

ker8er0s
Member-
Content Count
72 -
Joined
-
Last visited
-
Medals
Everything posted by ker8er0s
-
Ive been working on something to help me fill ammo boxes with custom loadouts and I figure its only nice to share. http://13th-vdv.co.uk/dowaf/weapon.php This is an online weapon box loadout interface, you can add weapons and ammo as well as items, they are all stored (via session variables) online and as long as you dont clear your cookies it will be persistent. Once you have added the stuff you want, (dont forget ammo) you can set the refill time (refills every x seconds) Then save it as a sqf file that can be used on an ammobox (even has instructions in the file). Hope it helps some folks. some feedback as always appreciated.
-
PvP Animation replacement/enhancement pack
ker8er0s replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
its when you switch from holding a laser designator with a launcher on your side shoulder then try to crouch. There is no transition animation between those positions -
Making a dead body stay for entire mission?
ker8er0s replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would probably use something like an event handler that execs the line " "; this would take the dead unit out of the games scope and leave the model behind, it wont collide, animate or be useable for gear though. -
VTS3.5 - Live Multiplayer coop mission editor
ker8er0s replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
apologies for bieng dumb, I have scoured the thread and readme and cant for the life of me find anything detailing the use of the shop? Can it be used by non GM players? how is it activated? Loving this BTW, all bieng done with scripts without the hassle of adding another mod to the server. Good times have been had and will be had. thanks again. -
Still cheats/hacks bypass sigcheck and battleye!!!
ker8er0s replied to mr.g-c's topic in ARMA - MULTIPLAYER
Is it possible (although very laborious for mission designers) to have a list of script filenames that are allowed to run? so the mission maker can list the scripts he has and only they will run successfully on that mission. Maybe some sort of keysigning for each file so hacker cant name the script the same and run it? I know its probably impossible but just throwing it out there to see if it will spark any idea's. -
Question: THe custom texture for the laptop, I know how it was done but I cant seem to get my file to work, yours is 22kb yet mine is always 44kb. What settings did you use? Using photoshop .paa plugin at the moment. Any hints appreciated.
-
First aid and simulation module bugged
ker8er0s posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
**If this has been addressed already can this thread be deleted or moved** When using the First Aid Simulation Module in multiplayer I have noticed the following problem. (this has been tested and confirmed using triggers and dialogues) When you enter the agony state you are put into the civilian side, once you are recovered from the agony state you are not returned to your original side. Behaviour you may encounter when this bug is active: * Enemy not engaging you or shooting at you. * Negative score when killing enemy. I have removed it from all my missions for now and ask if anyone can reccommend a decent alternative. Thanks in advance. -
nice one Svenson. Cant wait to see it. :)
-
Advanced Fire Script -v0.9
ker8er0s replied to haroon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
we have tested it in multiplayer. It all works apart frm the important part :) the napalm fire. It seems the player who uses is gets to see the fire but noone else does, the fire affects every player, so amusing times to be had when your tank starts losing health for no reason ha ha, but to the player that called it you are a flaming fireball. Its been an ongoing problem. LK nuke suffers the same as its mostly particles so only the player that called it can see it. One possible solution is for it to run on all playable characters. but I sense some server lag from that. -
FCC - Freelook Commanding Camera v1.0
ker8er0s replied to MrXToTheN's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
awesome. I will have a proper look through the scripts etc and get up to date on its current status. I will pm over my email for future discussion. thanks again. **Edit** I have had a look through and have worked out restricting usage to certain unit types, also taken out the spawned pilot that acts as commander, due to the fact this will break the HC in MP when you rejoin etc. -
Advanced Fire Script -v0.9
ker8er0s replied to haroon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wondering if you figured out the multiplayer support, I know there are issues with MP particles. This would be awesome for MP im working on. Thatnks for the great work. -
Unfortunatly that would need a programming language I dont know. :D This is PHP so only online stuff. Its probably possible t do with excel but thats for another day. ha ha
-
Are you sure that: You have an undead module on the map as that controls the zombies? You have set independent side to nobody? these are 2 things that catch me out regulary with the undead mod.
-
I mean can you make it available as a seperate mod? so I could add it to the server and we would have only the holomap available, not the full LK? just think it would be a nice asset for a mission im working on. cheers
-
your welcome. figured if it saves someone some time its worth it :)
-
How about a "Fire At Position" function for direct fire weapons???
ker8er0s replied to Chris2525's topic in ARMA 2 & OA - SUGGESTIONS
http://www.armaholic.com/page.php?id=6828 use this. maybe some modifications can be made to make the target dynamic. -
@LiquidPinky I will get on it and have them moved over to the correct section. @xjiks This is feasable but it will take some work marrying up the relationships between weapon and ammo. :D Cheers for comments all, always appreciated. Ace stuff has been added on a basic level, more sorting to follow.
-
its entirely possible to do an add all west option, but There are scripts out there that can already do that. This is more for custom loadouts, when you want to pick and choose your weapons rather than having all of one side etc. This is probably what your lookin for: http://www.armaholic.com/page.php?id=11346 Quite handy for PVP (East VS West) missions.
-
I was waiting for someone to mention ACE. :D For now there is a custom (weapon/magazine) input to add ace classes. I will look into adding an ACE weapon dropdown.
-
Ok this is one to get your brain juices flowing. I have a map where I use empty vehicles that respawn when destroyed, on a normal day these are vehicles from the side of the foilks that are using them. But I have hit a problem, If USMC are facing OPFOR and the US guys jump into an empty OPFOR vehicle and drive into enemy territory, the enemy dont attack you. Get out the vehicle, give them a wave and jump back in and suddenly its a target, so I assume the AI has to recognise that there is an enemy in the vehicle. So whats the solution to make an empty vehicle be seen as whatever side is driving, regardless of being spotted getting in/out of the vehicle. Tough one? I hope not.... ***NOTE**** The enemy will attack fine when it is tested in the editor, but when you go online it doesnt work.
-
Setting Vehicles Side
ker8er0s replied to ker8er0s's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looks like I found the culprit, turns out there is a bug in the battlefield simulation module. After lots of triggers and debugging i found out that when you enter the "agony" state you are set as civilian side, then when you die and respawn your side is not changed back. Took out the modules, set independents as enemies to everyone, and now happily using US troops in Takistani vehicles getting attacked by rebels on a regular basis. -
Setting Vehicles Side
ker8er0s replied to ker8er0s's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
its a strange one, the problem is that the side tends to carry over into respawn, so you spawn, run into enemy territory like a ninja/rambo. Take out aload of people. feel really good, then notice you have a massive negative score. Then you walk up to an enemies face and he ignores you. Only solution is disconnect reconnect but even then it might not pu you back on the right side. Im suspecting that when you clear the weapons at the start it sets you as Captive due to lack of weapons. Will investigate this idea further tonight -
Just wondering, is that a genuine holomap? as in is it current to the activity on the level? If so, is it available as a seperate script to use? would make an awesome planning too. XD
-
Need Help with JIP stuff
ker8er0s replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could probably do something in the init like if (!(isNull player)) then { respawnpos = [] execvm "respawnpos.sqf"; }; then have a file called respawnpos.sqf and in it put something like. _unit = _this select 0; _unit removeeventhandler "killed"; _unit addeventhandler ["killed","_this execvm 'respawnpos.sqf"] (this code is for ideas so dont hold me to how accurate the syntax is). So you know its executed each time someone dies. _unit setpos getmarkerpos "respawnpoint"; another way would be to have a marker on each of the bases, then use a public variable (e.g: "respawnposvariable") then do a case switch switch (respawnposvariable) do { case base1: { _unit setpos getmarkerpos "base1"; ... }; case base2: { _unit setpos getmarkerpos "base2"; ... }; ... }; so on and so forth, plenty of ideas to work with there. to make sure the variable has changed then you should add a publicvariableeventhandler and make it broadcast a message like. "respawn has moved from base1 to base2". then speak to friends when it happens to see if they received the hint as well, means to you bug test if its bieng changed for everyone or just you. ---------- Post added at 02:54 PM ---------- Previous post was at 02:53 PM ---------- Regarding the ammo issue, it seems that vehicles have a predetermined cargo amount, so you can only load so much into it. Your best bet is to have a script that clears all the weapons and adds a customloadout. have a file called ammocrate.sqf then have the vehicles init in the script have this should be executed only once by the server and the ammo should be available to all. -
[OA] keeping custom backpacks after respawn
ker8er0s replied to BelgarionNL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This has been resolved. see here: http://forums.bistudio.com/showthread.php?t=106140