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MeIvin

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Everything posted by MeIvin

  1. MeIvin

    Simple trigger help

    Just remember that addScore must be run on the server to work properly, as per: https://community.bistudio.com/wiki/addScore (which it will since it's in the init). But it might be an idea to place the code in initServer.sqf to prevent it from running on all the clients. Melvin
  2. Hello, hopefully this thread will be filled with missions I make. Right now there's only one: Operation Free Speech Operation Free Speech Co-12 [ALPHA] It's a short hostage rescue mission, suitable for 4-12 players. No respawn No JIP Fun for the entire family, except maybe grandma? Want to know more about the mission? Here's a part of the briefing: Known bugs: Feel free to provide constructive feedback, and have fun! Thanks to armaholic for hosting! Melvin
  3. Hello, the documentation for "RE" (multiplayer framework): http://community.bistudio.com/wiki/Multiplayer_framework Hope this helps. Melvin //edit I was too slow.
  4. MeIvin

    MBG Cindercity

    Thank you for your work!
  5. MeIvin

    MBG_Killhouses

    Thank you! Can't wait to try them out!
  6. MeIvin

    MBG_Killhouses

    Awesome doesn't even begin to describe this. Great work, and thank you for sharing it! Kind Regards, Melvin
  7. MeIvin

    Addaction and playsound

    Hello, addAction is local, so what you need to do is make it global. The multiplayer framework is a good tool for that (http://community.bistudio.com/wiki/Multiplayer_framework) To make it work you place the functions module in the editor and use rPlaysound (it is supported by multiplayer framework) in your script. it should look like waituntil { !isNil "BIS_fnc_init" }; [nil,nil,rPlaysound,"blownammo"] call RE; and that should work. Kind regards, Melvin
  8. Hello, I don't understand, what are you trying to limit it to? From what I understand you want to spawn a guy in either a random location, or you want to spawn several guys at several locations. In which case I don't see the limitations with the solution I gave you. If you know the locations you want him to be spawned, and want it in an array, walk around on the map and find the exact positions you want him to spawn using the method described in the link (it will in fact create an array with the positions you want for you!). (You do have to do some work though in removing the random part if you don't want it to be random.) Or do you want to spawn a house as well? if so you can get the class name from a list here: http://www.armatechsquad.com/ArmA2Class/ or just do what Muzzle suggests. Kind Regards Melvin
  9. Hello Kolmain, check this out: http://forums.bistudio.com/showthread.php?t=113641 Should be a solution for your array problem :) Kind Regards Melvin
  10. MeIvin

    Are these normal textures?

    Hello, what you've got there are BAF units, without the BAF DLC. If you buy the DLC you will get them high res. It's been given to you in low resolution to make the game compatible for people who bought the DLC and those who didn't. Kind regards, Melvin
  11. Hello! It could be a way to prevent AI to keep sitting in the vehicle after they've been driving and ran out of fuel. Would be pretty silly if they have to go somewhere and they keep sitting in the vehicle looking out the windows. Maybe it's a "fix" from bis? Kind regards, Melvin
  12. Hello. I guess you could set up a trigger that fires if the team dies, that removes the points? Or even a "punishment" for each team member that dies (and if all of them dies all the points are removed. ie. (total points)/(amount of team mates) , and then remove that amount when one team member dies. As that would also promote keeping the entire team alive? Just some suggestions, neither should be to hard to do. Kind regards, Melvin
  13. MeIvin

    RH SMG pack for OA / CO

    Very cool! Thank you so much for doing this Robert :)
  14. Hello! First off, great stuff! This is looking awesome! Secondly, I'm not sure if it is possible, but I've always wanted the possibility to swap the stock of the rifle from my right shoulder to the left (as if I was shooting as a left handed person). As that is something I find useful in CBQ, but is lacking from arma. Is this something you have given any thought? Kind Regards Melvin
  15. Hello! If you give the unit magazines before you give them the gun it will be loaded. Kind regards Melvin
  16. Hello! I agree SHK, but since we don't really know what he's trying to do, we can only help him with what he describes. :) Kind Regards Melvin
  17. Hello again! I may misunderstand, but as far as I understand from your post you want: - To create a trigger from a script - To have that trigger activate from anywhere on the map, without a huge radius (or instantly no?) So I present to you the option to set the condition to true, that should work. Furthermore I'm pretty sure you use the [i]yourtriggername[/i] setTriggerStatements ["this", "[i]whatever you want onactivation[/i]", ""] to make your trigger do something. Now if you change that to [i]yourtriggername[/i] setTriggerStatements ["true", "[i]whatever you want onactivation[/i]", ""] you have at trigger that cover your criteria. If it still doesn't you need to explain better what you do and what you don't, if not it will be hard to help you :) Are you sure about that? Because when I place a trigger on the map, with 0x and 0y it does not activate... (not by default anyway) If you set it to 0x and 0y and put ie. BLUFOR not present it will fire. Kind Regards Melvin
  18. Hello! Change the condition of the trigger from this to true. That will make it trigger on start. Kind Regards Melvin
  19. This is one of my first missions for OA, and I never really thought I would release it. But hopefully someone will enjoy it. Combat Search and Rescue (1.2 (Final - I hope)) - Armaholic: Download Mission Info ArmaII:CO (OA+ArmaII) COOP, max 8 players Is a quick mission with no respawn. Not JIP friendly Has tasks, short briefing and ends with extraction, not objectives. Objective is to secure a crash site, and rescue the dying crewmember. Optionally: Download the version that requires the excellent Robert Hammers mk18 mod Changelog: Thanks to armaholic for hosting it! Feedback is welcomed! Melvin
  20. Thank you so much for this! Kind Regards Melvin
  21. Hello I disagree, I played one of the first released with no problems (other than what was my own fault). That he keeps updating them based on feedback is a good thing in my opinion. It appears to me that you complain about the numbers of enemies, how can he learn what most people think is right if he never releases his missions and get feedback? To be honest with you, your post is the opposite of what I was expecting from this community. We all have our different opinions, but telling someone to not release their stuff is in my book harsh and uncalled for. Regards Melvin
  22. MeIvin

    Melvin's mission(s)

    Update: v1.2 released kind Regards Melvin
  23. MeIvin

    Melvin's mission(s)

    No, supposed to be a MP mission. I will look into it. (I think I know why!) Thank you for reporting it in! /edit Main post updated. Kind Regards Melvin
  24. Fair enough :) Was just giving it a quick test in single player. Didn't think it would trigger only in MP! Well thanks again. Melvin
  25. I was standing on top of them... Does the entire team have to be within 4m?
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