raptorko
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10 GoodAbout raptorko
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YES, absolutely, but make the rewards like this: 10000 kills: You get one scratch on your left kneepad 50000 kills: You get two additional scratches on your right elbowpad 10000 support actions: You get nice gloves with bare middle finger 50000 support actions: You get scar on your left wrist 10000 times being undetected: You get an apple tree branch sticked to your belt at the back of your pants 50000 times being undetected: You get a mushroom growing out of your left boot Definitely a must have. How could we have lived without that, guys?
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SpecOps, Mercs, BlackOps, OpFor by Schnapsdrosel
raptorko replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
- Navy Seals heavy sniper (the woodland one) has both helmet and boonie hat. - Navy Seals and mercs with t-shirts (without kufia around neck, both desert and MCU) look a bit strange around the neck (not the ones with short-sleeved shirts with collars) Otherwise...wonderful work, have been waiting for this for ages, great job! -
OA desert mercs
raptorko replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would say he´s using KSK units as base...wonderful job, Schnaps, and +1 on updating the winter specops :) The old ones are for some reasons crashing the game after some time... -
Packing (and unpacking) rocket launchers into (and from) backpack
raptorko posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need to pack an M136 into a backpack. I used an F2 script for selecting loadout, changed the functions to call ACE_Sys_Ruck_fnc_AddWep(/Mag)ToRuck; the part calling the M136 is: [_unit,"ACE_M136_CSRS",1] call ACE_Sys_Ruck_fnc_AddWepToRuck; it works fine as far as putting the M136 to backpack. The problem is I can´t unpack it back into inventory. I know I can put the M136 on back, but i need it forced into backpack, even if it is only there in the beginning and won´t fit back there later. -
Hope I´m putting this in right thread... Is it possible to pack a rocket launcher into an ACE backpack in a useable way? I already tried adding it through script with: [_unit,"ACE_M136_CSRS",1] call ACE_Sys_Ruck_fnc_AddWepToRuck; Launcher fits in, but it gets stuck inside and won´t go out.
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Jungle Wars: Island of Lingor
raptorko replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just downloaded from Armaholic, works like charm...beautiful island, I love the riddle (though I´m stuck at part V for now :) ) And the woodland mercs really fit in, Sigint :) -
How to Randomise Game / Tasks to complete
raptorko replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you have 2 tasks to finish, it´s enough to kill random 2 guys. If you specifically kill the ones you are not supposed to, it still finishes the mission. Yes, modify, if I knew how :D -
How to Randomise Game / Tasks to complete
raptorko replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you don't kill any of the guys you *should* it still finishes the testing mission...and when I added that code to other tasks I have in mine, it stopped even showing up the random one in the local game...guess I should have mentioned that there are also fixed tasks and only one of them should be random Could it be the problem? -
How to Randomise Game / Tasks to complete
raptorko replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still no change, not showing up on dedicated server... -
How to Randomise Game / Tasks to complete
raptorko replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi shk, I tried to implement this code to a mission, my goal is to create only one of six tasks, randomly selected, without need for selecting number of tasks from parameters. When I create the game locally, it all works perfectly, however, when I put it onto dedicated server, the random task does not show up. Also I did not put the code to init.sqf but into briefing.sqf like this: fncAddTask = { switch _this do { case 0: { OBJ_WAREHOUSE1 = player createsimpletask ["OBJ_WAREHOUSE1"]; OBJ_WAREHOUSE1 setsimpletaskdescription ["blahblah <marker name='wh1'>here</marker> .","blah","blah"]; }; [color="DarkRed"]this repeats 5 times the same, only with different name and marker name[/color] if (isserver && (count tasks == 0)) then { call compile format ["lastTask = OBJ_WAREHOUSE%1",(_this + 1)]; publicvariable "lastTask"; }; }; fncPickTask = { if isserver then { addTask = tasks select (floor random count tasks); tasks = tasks - [addTask]; publicvariable "addTask"; if !isdedicated then { addTask call fncAddTask; }; }; }; taskCount = paramsarray select 1; tasks = []; if isserver then { for "_i" from 0 to 5 do { tasks set [_i,_i]; }; }; "addTask" addpublicvariableeventhandler { (_this select 1) call fncAddTask; }; call fncPickTask; // add first task for briefing What did I do wrong? I tried changing the paramsarray without any effect. I am only an amateur (even that is strong word :D ) so I don´t really understand whole part, especially not the one after adding tasks :icon_rolleyes: Thank you for help and the code :) -
I did not find this thing debated anywhere else, so I will post here. I guess this is a bug, as you can "lower" the pistol when you open inventory while holding pistol. I was even forced to lower the pistol in campaing when talking to some civilians while standing, which means animations ARE there...only the 2x Ctrl does not work. This bug has another consequence. Being unable to lower your pistol means that it is less useful when in confined spaces. You will lower your rifle when you get to wall, but you will get stuck with small pistol only because you just have to keep it aimed? This does not really make much sense as it forces you to use long weapons for CQB instead of pistols. As I use pistols quite often, I find it rather annoying. I think it should be fixed in next patch. It should not be that hard to implement after all, right?. Have a nice day and fix it please :)