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Everything posted by ffur2007slx2_5
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CLY Face Viewer
ffur2007slx2_5 replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice, seems interesting. -
I just hope all the editing code can be ultilized if ArmA3 is coming around.
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Now I can image that BIS think tanks are just sitting back with a cup of coffee and chat casually. "Hey dude, how much hours you decide our players spend on figuring out the next clue?" One guy asked. "Yeah, at least a week because I've put some micro text into the image and nobody can find them out unless they use microscope." another guy answered.
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Maybe you've got 90% correct.
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Turret destroying function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep. thank you for your advice. Just put the code directly in your mission trigger, or you can also put this code into init.sqf directly. -
Suicide Bomb Function (4th May 2011 updated) Description: Maybe my script is a little bit silly but I just wanna to make something easier when you are useing scripts. Maybe most of you can write such kind of script on your own but I still think it's necessary to post here just for those people who do not have enough time to write a script on his own but need it. This is my second function after Dynamic Weapon Generator Function, hope you like it, remember, make everything easy but works well is my purpose. Features: You can active this function anytime you want in a mission, you can make the suicide bomber attack any target you want, human, object, vehicle or GameLogic. The bomber can be enemy or friend, can attacking target by driving vehicle or on foot, but commit suicide by driving a plane is not included. Version: v1.46 Added: Secondary explosion of vehicle suicide assault v1.45 Suicider bomber may carry different bombs to assault Suicider bomber will no longer fleeing or refuse moving during an attack v1.44 How to use it: Download the function and put it into your mission, load your mission and put the code below into the unit's init: sqf = [suicider,Victim,Attacking range (must be more than 35m)] execVM "WCRffsx_fnc_Suicide.sqf" for example: sqf = [soldier0,player,250] execVM "WCRffsx_fnc_Suicide.sqf"; that means soldier0 will start attacking player when the distance between player and soldier0 is less than 250m. Download: http://www.freedrive.com/file/1442952,wcrffsx_fnc_suicide.sqf
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Suicide Bomb Function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe you can do like that: x = [] Spawn { { if (side _x == WEST) then { fnc = [Attacker,_x,500] execVN "WCRffsx_fnc_Suicide.sqf"; sleep 0.01; }; } forEach allUnits; Haven't tested yet, you can just make a try.:D -
Can't say that BIS has become cleverer and cleverer on propagandize especially on keeping the old player not leaving this game, BI decision maker should not only show us something unique in each coming DLC but also try to attract more players who playing other military games strategically. BAF DLC was released without awesome propagandize as PMC’s if I’m not wrong, so I believe this time they will definitely bring us lots of amazement, however, what I do only concern is not how good the advertisement may be but just whether the contents are as good as what they propagandized. Maybe we’ve expected too much on DLCs just in hope that how fantastic improvement may be included, so there are still a few players think PMC or BAF is not perfect except their campaigns. Apart numerous guesses, I just like the way what BI advertises, it’s a wise way and I also wanna to see more advertisement of the new DLC to new players!
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Seems that the next campaign will return woodland.
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I can't help to say that BIS's marketing group is always full of wired idea to attract us, we won't have any idea what they may bring you next until millions of guess.
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Dynamic weapon genearating script released
ffur2007slx2_5 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Script Name: Dynamic Weapon Generator Description: Dynamic Weapon Generator has been updated to v1.33, this function has such features like unit can be fully armed with dynamically generated rifles, machineguns, pistols, shotguns, launchers, special equipments and rucksacks that ArmA2: Combined Operation v1.59 owns. Hope you like it. Installation: Put WCRffsx_fnc_DW.sqf into your mission folder, then, back to AA2 game editor and load your mission, finally, put the code into the unit's init line who you wanna to execuate: DW=[this] execVM "WCRffsx_fnc_DW.sqf"; Okay, just enjoy it, you may have the sense of Counter Strike. lol. Current Version: V1.33 Required: ArmA2: Combined Operation + BAF + PMC (v1.59) file size: 146kb changelogs: download: WCRffsx_fnc_DW.sqf (v1.33) -
Dynamic weapon genearating script released
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Dynamic weapon genearating script released
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
v1.33 Added: Special Weapons -
ARMA 2: OA beta build 79600
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
AttachTo is not enough, I need something...... something perverted.:811: -
ARMA 2: OA beta build 79600
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
:cool:Is there anyone know how to mount a woman in the game? -
Suicide Bomb Function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good, I'll test it when I get back home tomorrow. -
Suicide Bomb Function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep, that's just one of the problem I'm facing in the script, the opposite side units always preform wired when you force them to approach you, so that's why I suggest you choose the friendly side unit as the suicider because the script can runs better. I can fix it but may at the cost without useing "addRating" so no nobody will defend themselves when the suicider is approaching, which may lead every suicide attack successfully. I haven't find a better way avoid AI wired performance when their ratting is minus at present, but I believe I can make it in the next update. ---------- Post added at 02:48 PM ---------- Previous post was at 02:40 PM ---------- It might be a good idea but maybe the suicider will only choose the target he knows to attack even though the target is valueless. I think in reality, the suicider will assault the most valuable target which he has the ability to approach. Attacking a normal soldier maybe a kind of waste. -
Suicide Bomb Function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Woops, I forget to tell you, it is recomanded to use civilian unit as the suicider because they can be hardly detected. Then, it is also recomanded to set INDEPENDENTs friendly to EVERYONE. At last, check whether the name of the unit is in accordance with the name of the suicider. sqf = [civilian_1,player,250] execVM "WCRffsx_fnc_Suicide.sqf"; ---------- Post added at 09:50 AM ---------- Previous post was at 09:35 AM ---------- What about {sqf = [civilian,_x,250] execVM "WCRffsx_fnc_Suicide.sqf"} forEach playableUnits; But I've no idea whether it really works. -
ARMA 2: OA beta build 79600
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Here's the picture: Shining head soldiers! postprocess: low. Time: 0000. Unit: US Soldier (light). Distance: around 25m, don't zoom in. gamma 0.9. Brightness: 1.0 -
Suicide Bomb Function
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I haven't tested it through network, what about naming every player p1, p2, p3 etc. -
ARMA 2: OA beta build 79600
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Still nobody find that the US soldiers(light)' heads and hands are shining in the evening? -
Bugged scope of the L86A2
ffur2007slx2_5 replied to roguetrooper's topic in ARMA 2 & OA - SUGGESTIONS
It'll not happen unless you use "*" to look around. Actually not only L86A2 but also some other guns with large scope have that problem and I think it should not be said as a bug but the inaccurate sight position. -
Grabbing markers in the editor
ffur2007slx2_5 replied to roguetrooper's topic in ARMA 2 & OA - SUGGESTIONS
Yep, maybe that's a good idea. -
Grabbing markers in the editor
ffur2007slx2_5 replied to roguetrooper's topic in ARMA 2 & OA - SUGGESTIONS
Put so many markers together on the map will be a trouble for soldiers to read. The purpose of marking should be easy reading, easy finding and telling where the key position is. No wise officer will make such markers that stay together on the map. So the selection menu of over-rided markers is unnecessary. ---------- Post added at 02:09 AM ---------- Previous post was at 02:03 AM ---------- Generally speaking useing markers to script is kind of non-visual editing unless you need to insert markers on the map to pre-define the position, actually you can use gamelogic to replace it. -
Grabbing markers in the editor
ffur2007slx2_5 replied to roguetrooper's topic in ARMA 2 & OA - SUGGESTIONS
I think the current marker editing is perfect and no more changes on it which may even complicate it. Adding marker-lock dialogue will complicate it while enlarge the marker controlling radius may casue editor hard to handle. As we all known that markers are the last one to insert, so it's not a wise choice to change it.