Zeddy
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[R3F] Revive : A lightweight and efficient revive
Zeddy replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, is this a trigger I place in the mission editor, or are you referring to a line of coding in a specific .sqf file? -
[R3F] Revive : A lightweight and efficient revive
Zeddy replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BearBison Where exactly should this code be inserted? I'm pretty much illiterate in scripting, so I'm kind of hoping to copy-paste your solution if it works well. :) -
[R3F] Revive : A lightweight and efficient revive
Zeddy replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Last night I did a mission and discovered that after players were revived (not respawned), the contents of their OA packs vanished. The backpack was listed with loaded weight, but nothing could be accessed from them. We are running V2.0. I've done a quick search of the thread but couldn't find the any post addressing this. Are there any plans to fix this, or are there workarounds? -
ArmA II / OA Installation problems
Zeddy replied to ShadeCrenshaw's topic in ARMA 2 & OA - TROUBLESHOOTING
I bought it from a local game store in Hong Kong. I paid FULL price for it (ie NOT pirated, barely cheaper than Steam), and have the exact same issue. -
Can I bump this? I promise we'll give full credit to Charon, but only AFTER the mission has been played! :bounce3::bounce3::bounce3:
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Where to put a script
Zeddy replied to Vino3's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Vino3, it depends. If you're sticking to the ZSU template, you'll notice there's a scripts folder we use to prevent everything exploding all over the place. Usually I'll drop Victim's deconstruct script, my little custom scripts to pick up/drop objects, addactions etc - you can easily end up with a dozen little sqf files. Putting them in the scripts folder keeps things neater. -
Problem with creating MG nests that fire constantly.
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just FYI - I ended up avoiding the reload issue entirely by using setvehicleammo. -
Problem with creating MG nests that fire constantly.
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This doesn't seem to be the problem. Apparently it's ACE related: http://dev-heaven.net/issues/7366 From that page: Anyone know anything about this? -
Problem with creating MG nests that fire constantly.
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's the thing that bugs me. If it was that, wouldn't the MG nests fail to fire? This isn't the case. At the moment I believe it might be that they fire until the original ammo is depleted, then they fail to reload the next manually added magazine. -
Problem with creating MG nests that fire constantly.
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I also note that on the server, after killing a MG gunner who is no longer firing and getting into the MG nest, I am hitting "Reload PKM Mag." to reload to keep firing. Not sure if it's related.:j: -
Problem with creating MG nests that fire constantly.
Zeddy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all I've put down some MG nests in the editor and put this in their init line: I plop marker "arc1" down in editor, put the script in a PK MG nest and they hammer away happily. I can go away for 10 minutes, come back, and they're still firing. However when I do it on a server, they fire maybe a mag or two then just stop. I killed one of them and climbed in to check the ammo. Ammo is definitely being loaded up, so they're not running out of ammo. It's almost as if they're forgetting how to reload their weapons after a while. Any idea what's going on? And more importantly, any advice to make them behave on server as they are doing in the editor? Edit: I have accelerated time in the editor and checked the above is correct. They have now run for 30 minutes of non stop firing. This does not happen on server. :( -
How to destroy wheels in editor?
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's what I was trying to use. None of them seem to work. Nuxil's does though. :) -
How to destroy wheels in editor?
Zeddy replied to Zeddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks nuxil, I was just beating my head trying to figure out how to choose the correct "wheel" in Czech! It works a charm now! :) -
How to destroy wheels in editor?
Zeddy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys I'm trying to create a truck with destroyed wheels. I've tried lowering the damage slider in the editor, but either the truck has wheels or undergoes spontaneous self-combustion - no in between. I've also dug around in the scripting references, but haven't found anything to destroy the wheels only. Anyone able to point me in the right direction, if it's even possible? :o ---------- Post added at 03:45 AM ---------- Previous post was at 03:41 AM ---------- Sorry, found it after all! http://community.bistudio.com/wiki/setHit Set hit command! :D