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vitaliy0001

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Everything posted by vitaliy0001

  1. vitaliy0001

    Renegade to attacked side only

    Thanks Pierre. I'll try to count the killed units and neutralise the rating somehow.
  2. Is there any way to have the renegade system function discriminately, based on the side you shoot? E.g. if the player is civilian, I want to start the mission where the player is friendly to both East and West. Then I want this to change based on the side they shoot. Essentially to have two addRatings against each side.
  3. vitaliy0001

    Renegade to attacked side only

    If setFriend is the appropriate method, then I need a function that works something like this: Identify side killed (East or West) Get the addRating received for the kill If side killed is East, add the rating to variable "A" If side killed is West, add the rating to variable "B" If "A" <-2000, player setFriend [West, 1] If "B" <-2000, player setFriend [East, 1] If "A" and "B" <-2000, setFriend [West, 0] setFriend [East, 0] If the above logic is correct, how do I: 1. Determine which side was killed 2. Extract the rating delta ?
  4. vitaliy0001

    Trigger activating waypoint

    Thank you once again! It works!
  5. I'm stumped again... I am trying to get a BLUFOR unit (HUMVEE) to move to a position upon another BLUFOR unit detecting an OPFOR unit. My attempt so far: Create Trigger (Activation:OPFOR, Detected By:BLUFOR). Create HUMVEE and add two waypoints. Sync second waypoint with trigger. Add OPFOR unit which will run into field of view of BLUFOR unit from outside the Trigger area (from behind a building about 50m away). Place BLUFOR unit within Trigger area. Result: HUMVEE just drives to second waypoint before OPFOR is detected by BLUFOR. Would anyone have any suggestions for this? Do I have to utilise knowsabout commands?
  6. So... I've been reading a few threads but none of the information contained in them answers my question: I'm trying to create a mission which includes un-grouped soldiers positioned randomly. I want them to automatically join me (my group) when I come within 5m of them. My attempts so far have not worked: Attempt 1) Having placed a unit (LostSoldier1) approx. 20m away from me (Myself), I entered the following in LostSoldier1's init field: meters = LostSoldier1 distance Myself;if (meters<5) then {LostSoldier1 join Myself}; Upon myself approaching LostSoldier1, nothing happened. Attempt 2) In the init field of Myself I entered: grp_ALPHA = group this; I created a trigger of radius 50 next to LostSoldier1. Activation=BLUFOR, Type=None, Activation= m = LostSoldier1 distance Myself; if (m<5) then {}; On Act= [LostSoldier1] join grp_ALPHA; Does nothing as above. Would anyone have any suggestions?
  7. Thank you both! It worked using the trigger! :D Condition: LostSoldier1 distance Myself < 5; On Act: [LostSoldier1] join (group player);
  8. Is... i7 820QM ATI 5830 8GB RAM ...enough to run ARMA 2 at MAX settings at good framerates?
  9. The T-90, being impossible to target by anything relying on IR, is invulnerable to all such ATGMs... which includes Javelin... And, should unguided ATM be used... it will be shot down by the Arena system... Hence, it is disappointing that it can be targeted in game...
  10. vitaliy0001

    Tank turret behavior

    Yes. All tanks have two axis stabilisation now, so should the tanks in this game. Wherever the gunner aims, is where the gun should point regardless of how the hull behaves, until limits are reached...
  11. Greetings all, I'm new here and I have a fantasy about a mod... a REALISM MOD! I don't know how difficult it is to make such (i'm guessing it will involve a fair bit of work... ), nor whether or not it has been suggested yet, but in my opinion, as something advertised as a simulator... ...it would be nice if the game had more realism. First thing that comes to mind is the T-90 and it's counter measures... the incorporation of new generation ERA and passive and active countermeasures significantly reduces the tanks vulnerability to ATGMs (eg. Javelin). Some of the features the T-90 has... T-90 on warfare.ru Federation of American Scientists describes T-90 Additionally, active countermeasures systems such as Drozd-2 further increase performance of the tank, as it provides at least a 0.7 chance of successful protection from ATGM munitions... Drozd-2 on warfare.ru This system intercepts incoming projectiles and destroys them before they hit the tank. Thus, to successfully engage such a tank, special tactics must be used. Not only that, but the tank itself can be used in more situations than the game currently allows. And make ERA actually do something other than just being a waste of polygons in game. Perhaps make it so that if a projectile hits a block of ERA, chance of kill or damage taken is less... ? Would that be too hard to incorporate into a mod? Countermeasures for aircraft also come to mind. Flares/chaff would be very pleasant to have... Additional units would also be nice to have - such as the air-droppable BMD as someone has already requested... This was a kind of 'spur of the moment' post, but I will be sure to post more later, with a proper, detailed request...
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