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Megahurt50

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About Megahurt50

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    Private First Class
  1. I AM SO DIEING FOR THIS MOD. I love the 2.0 release and i just cant wait. Great work guys. Can you really stab with the bayonet? Hand to hand combat would be so awesome and so great for stealth attacks. Sneaking up on a sentry and cutting his throat is what i live for :)
  2. I used the example Shk made and it worked like a charm. I made the hostage join the rescuer's group with an add action button when the rescuer finds him. He has no weapons and will stay put. Heres what i put in the hostage's init. removeallweapons this; this allowfleeing 0; Join = this addaction ["Join Group","Join.sqs"]; if isserver then { private ["_pos","_arr"]; _arr = [[8931.14,5229.42,275.785],[8931.14,5229.42,275.785],[8956.14, 5244,275.572],[8931.14,5229.42,275.785],[8956.14,5244,275.572] ,[8955.84,5243.42,278.431],[8931.14,5229.42,275.785],[8956.14,5244,275.572],[8955.84,5243.42,278.431],[8953.48,5261.04,266.539],[8953.48,5261.04,266.539]]; _pos = _arr select floor random count _arr; this setposasl _pos; }; ***The Join.sqs needed for joining the group is to be included in the mission folder is as follows private ["_obj","_caller","_id"]; _npc = _this select 0; _caller = _this select 1; _id = _this select 2; _npc removeAction _id; [_npc] joinSilent _caller; The paremeters in the hostage init put him in random buildings in Tarmaclay on the Takistan Map. Enjoy. Thanks for everyones help here. So great to get a quick response to a daunting problem. If youd like to try the mission, its a Blackwater team finding one of their own in Afghanistan, Download it here http:////www.mediafire.com/?e51kx5n7yiyq576
  3. I would like to make a hostage rescue mission more interesting by having the hostage held in one of 5 or six buildings instead of having the hostage in the same place all the time. As it stands now ive created a unit that has "addaction join group" in the init with the apropriate sqs file. When any player approached the hostage a new action "Join Group" appears and he joins the players squad when the option is selected. It all works fine. Id like to have this same unit appear (with the addaction) in a different building and specified position whenever you play the mission so you can search for him rather than go to the same place everytime. Any ideas? Thanks.
  4. Megahurt50

    I44 dday airborne

    Im Megahurt We are playing great historical missions in arma 2 Invasion 1944. My friend Stubbs and a few otheres play on Teamspeak 3 at nzarma.co.nz port 9987. We are WW2 nuts and have travelled the battlefields and love challeng missions. We have some great missions to share and love to play anytime. Heres our latest. "Dirty Rotten Bastards" June 5th 1944. An elite team of U.S. Rangers, 'The Dirty Rotten Bastards' are sent into occupied France to destroy a key enemy Artillary and ammunition depot, an airfield and assassinate as many German officers visiting French brothels as possible, prior to the D-Day invasion. Wittmanns 007 Tiger On 13th June 1944, a week after D-day tank ace Micheal Wittmann and the crew of Tiger 007 launched a daring attack to cripple the Allied advance. Hidden behind a hedgerow, he ambushed and destroyed an enemy column attempting to flank. Wittmann attacked the column on the main road, then advanced North and destroyed an Artillary position and several armoured pieces before returning to HQ, delaying the enemy advance. He then held off the allied counter attack before being ordered to pull back. He was later decorated by Adolf Hitler himself, and recieved the Iron Cross with Oak Leaf Cluster. Hope to see you on TS. Megahurt Download the Megamissionpack here http://www.sendspace.com/file/srdc02
  5. We love the Invasion 1944 and have some great historical missions made. Join us at nzarma.co.nz port 9987 on ts3. Are missions include... Dirty Rotten Bastards June 5th 1944. An elite team of U.S. Rangers, 'The Dirty Rotten Bastards' are sent into occupied France to destroy key enemy assets, and assassinate as many German officers as possible, prior to the D-Day invasion. Getting in is easy. Getting out 'near' impossible. Micheal Wittmann's 007 On 13th June 1944, a week after D-day tank ace Micheal Wittmann and the crew of Tiger 007 launched a daring attack to cripple the Allied advance. Hidden behind a hedgerow, he ambushed and destroyed an enemy column attempting to flank. Wittmann attacked the column on the main road, then advanced North and destroyed an Artillary position and several armoured pieces before returning to HQ, delaying the enemy advance. He then held off the allied counter attack before being ordered to pull back. He was later decorated by Adolf Hitler himself, and recieved the Iron Cross with Oak Leaf Cluster. Can your crew survive? Silence the Guns D Day has landed forces on Omaha Beach and are fighting thier way inland. Your mission is to parachute in behind enemy lines and destroy an Anti aircraft battery that is wreaking havac on our air assets.Should your aircraft be shot down before the drop zone rendezvous at the nearest HQ and command a frontal assault with tanks and infantry. Join us at nzarma.co.nz port 9987 on ts3. Everyone welcome... over 25 :) Serious fun.
  6. What do you put in the init of a unit that starts on the carrier deck? Im trying to use the carrier deck as a starting point for an Airborne insertion team that either on a UH Y or ready to board it. Please help with instructions a newbie can use.
  7. This addon is a game changer. It really is great . I created a playable artillary team and another payer can teamswitch back to the artillary base to recieve coodinates , fire and teamswitch back. :) This rocks.
  8. Its something weve all been wanting. Being able to load equipment and tow guns to the field of battle is nothing less then stunning. I must join the chorus wanting AI to fire the artillary. Who wants to sit back 5 k from the battle and fire rounds you cant see impact? If this is fun for you, ive got a spot for you on my team. Again, its a great addon but without the ai being able to fire the mission, we are again left without artillary support...unless youve got a fat seargent that likes to hang around the base waiting for a firing comand. AI firing would be the best. We even enjoyed that in flashpoint. BTW... every other artillary script that i can find does not work on a dedicated server. Anyone know one?
  9. I used cpbo to open Co06 clear the way. I stripped the artillary related content and put it in my mission . (The SOM, artillary, the triggers) . It ran when i hosted. Put it on the dedicated server and no go. Its possible i ,issed something. The init and all the coding in that mission is superbly done and way beyond me. Im still stuck. Has anyone got artillary to work on a dedicated server? If so, please, write a tutorial for 'dummies' that allows players to call it.
  10. It seems that no atter how much i read, i cannot find anyone who can get the artillary to work on a dedicated server. I can only fire it myself when i am the host. Does anyone know how to get artillary available to any player on a dedicated server?
  11. Megahurt50

    ACE 2 editing info

    I have been using all three first aid modules with the (ace healing module unsynced) and have noticed all works well excpt the if you sync the enemy units they become involnerable. After a quick test using the Ace healing module alone, i found the carry, drag and healing animations disabled. I will continue to use all three stock healing modules synced to the group leader and the ace healing Module unsynced. All work well together.
  12. A few observations. I just downloaded the ace 2 213 version and ive noticed the AI has become predominately weaker in missions that use the ACM module. Situations that included tense and robust firefights are now a walk. I find this fluctuation in ai very hard to deal with when testing missions for balance. Playing the same missions with the previous build was very much more difficult. I also noticed that scores of friendly units appeared on the map seemingly converging on my waypoint. I also had to strip the ai of any healing powers (modules) or i could shoot then forever with no effect. Fantastic mod. Great fun. I love everything you guys are doing.
  13. Megahurt50

    ACE 2 editing info

    Thanks for your responses. I appreciate it all. A few observations. I just downloaded the ace 2 213 version and ive noticed the AI has become predominately weaker in missions that use the ACM module. Situations that included tense and robust firefights are now a walk. I find this fluctuation in ai very hard to deal with when testing missions for balance. Playing the same missions with previous was very much more difficult. I also noticed that scores of friendly units appeared on the map seemingly converging on my waypoint. I also had to strip the ai of any healing powers (modules) or i could shoot then forever with no effect. Fantastic mod. Great fun.
  14. Megahurt50

    ACE 2 editing info

    I agree the Ace wounding module works without syncing. I also use the stock first aid modules synced to every squad leader in the mission with it. There are other Ace modules such as the fast roping which i assume enables you to repell from a chopper. Again, no documentation for use or activation. This mod is so great i just wish i could read something!
  15. I would like to know where i can find documentation that covers the proper implementation of Ace created modules in the editor. Even the basic features are not explained in detail. Any help would be great.
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