-
Content Count
310 -
Joined
-
Last visited
-
Medals
Everything posted by Solarghost
-
Triggers help
Solarghost replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers bro -
Need help please...... Ok I am using the Ace special forces Attack grenadiers: The normal script looks like this.... // ================================================== ================ // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "USMC_Soldier_Medic"; //array no.18 _can_revive_2 = "FR_Corpsman"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = "USMC_Soldier"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = "FR_Corpsman"; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //================================================== ====== And my script looks like this: // ================================================== ================ // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "ACE_SF_FR_Corpsman"; //array no.18 _can_revive_2 = "FR_Corpsman"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = "ACE_SF_FR_Assault","ACE_SF_FR_Corpsman","ACE_usar my_sniper"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "ACE_SF_FR_Corpsman"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = "FR_Corpsman"; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //================================================== ====== Am I doing something wrong? Because when I die my dude just spawns out to the Island spawn point. respawn_rest
-
Need help with Norrin's revive script plz
Solarghost posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I am using the Ace special forces Attack grenadiers: The normal script looks like this.... // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "USMC_Soldier_Medic"; //array no.18 _can_revive_2 = "FR_Corpsman"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = "USMC_Soldier"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = "FR_Corpsman"; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== And my script looks like this: // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "ACE_SF_FR_Corpsman"; //array no.18 _can_revive_2 = "FR_Corpsman"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = "ACE_SF_FR_Assault","ACE_SF_FR_Corpsman","ACE_usarmy_sniper"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "ACE_SF_FR_Corpsman"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = "FR_Corpsman"; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== Am I doing something wrong? Because when I die my dude just spawns out to the Island spawn point. respawn_rest :mad: -
Triggers help
Solarghost replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I see I see, hmmm. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Solarghost replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Everything works perfectly for me when following your install guide bro. Thanks heaps I bloody love it!!!!!!!!! Also 1 question, is it possible to only allow someone who has a radio backpack to be able to use it? -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Solarghost replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So for instance on Quesh-Kibrul, I would put an item up the top left in the sea? or... the top left of the actual 'Land' of the island? Ok I believe the height of the map AREA is the same as that of Utes, I placed an object at the top left of my area of map (excluding the black) : /** * English and French comments * Commentaires anglais et français * * This file contains the configuration variables of the realistic artillery system * Fichier contenant les variables de configuration du système d'artillerie réaliste */ /** * Boolean, set to true to enable the "show impact location on map" feature * Booléen indiquant s'il faut ou non afficher les marqueurs d'impact sur la carte (seulement au tireur) */ R3F_ARTY_CFG_montrer_marqueur_impact = false; /** * Boolean, set to true to enable the feature which permits to get coordinates from the player position * Booléen indiquant s'il faut ou non permettre de récupérer des coordonnées à partir de la position du joueur pour définir la position de la batterie */ R3F_ARTY_CFG_autoriser_pos_joueur = true; /** * Boolean, set to true to enable the feature which permits to get coordinates by clicking on a map dialog * Booléen indiquant s'il faut ou non permettre de récupérer des coordonnées en cliquant sur la carte pour définir la position de la batterie et de la cible */ R3F_ARTY_CFG_autoriser_clic_carte = true; /** * List of class names of guns and mortars to manage. The classes which inherits from the ones listed will be also managed. * Liste des noms de classes des canons et mortiers à gérer. Les classes dérivant de celles listées seront aussi gérées. */ R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm"]; /** * Height of the island in meters (axis north-south) * Hauteur de l'île en mètres (axe nord-sud) */ R3F_ARTY_CFG_hauteur_ile = 5120; // Quesh-Kibrul //R3F_ARTY_CFG_hauteur_ile = 5120; // Utes -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Solarghost replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
haha lawl -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Solarghost replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How do you work out the height of an Island?? -
New Sound Mod in the making, slowly but surely
Solarghost replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good stuf guys The M249 finally sounds mucch better than what it was! And the M4 maybe sounds a bit louder? M16 sounds great too. :) -
(TBS) Touch Buddy Script
Solarghost replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh yes please a module would rock -
Medevac Module
Solarghost replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does this work with the ACE Wounding module in place? Also... I have a .ogg sound file that I would like to play when I call for med evac. I know how to make a normal trigger to pay a sound when u go past it on the ground, but not sure how to play a sound if calling via action or radio menu? If you could please help that would be great! Cheers :p -
How do I make objectives?
Solarghost replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Dude i'll jump on this weekend, I have an awesome idea for a mission if you're keen to help out? :) -
How do I make objectives?
Solarghost replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers man this is great! I should have a Mission ready this weekend -
75th Ranger Regiment ACU Units (WIP of course xD)
Solarghost replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Bink's work is always the best haha... Check this out Bin http://i224.photobucket.com/albums/dd100/GobletM4SR16/SUPER%20IMPRESSION/ranger75threg.jpg http://i224.photobucket.com/albums/dd100/GobletM4SR16/SUPER%20IMPRESSION/75thranger.jpg This account is full of pictures: http://photobucket.com/images/75th%20ranger/?page=5 -
Making AI talk like in training missons.
Solarghost replied to shadowhunter388's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it does work for Arma 2 :) -
Music In Chopper
Solarghost replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think he needs a step by step guide... ie... he has set up his music folders etc... Now... tell him what trigger options he needs, what to click on and what code he may possible need to add in the init field of the chopper. Does he need to edit the init file inside his actual mission folder as well? etc... -
How do can I get AI to be on roof tops?
Solarghost posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a script or something I put in the init line of the soldier to make him on top of a roof? Cheers! -
Mando Missile ArmA for ArmA 2
Solarghost replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Mando and defunkt Awesome bloody work fellaz, all the annoying you paid off!!! well not really lol it was your hard work and beta testing. Bloody good mod. :p Cheers -
Music In Chopper
Solarghost replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well as per the code it says this: sound[] = {\sound\song.ogg, 1, 1.0}; So there for, in your mission's folder you would create another folder called: 'sound' And in the sound folder you would put your music which is converted to .ogg I am not sure how to trigger it in a chopper though sorry, I am sure you put code in the chopper's init line, just not sure what... -
THESE UNITS R SEX Thanks again :p Now you need to make some Terrorist characters muahahaha
-
Yea very true...
-
A.C.E. Advanced Combat Environment - Public Beta *2*!
Solarghost replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
lol Sam learn to read through forums u might find something? :rolleyes: -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Solarghost replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Do you not read the forums?............ ---------- Post added at 09:55 PM ---------- Previous post was at 09:29 PM ---------- Gonna host a mission right now if you wanna join....... Server name: USARMY 08 + Quesh-kibrul You will not experience any white nuke flashes, due to me running the fix. Running: Latest ACE Version Quesh-Kibrul http://www.armaholic.com/page.php?id=8698 Bink US ARMY units (The new 2008 version) http://forums.bistudio.com/showthread.php?t=93741 8 slots, if you wanna join, im bored, you can join from anywhere in the world I don't care :) -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Solarghost replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here is a quick fix to stop all the flashing of Nukes when killing an enemy. Open your @ACE folder, Addons then chuck it in there and over write the file, when Six updater updates again properly, it will over write the file anyway Chur churr, Enjoy until Six updater fixes this issue for you people who have Dedi servers. The fix is for people who want to host a mission, or play single player etc, if you join the server and you are not running the file, you will not get a huge flash when killing enemy :-) http://www.mediafire.com/file/mjdjznidkwd/ace_sys_nvg.pbo -
Well to be honest we just have zips on the insides of our pants, so we don't have to tuck in then un tuck lol