1,"Sergeant"]; Blufor_Sup1_WP = Blufor_Sup1 addWaypoint [getMarkerPos "Blufor_Sup1_WP",0]; exit
  6. With "units" I get an array of "Blufor_Inf1", right? ForEach doesn't have any return value, so I can't use it as condition. That is why this won't work. if ({alive _x} forEach units group Blufor_Inf1) then { hint "alive"; } else { hint "not alive"; }; Ah nevermind, got the error. The "group" is too much. It works now.
  7. Thanks! This works now. But now I got a different problem, I wanna check if a group is still alive, but it seems that you can only check for individual units. Is that correct or is there another way?
  8. Hello, I want to spawn a group of soldiers, and give them a waypoint to go to. This is my code: Blufor_Inf1 = Creategroup WEST; _Leader="USMC_Soldier_TL" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Sergeant"]; _Unit2="USMC_Soldier_SL" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Corporal"]; _Unit3="USMC_Soldier_MG" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; _Unit4="USMC_Soldier_Medic" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; _Unit5="USMC_Soldier" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; _Unit6="USMC_Soldier_SL" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Corporal"]; _Unit7="USMC_Soldier_LAT" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; _Unit8="USMC_Soldier_GL" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; _Unit9="USMC_Soldier" createUnit [getMarkerPos "Blufor_Inf1", Blufor_Inf1, "Blufor_Inf1=this",1,"Private"]; Blufor_Inf1_WP = Blufor_Inf1 addWaypoint [getMarkerPos "Blufor_Inf1_WP",0]; exit The units are already spawning, but the waypoint doesn't seem to be set up. Help me, please!
  9. Yeah, but better mention something too often then not mentioning at all because of thinking that the dev already thought about that. I am just saying what needs to improve.
  10. But lets say it is night, and i want to attack an island in the morning, why should i be forced to wait in realtime instead of using time compression till the sun rises? Not to forget that you waste fuel when you travel around, so you still have to wait for fuel to be produced because instead of the old game, which produced fuel parallel to equipment, you build fuel packs, which take production time out of your schedule. Why are you defending giving the player less options?
  11. I dont want to waste fuel by sailing around
  12. Is the waypoint system final? Because it seems to always fix on one position of an island when travelling to another one, so it moves in the wrong direction at first.
  13. Is there a way to manually set time compression on?
  14. Stop forcing your Anti Aliasing in your Nvidia control center.
  15. Seems to be a problem with walrusses And another one, I think its something with the savegame
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