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bracer

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Everything posted by bracer

  1. bracer

    Emita City

    Here is some new screenshots! Still very much wip.
  2. bracer

    Emita City

    Haha! It's just some random stuff I recorded longtime ago, guitars and midi! ---------- Post added at 03:06 AM ---------- Previous post was at 03:05 AM ---------- Cool! Thanks man!
  3. bracer

    Emita City

    Yeah, seems so according to youtube! But the music is soon switched, then you should be able to watch it. Here's an older video for you Benson:
  4. bracer

    Emita City

    Oh, I guess you're from Germany then Bad Benson? :) I'll change the music and make them available!
  5. Some new shots from my map. Very much wip.
  6. The city is from a brand new island project. No, it has nothing to do with the 31st Normandy mod. My bad, I should have mentioned that I only used the units in the video for fun. Allthough, I do think they fit well in the city! :-) ---------- Post added at 05:06 PM ---------- Previous post was at 04:58 PM ---------- Thanks! No, It's gonna be a modern day city! But the different areas of the city is gonna have a slightly differnt look, some older areas, new modern areas, docks, villa area, industrial and hopefully a nice airport. So I will try get all the typical districts from a modern town into the map. Allthough, It's gonna look like there is, or recently has been a war going on in it.
  7. Thank you! Very kind comment! I'm trying to make it look realistic, while maintaining variation and as many enterable buildings as I possibly can. Hopefully it will be suitable for MOUT training or PvP's! Cheers
  8. Great! Thanks for the answer. But my ladders and doors still doesn't work on the OA buildings... Have you done any other changes to get them to work? My folder structure is correct, and the configs are in place under my nametag.
  9. Hey guys! Has anyone managed to get the doors and ladders on the OA buildings working ingame? I have no problems with the A2 doors. I'm also confused about what the filestructure should be in the ca-folder when I'm using the OA objects? Should it be like ca\expansion\structures_e ? All the best! /Bracer
  10. Hi! I'm making a coop mission for four human/AI players. And I need to make sure that the players or the AI squadmates only can use the cargo positions in some vehicles. That meens that even if the driver gets out or get killed, the squad members should only be able to enter the passenger seats. I guess one solution is to use a "waitUntil" script to see if the player enters the driver position and then kick him out. But I wonder if there's a better solution? If not, how would the "waitUntil" script look, how can I check if any of the four units in my group enters the driver position and then kick him out? Cheers edit: Sorry, I found this handy script: lockDriver :o edit2: Well, it seems you can still get into the vehicle through the passenger seat, and then switch to driver, so lockDriver doesn't really solve my problem.
  11. Something like this would be very useful! I do also wonder if this is posible!?
  12. Thanks for the code Goliath! But isn't the "setFactionsFunc" supposed to be applied to ACM1 and not ACM2? //ACM module parameters [1, ACM1] call BIS_ACM_setIntensityFunc; [ACM1, 280, 600] call BIS_ACM_setSpawnDistanceFunc; [["USMC", "RU", "INS"], ACM2] call BIS_ACM_setFactionsFunc; [0.1, 1, ACM1] call BIS_ACM_setSkillFunc; [0.1, 1, ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc; [/code] Btw; Could the same type of script be used to resync the SOM?
  13. Thanks for the info b00n! We better find a way to group a unit to the player without having him as a commandable squad mate then.... edit: A crow perhaps? Atleast it won't request SITREP. Hehe. This sounds like something worth experimenting with! Good find! Would you have to make a new ACM module as a addon or could you keep that in your mission folder? Cause I suppose that it wouldn't be too hard to find the script line that disables the ACM and remove that line.
  14. It probably spawns at the synced units position, so if you sync ACM to the player and group an artillery or an unit without presence to the player it might work!? I won't have the time to test yet, but let us know how it turns out b00n!
  15. Since the problem is that the module terminates when all members of the group dies at once, perhaps we could group something to the player that never dies?
  16. Is there any workaround for this, since I want units to be able to respawn and still have ACM activated?
  17. I tried implementing the above code into my script, but something seems wrong. waitUntil {((BIS_SOM getVariable "history") select 0) == 1}; hint "You completed 1 task and get some candy"; waitUntil {((BIS_SOM getVariable "history") select 0) == 2}; hint "You completed another task and get some more candy"; When I complete a SOM mission, I get both of the hints!? How do I make only hint 1 show after first mission is completed and hint 2 after the second mission is complete?
  18. Hi all! I'm trying to figure out how to make a script check if the player completes a SecOps mission generated by the SOM module. All help is very much appreciated! /Bracer ---------- Post added at 06:59 AM ---------- Previous post was at 06:51 AM ---------- ok, found this: Quote: Originally Posted by MechaStalin Is it possible to have a script or trigger running that once you had completed a certain amount of SOM missions, say 5, it ended the mission? Yes The SecOps template (04: Combat) uses this concept. The SOM tracks completed / failed SecOps in an internal variable history (Array: Scalar | completed, Scalar | failed). So let's say your SOM is myFirstSOM, you can make your trigger check for: Code: ((myFirstSOM getVariable "history") select 0) == 5
  19. There's some new parameters for the SuperPower mission, are these introduced with this beta? I havn't seen'em before. But I like it! Also, the purchase menu's looks remade!! Performance seems somewhat improved, havn't tested properly yet. Thumbs up!!
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