lexxer
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Everything posted by lexxer
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Generally we play it as a campaign on a closed server with no Trolls :) It just seems like it might be more interesting if Red could win (by attrition).
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Thank you for making this mission its by far one of the best I've seen. I'm not sure if the original creator is still working on this but after playing it with my group for some time I have a request. With the current revive system It seems impossible to actually "lose" this mission. With infinite respawns you will eventually win, always. Is there any way to add a "ticket system" that will count down on player deaths and when reaching zero Bluefor loses? Possibly a mission parameter to set start tickets? I hope that makes sense.
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[MP | COOP 02 - 10] Altis Force Recon: West
lexxer replied to meatball's topic in ARMA 3 - USER MISSIONS
We tried this mission today. No AI whatsoever, only the mission objectives. (Dedicated server) -
Favorite A2 map by far. Kept us playing for many ..many hours. Will trade ice cream for an Altis version :)
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Player looking for squad (not for squads to post looking for players!)
lexxer replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
I’ve been playing ARMA 2 since release and also played OFP way back. I’ve been in two ARMA2 squads – but so far no luck finding a home. I am easy going and follow orders very well. I’m also a pretty good player and can lead if necessary. I’m on EST and can play anytime between 6PM – 1AM. I am looking for: • Organization with good solid leadership • No drama • Tactical gameplay – I enjoy warfare/domination once in awhile but I prefer harder non infinite respawn type missions • Mature / older / friendly / intelligent team members • Milsim is OK as long as we don’t spend more time talking about ranks and structure than we do running missions • Squad size doesn’t matter to me as long as there is an active playerbase Thanks for taking the time to read! -
Convoy creator & convoy control v1.0
lexxer replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried damage, tried event handlers (unless Im doing it wrong) doesnt work. So either I havent got the names of the vehicles correct or they arent for some reason passing beyond the scope of the script. This is the code: _spawned setVehicleVarname format ["Convoy_%1",(_vehspawn + 1)]; So looks to me like it should be Convoy_1, Convoy_2, etc. Hmm just noticed this..im not exactly sure what it does but i can guess that it limits scope: if (isServer) then { private [" -
Convoy creator & convoy control v1.0
lexxer replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right, however this script assigns names to the vehicles it spawns. Looking through the code it looks like it assigns "Convoy_1", Convoy_2", etc etc... Placing a !alive trigger and then killing the spawned vehicles doesnt work. So I've either got the names wrong or something is broken. What I think is happening is that it doesnt recognize the names of the vehicles outside of the script (because the debug messages in the script work). Is that even possible? -
Convoy creator & convoy control v1.0
lexxer replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great script...but how do you check to see if the convoy has been destroyed? The obvious would be: !alive (Convoy_1) && !alive (Convoy_2) But that doesnt work. -
ACE 1.5 Beta (Advanced Combat Environment)
lexxer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Installed new ACE for OA and it seems to work OK...however I can not disable it from the in game "expansions" list. I can disable ACEX_SM, but none of the other ACE components. I suppose I can just remove them from the folder...but I hope Im missing something? -
Global hint when a player enters a trigger
lexxer posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This should be fairly simple...but Ive tried about everything i could find with no luck. I've also searched just about everything and although ive found some basic ideas I've had no luck with them. All i want to do is announce globally via hint or some other method when a player enters a trigger area. If possible it should be the players name (not the units name) so for exmple: "Playername has reached waypoint One". Thanks in advance. -
Global hint when a player enters a trigger
lexxer replied to lexxer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That was exactly what I needed. Thank you! -
Global hint when a player enters a trigger
lexxer replied to lexxer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That will work but not exactly what Im trying to do. I want a global message with the name of the player that has reached the specified waypoint (marker). It also needs to fire off for anyone that enters the trigger area. So: player x has reached the first location player y has reached the first location etc etc. -
Global hint when a player enters a trigger
lexxer replied to lexxer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Multiplayer - thanks. -
Message Pop ups working but markers still disappearing for people. The only pattern I have is the longer the mission goes the less reliable it seems. Either that or if someone joins a slot that was already taken OR rejoins the game after disconnecting.
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Fixed that problem!! Thank you! edit: not fixed - markers still disappear on JIP...but more randomly :/ One more problem we found in testing: If you are dead awaiting respawn, no mission updates. Another bug: Popup message for completion and new mission works only on the tasks in the init.sqf - any tasks added during the mission gets no message.
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So setmarkeralphaLOCAL still causes the same issue. Markers are hidden as soon as someone JIP's. Its driving me crazy. Everything works fine but I have to leave the ugly markers showing.
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Actually after some testing the invis helipad doesnt work either. As soon as someone JIP's the marker disappears for anyone in game.
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perfect, thanks!
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So how do i hide a marker at the start? Hiding it in units init makes it disappear for everyone when they join..
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Ok very wierd situation here. Ive placed a marker on the map called "x1". ive hidden it using your suggested method in the init fields of the units: "x1" setMarkerAlpha 0; It shows up fine when the maps starts using: in init.sqf: [[ ["Task1","blah.","blah",true, "x1", "created"] ],[ ["Mission Briefing","blah blah.",WEST], ["Note2","Hello East",EAST], ["Credits","Made by: me"] ]] execvm "shk_taskmaster.sqf"; However as soon as someone JIP's the marker disappears for anyone already connected and doesnt show for those JIP'ing.
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nice script however i am having a slight problem here is my init.sqf for the briefing: //briefings: [[ ["Task1","Scuttle the Terrorist ship.","Locate and destroy the ship.",true, "x1", "assigned"] ],[ ["Mission Briefing","blah blah blah.",WEST], ["Note2","Hello East",EAST], ["Credits","Made by: Me!"] ]] execvm "shk_taskmaster.sqf"; Now everything works...almost. It assigns the mission but there is no waypoint. I have a few add in tasks after this one and they all work as well...but no waypoints. (x1 is my marker btw). Also if possible, I would like a pause between finishing a mission and receiving the next one...any way to do that?
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[objNull, ObjNull, tskEvidence, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; Doesnt seem to be working after todays patch...anyone else? Did something change Im not aware of?
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A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
lexxer replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Will my SEALs ever get thier boonie hats back ? :( -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
lexxer replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any way to get boonie hats back on my SEALS? PS. - Almost forgot, the SEAL Combat medic could not use Morephine when the "only medics can use morophine...." module was activated. It seems there might be a typo in there somewhere. -
I would like to get rid of the 30 minute count down for pilots ( we have dedicated pilots)...anyone know what script that is in?