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ffur2007slx2_5

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Everything posted by ffur2007slx2_5

  1. Actually, there are lots of ways to work it out. For instance, you can create two triggers, among which is activated by Blufor you can write a code like Blufor = true; , another one which is activated by Redfor you can write Redfor = true; in on act bar. The third trigger is for alarm, it'll be activated when one of the condition is met ?(Bluefor || Redfor)
  2. ffur2007slx2_5

    ARMA 2: OA beta build 79122

    Performance improvement, sounds good, can't wait to test.
  3. I've got a new idea, what about creating city traffic model which can stuff the road with vehicles!
  4. ffur2007slx2_5

    ARMA 2: OA beta build 78967

    lol, I'm the right one here who always useing "vanilla" game, I'm not keen on editing missions with addons because less people prefer to download it which is stuffed with various kinds of addons. Unlike vanilla OFP, the units in AA2 are already enough for me.
  5. ffur2007slx2_5

    ARMA 2: OA beta build 78967

    In my opinion the animation speed should be affected by units' stamina, the more energetic a unit is the faster the animation speed should be, the less energetic a unit is the slower the animation speed should be. I know BIS wanna to balance the realism and smoothy control but it's not wise to use the same animation speed under all circumstances.
  6. ffur2007slx2_5

    ARMA 2: OA beta build 78927

    Smart work BIS! Though unit's animation a little bit too fast, but the grenade throwing problem has been fixed! Good! Hope the First Aid Model (Drag wounded teammates) and the animation speed can be improved, thanks.
  7. no idea whether an attached object can be detached without manual script command. Maybe you can use "distance" to test its offset.
  8. ffur2007slx2_5

    Act Trigger when a door is opened?

    _p = _building animationPhase "maindoor"; waitUntil {_p = 1;}; Trg = true;
  9. ffur2007slx2_5

    ARMA 2: OA beta build 78927

    We can customize the reloading time but I guess maybe BIS need to make new reloading animations so that it can looks perfect.
  10. ffur2007slx2_5

    ARMA 2: OA beta build 78927

    Cheers!
  11. ffur2007slx2_5

    ARMA 2: OA beta build 78888

    Actually the speed prone to stand is acceptable if the soldier is light armed, but I think it should slower when unit is heavy armed, for example the unit is carrying the rucksack of mini-tripod.
  12. ffur2007slx2_5

    ARMA 2: OA beta build 78888

    Still a little problem with grenade throwing animation. Player will do the throwing animation twice if player click the mouse twice after the last grenade is thrown and the second time throwing just threw nothing. What's more, rifle still moves away from player's hands when player is circling prone in the third person view. AI still response slow in close combat who will wait for a while to indentify enemies in close distance.
  13. ffur2007slx2_5

    arma 2 oa editor problem

    Not units, but the limitation of 144 groups on each side. Means you can have 144 groups for BLUEFOR, OPFOR and GUE. And you can have unlimited units in a group, so i don't know whether your CPU will stop work if you put hundreds of thousands of guys on map. That must looks like a demostration. lol.
  14. ffur2007slx2_5

    Postprocess editor

    Yep, just this one. I always use it. lol.
  15. ffur2007slx2_5

    ARMA 2: OA beta build 78888

    Start testing!
  16. ffur2007slx2_5

    Postprocess editor

    Yeah, someone has already made a ppAdjust tool mission where you can copy the index into your notepad by adjusting the slider and to my knowledge, it works well. But never deny any official published tools! lol.
  17. ffur2007slx2_5

    TFS - Tire Fix Script

    I just wonder whether AI can fix the damaged tyre on their own.
  18. Here I post this thread just in purpose to know which part the time you spent at most in ARMA2. I devided this poll into 9 choices just in order to know which part in ARMA2 is the most attractive one. Thanks for your vote.:)
  19. Maybe you can try this: _handler = s2 addMPEventHandler ["Respawn",{DW = [s2] execVM "WCRffsx_fnc_DW.sqf"};];
  20. ffur2007slx2_5

    Need help adding objects to Co@40

    You need to download Elitness v2.7 or higher to unpack the pbo file so that you can read it in game editor.
  21. Yep, not all weapons in CO can be found in OA.
  22. ffur2007slx2_5

    TFS - Tire Fix Script

    It should be fantastic if AI can repaire the tyre from cargo reserved automatically. lol!
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