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bartkusa

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About bartkusa

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  1. I'm not going to go through all 50 pages to see if someone already noticed this, but... Go to the Google Street Maps link. Zoom out one level, and scroll South. Q: What do you see? A: KOMO TV's rooftop helicopter landing pad. If not for the skyline pic, with the textureless cranes, I would doubt Seattle itself was involved. That said, Seattle has pretty awesome urban terrain, and I'd love to see BI do it justice.
  2. Feature requests: - If a satchel is attached to a vehicle, can you rig the satchel to be triggered by the engine turning on? - If you ever make this multiplayer-compatible, can you make it so one player can disarm another's satchel? Maybe even have a random chance of accidental explosion during disarm (1% for demolitions/saboteur, 10% for engineer, 50% for anyone else)?
  3. The sheer ambition. :eek: I've made three missions where BLUFOR is trying to take Chernogorsk from OPFOR, but they never enter the city. What gives? Also, do rifle squads have any AT included, or do you have to put in AT teams?
  4. Did you sync BIS_HC_0 to BIS_HC_1?
  5. I am having trouble spawning a UN patrol group. I do have other UN units on the map. _unPatrolGroupType = (configFile >> "CfgGroups" >> "Guerilla" >> "BIS_UN" >> "Infantry" >> "UN_Patrol"); // This doesn't work _newGroup = [ _spawnPos, Resistance, _unPatrolGroupType ] call BIS_fnc_spawnGroup; // This does work _newGroup = [ _spawnPos, Resistance, 2 ] call BIS_fnc_spawnGroup; Any ideas? I'm pretty sure my configFile reference is valid. EDIT: NO. It should be "Guerrila", not "Guerilla". I answered my own question. :rolleyes:
  6. I recently tried something like this for a multiplayer game. I've had bad experiences spawning units on the fly, so what I do is statically define most of the enemies in the editor, and selectively delete them at mission start. The missions I make and play aren't long enough for JIP to be a real issue. What's nice is that it's small enough to fit in an AI's Init box in the editor. Theoretically, you could call it at any point in the mission, but Strangelove already pointed out that you need to be wise in deciding when to do that. USAGE: [3, usSniper] execVM "scalePlayers.sqf"; // Delete a unit when less than 3 players [3, group usSniper] execVM "scalePlayers.sqf"; // Delete a group [3, [indMG1, indMG2, indCommander] execVM "scalePlayers.sqf"; // Delete an array of units // Does NOT handle detecting occupied vehicles! /////////////////////////////////////////////////////////////////////////////// private ["_minPlayerCount", "_unitsAffected", "_fKillTheseUnits"]; _minPlayerCount = _this select 0; _unitsAffected = _this select 1; /////////////////////////////////////////////////////////////////////////////// // // Do not eliminate troops if you're not the server, or we're in editor mode, or we have enough players // _fKillTheseUnits = (isServer && (!isNil "paramsArray") && (playersNumber east < _minPlayerCount)); // ^^^^^^^^^^^ EDIT THIS CONDITION ^^^^^^^^^^^^ if ( _fKillTheseUnits ) then { private ["_unitsAffectedArray", "_containingVehiclesArray"]; _containingVehiclesArray = []; // // Handle different input types // switch (typeName _unitsAffected) do { case "ARRAY": { _unitsAffectedArray = _unitsAffected; }; case "GROUP": { _unitsAffectedArray = units _unitsAffected; }; case "OBJECT": { _unitsAffectedArray = [_unitsAffected]; }; }; // // Delete units // { // // Keep track of containing vehicles // private "_vx"; _vx = vehicle _x; if (_x != _vx) then { if (!(_vx in _containingVehiclesArray)) then { _containingVehiclesArray set [count _containingVehiclesArray, _vx]; }; }; // // Delete unit // if (typeName _x == "OBJECT") then { deleteVehicle _x; }; } foreach _unitsAffectedArray; // // If we caused any vehicles to be empty, delete those vehicles // { if (count crew _x < 1) then { deleteVehicle _x }; } foreach _containingVehiclesArray; }; !_fKillTheseUnits There's a few bugs still in there.
  7. http://community.bistudio.com/wiki/High_Command I guess if you don't sync a commander, it assumes the player is the commander? What happens if you teamswitch into a second unit?
  8. edit: apparently I'm from the first to try this sort of thing.This script is fantastic, and there's so much more it could do. I'm starting to invest in it, and I'd like some help. Here's what little I've got so far: So far, I'm just prototyping, so the code is sloppy. I'm trying to leave spaces to insert other features later. It now has three chunks: 1. How to initialize 2. enablePlayer.sqf 3. engineTriggeredBomb.sqf I've got a few scripting questions, and I'm also looking for feature requests. Planned features Animation when setting up engine-triggered car bomb Setting up engine-triggered car bomb should take time (10-20 seconds) Configure which vehicles (cars, helicopters, etc) can have satchels attached to them, how long it takes to connect the satchels to the engine Make the explosion bigger if there's satchels/ammo in the trunk Allow one player to disarm another's satchel (how?) Known bugs If you move 300m from an engine-rigged bomb, I don't think the bomb will go off Once you rig up a bomb to an engine, the action "Wire bomb to engine" does not disappear If you attach a bomb to a car, and then detach it, the "Wire bomb to engine" action does not disappear
  9. Oh man, I need to see how he did that.
  10. I've been playing ArmA2 for about a year. I'm sure many of you are totally familiar with the radio commands on the number row by now, but I still don't like that interface. Are there any scripting commands that let me know what AI units a human squad leader has selected, and commands to give orders to those specific AI's? I'd like to come up with a better UI for sending out those orders.
  11. I'm running a strange config: ArmA2 from Steam, and OA from Sprocket. When I installed from Sprocket, it found the Steam folder and successfully installed. However, when I start the OA executable, I get this error: Also, I was playing a multiplayer custom mission with Humvees from the original ArmA 2, and some of us could not see the Humvees. I have no idea what's wrong. EDIT: And Arma2.exe has disappeared. Only arma2OA remains.
  12. Thank you! Yes, this is for multiplayer.
  13. Is there any way to enable/disable wind on a per-mission basis? I'm making a marksmanship practice map, and I'd like to have "wind on/off" be a mission parameter.
  14. Where can I read more about ACE2's wounding system?
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