bfalcon
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Everything posted by bfalcon
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Being able to holster a pistol would be useful too, as would putting a rifle on the sling on your back as standard - neither would be hard, surely, but would be useful around base for the various squads around while in briefings, etc. The Holster Pistol would be very useful for pilots, such as myself - I'd hardly draw my pistol around the main base and the holster is showing as empty the whole time. Having both hands free might also be more useful when in certain terrain (seeing a soldier climbing up a rocky cliff might be pretty damned cool, tbh). Can we also get custom helmets as well as faces? As a pilot, I'd like to vary my helmet skin to help to ID our pilots from the side or rear (let's face it, passengers can't really see a whole lot from the rear of a heli, except the back of the pilot and copilot's helmet). I wouldn't mind if it was just a logo or text, like the squad XML logos we've got now, but per player.
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Icebreakr: Mate, I think I speak for a LOT of people when I say this: Isla Duala will be the benchmark by which all new maps will be compared. This is as close to perfection as I've seen.
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Hehe yep - I was hoping someone might get the reference :) I've read (and own, often in several formats) all of his books.
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Animal: that's not a bug, they're just extreme Hydrophobes :D
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Star Wars Stormtrooper
bfalcon replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Derk: I think LA will get a little upset when people start to model individuals - Boba Fett is dodgy, but you can call him a "bounty hunter", but Thrawn, with his silvery skin is a little obvious as an individual (wasn't the rest of his race wiped out?). McRuppert: excellent work m8 - things are shaping up well :) -
Schancky: Erm... yeah, didn't notice that one... Sorry. :o BTW excellent work on those models.
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Another bug, this time in the configs of the units: Sniper is being spawned with M24 ammo which the L96 refuses to load, instead of the 10-round L96 clips, resulting in his not having any ammo for his rifle. Another, but I think related to the UFK weapons pack - missing sound file: FNMagReload.ogg (posted here in the hope StalkerGB will see it).
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from a 3 Para Arm2 squad, thanks for these :) I'll test these for you and get back to you if you want - we're VERY interested in them.
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Hint attached to a pilot?
bfalcon replied to unknownx9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, I thought VehicleChat would limit the chat scope to the vehicle - I wasn't sure if the Hint wouldn't go global or not. Bon: just for reference, how WOULD I make it global for the hint and for vehiclechat? -
Hint attached to a pilot?
bfalcon replied to unknownx9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
VehicleChat will do what you ask, but I'm not sure how to trigger it on getting into the aircraft - maybe someone else can help you with that. If I find out, I'll let you know. VehicleChat is called thus: MyHind VehicleChat "Welcome to the Hind"; Where MyHind is the name of the heli and, of course, the message can be whatever you like. I'm just having problems having it called globally so that EVERYONE can see it, but no help yet in my thread. -
Buzz: I didn't want to ask, but I'm hoping... :)
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I know this has been a while, but this is relevant: How would you execute this on all computers from, say, a radio or custom command? I need the vehicle chat to be visible to everyone in the vehicle.
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Is it possible, through chat, to output text to a given channel?
bfalcon replied to bfalcon's topic in ARMA 2 & OA - GENERAL
OK, probably should move this to Editing - just found the VehicleChat script command - so we might be able to set up some custom set pieces there. Thanks Zwobot. -
Is it possible, through chat, to output text to a given channel?
bfalcon posted a topic in ARMA 2 & OA - GENERAL
Hi all. I was discussing using my G15's G-keys to output text direct to both a given player and also to a given channel (for example, Vehicle for when my heli's landed and I want them to disembark). Is it possible, using a text command, to direct text to that channel (for example: "/vehicle Disembark, GO GO GO!!"? -
we were only using plain, except the Duala, weird. Which mines did you use? OK, just tried it - Ural goes BOOM!!! With both, but the Russian Utility and the MTVR both seem ok... that's why we're getting different results I think - I was using Urals before as the targets, while you might have been using the MTVRs to lay them. SO might be advisable to have a delay on there if you intend using the script for all sides, otherwise don't worry. :)
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davincy: we laid mines on the duala map and trucks were setting them off - that's why I said it.
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davincy: one suggestion - might it not be a good idea to Getpos the truck, delay 2 seconds and then create the mine? Just a thought... it would let the truck get out of the way before the mine is created (kinda simulating a delayed activation of the mine) and would help to prevent the truck from blowing itself sky-high. Just a thought... :)
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Help with flares problems...?
bfalcon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Help with flare problem please. OK, the situation is this: I want a bunch of AI defenders to be sitting in an area and have a trigger go off when attackers enter an area. This I've got to work, no problem. The problem comes due to the limited range of AI at night. What I'd like to have happen (since spotlights don't seem to affect night vision for AIs) is for them to keep pumping flares up into the night sky to help them see the players on the way in until there's none left or they've left the area. Now, I know I could add NV goggles to them all, but since we're using Duala, NV doesn't really strike me as appropriate. Can anyone advise on how I could keep them pumping out? I'm also considering adding an AI to operate the mortar, but that would just be an "If alive" condition, so no problem. The bit I'm having problems with is keeping the flares coming. Would an SQF routine called after setting a global variable to true and then setting that variable to false on deact of the trigger be a valid approach? I'm thinking a while variable = true loop (and the operator is alive) which the deact would break eventually. I'd sooner avoid SQF files since I sometimes save missions under several different version names after having one make itself read-only a while back (lost a whole day's work, so not making that mistake again). -
Ice: nice work on those Afrenes - I like! :) No rush if you're talking powerlines - I'm just happy to be only be dodging trees for once :) Oh and I took a look at the new Island and I was pretty impressed - nice work! :)
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Is it possible, through chat, to output text to a given channel?
bfalcon replied to bfalcon's topic in ARMA 2 & OA - GENERAL
Hmmm that's a nuisance... the player I wanted to sent the text to specifically is deaf, so VON isn't a option... is there a chance BIS could consider adding such an option in the future maybe? We tend to use Teamspeak still, so I just use a global send when I need to talk elsewhere, I was just hoping to limit the spam in-game to those who need it... not to worry. Thanks Zwobot -
Sounds good!! I was thinking of minimising the models, but if you could get some of those (like the Hawk or Phantom) in there, then great. We already use the RKSL landrovers, so having an older model landrover would be excellent to see alongside them. The Hawk's not really recon so much as a "jet trainer that can also be armed", mind. Not sure what a Pingauser is, but it sounds interesting. Although it might have been largely a single nation that supplied them, the Afrene might have shopped around a bit, so cool :) One thought - the M113 Vulcan might be an idea for the AA defenses for Afrene (the Rapier would help uphold the idea of a Euro-equipped defense, but I don't know how soon RKSL will release their version) and the ACAV (the one with the armoured turret that appeared during Vietnam and is still seen today) would be a good backup for them.
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Well, I was thinking that the AV8 would be a suitable proxy for them having bought a load of GR3 airframes off the RAF through some kind of arms deal without needing a new model - it looks wrong, I know, but it's "harrier-shaped" and the GR3 is no longer being used (the AV8A is almost identical to the GR1). The 4x4s are cheaper than the UAZs to buy I'd have thought and easier to get through any kind of arms blockades, certainly, but maybe they're producing either/both under license. For transport, they'll be looking mainly at a truck of some kind and armour would probably be kept to protect the capitol and the (probably paranoid) dictator that's in control and probably manned by his elite guard. Basically, my thinking was to try to keep all the models in-game for now and possibly go to landrovers and the like as and when they are available to all "out of the box" instead of being a download that we'd need to co-ordinate (unless bundled with Duala, of course). Don't look at them buying new gear - old gear or aging gear that was new when they were sold it cheap, years ago, is often the case with poorer countries and richer countries are happy since they get more than scrap value for old equipment. Such equipment is often pretty cheap compared to the latest gear. And, going back to the harriers, the GR1 was produced in the late 60s, so there's been plenty of time for the (supposedly rich) Afrene to have bought some variant or another of them. :) Ideal would be some BAe Hawks or F-5 Tigers, but they're not available as far as I know - they've been sold to some african countries as fighters as well as trainers. I just thought: Why would both sides have runways if they didn't have some kind of aircraft that needed them - they're not cheap to buy and I've not seen much in the way of tourism on the island. So I figured that some kind of jet would be better than none. I'm not too fussed either way. As for snipers, I dunno - some of those guys in charge in the african countries can be a little paranoid and might be willing to invest in a few specialists that might be able to take our a rival or enemy asset... but you're probably right. I guess it's down to whether or not they have specialist advisors in-country or not. And a sniper rifle is pretty cheap on the price scale compared to AT rounds and so on, so long as you can get someone trained. I'll be grateful for anything Ice and his team can produce. Just some thoughts anyhow.
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They look fantastic - nice work lads. Speaking personally, just looking at the shape of the head would be enough to tell them apart at night. One request, in addition to the technicals (although we just use the Insurgent 4x4 with the guns for the molations), can we get a Molatian sniper and, maybe, an Afrene sniper (with appropriately coloured Gillie suit). The Molatians would probably just give their sniper some kind of gillie-like hat at best to keep the costs down, I'd guess - maybe just relying on range to make it hard to counter them. At the least, could we just get regulars with sniper weapons? I'm hoping that it'd be a case of modifying the normal-coloured gillie and the face and hands, but I have a sneaking suspicion that it won't be that easy. My wishlist: 4x4 (with various weapon loads), truck (of any kind) in various loaded variants, transport and ZU23 variants (should just be a case of modifying the cab, I'm hoping), BMP and Mi-8 or Mi-17 for the Molatians and maybe a reskinned UH-1 and various Humvees in appropriate camo schemes, emphasising the police-force that they're supposed to be acting as. Would be good to see several different AA and AT Afrene troops as standard troops for us to pick straight out the editor instead of having to code weapon changes. I kinda get the feeling that they'd not be able to afford tanks (which is why we've been called in) and so would have a supply of AT and AA weapons to overcome the Molatian armour and aircraft if they show themselves. The 4x4 and Humvees should be the full range if possible since both sides would use them as cheap anti-infantry and anti-armour support. Afrene might have invested in some AV-8s (that way they can use the rough strips outside Kinsella if they need to). I've tried to stick to a few basic types with lots of variants in the hope that it'd make it easier on the re-skinning.
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I think we have a winner :) Maybe a variant with an MP armflash for those checkpoints? Not so keen on the cap, I think all helmets would be a good choice, since they're possibly equipped by the west - I dunno. The Afrene flag on their shoulders would be a nice touch too. Maybe give the caps to the MPs? Although I think a blue or black beret would still look better.
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Suhsjake: Berets might be a hangover from being British or French colonies and/or trained. I'd like some kind of British 80's DPM pattern (really faded) for the Afrene - the signage looks like they may once have been British supported (the US hasn't been so involved in Africa), or some faded olive drab, but I really don't mind as long as they don't look too similar to the Molations. :) And I think that they'd want to be equally at home in the cities as well as outside, so maybe just blue berets for the blue - doesn't matter if both are using berets.