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Skelt

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Everything posted by Skelt

  1. Read up to post 25 or so, didn't see anyone with the exact problem I'm having. I moved my airSup folder into a folder called scripts, went into each script and changed the paths, as well as in my init. Everything appears to work fine, I get the menus, map clicks, everything is good until it spawns the aircraft. Pretty much I get an instant message saying the aircraft have returned to base or been shot down. It's the same for fixed wing and helos. - I've moved the ASpad all over the place and no luck. Any help? Thanks.
  2. had the same problem, move your respawn_west marker further than 200meters away from your placed guys in the editor.
  3. Any chance of getting the straight script version? I'm sure most would prefer it scripted rather then requiring a separate DL. I've been ripping it apart the mod for a good couple hours now, and no luck getting it to work. Really just having problems calling the scripts correctly. Googled and searched the forums quite well for a script version, but it appears the old versions are gone. Im trying to make the most robust mission I can without the need for additional downloads. Is there any particular reason this must be done with a mod? Thanks
  4. Skelt

    Post-Apocalypse mod

    Is this mod dead?
  5. Skelt

    Post-Apocalypse mod

    I thought Metro 2033 was a pretty good representation of a Post Apocalyptic Russia. Items and gear didn't seem to far fetched. However, is see your point, this is more of a Fallen Earth feel. Can't Wait!
  6. Skelt

    Post-Apocalypse mod

    It certainly was :) Whole time I was wishing for 3rd person.
  7. Skelt

    Post-Apocalypse mod

    I don't know if you have played the Game "Metro 2033" however the weaponry and clothing in that game is very fitting for this sort of modification. I am positive you could find someone to reproduce some of those weapons. Modified Pistol with a stock. http://forum.torrents.ro/attachments/jocuri/1687d1261556421-metro-2033-255383.jpg Just like a grease gun except home made. Well I'm sure you get the point. I appreciate your hard work, this is probably my most anticipated mod. Shotty. ~Skelt
  8. This will do what your looking for, just found it. Same thing I was looking for. You can place a group of AI in the editor, and tell it how many times to resapawn, and at what interval, in seconds. Best Spawn AI on trigger Script I have found. If not please PM me!! :) I'm always up for improvements.
  9. I haven't been mission making for awhile, and unfortunately I lost a really nice script I had which I would: 1)Place a trigger on the map [Activation: Blufore; Once] 2) Once activated, would spawn preplaced units and allow them to use the UPS script, or UPSMON script. Or at the least, allow them to move to a seek and destroy way point. I am sure the script I had formly is listed somewhere in this forum however I cannot locate it for the life of me. If someone could link me to it, or paste in the code for the: spawn.sqf, The code to put in the Unit's INIT, and finally the code to put in the Trigger. I wish I had the brillance a lot of people on here have with scripting. Thank you very much in advance, ~Skelt
  10. I'm going to rephrase my question above: Trigger activated script that calls "Cached" units I have place in the editor. So far found a lot that spawn "random" groups. But that's not what I'm looking for =/ I want to spawn specific units, with specific load outs, once the player crosses a trigger. Also, only the group's need to be specified in the script, not each individual soldier. One script is placed in the INIT of the Group leader, the other in the trigger. (As I just now came across a script that almost allows you to do what I'm asking :This however it would appear you are defining each soldier individually in the script, where I'd rather place them in the editor, slap something in it's init feild and be done with it. Any help in this matter would be greatly appreciated. Thanks, ~Skelt ---------- Post added at 09:11 PM ---------- Previous post was at 08:50 PM ---------- Fairly confident I just found the exact Script I am looking for here :) If it's not, I'm sure you'll hear me bickering again shortly, however, I am 99.9% sure this is the exact script I used. Took about a solid hour to find, but worth it.
  11. Yeah I knew that :) but thank you I will look there, I really appreciate it, I thought those posts were just dreams, and mainly no answers. Thanks again, -Skelt
  12. That shed some light for me, and I saw some stuff I'm familiar with. Thanks Rommel, your the man.
  13. Ah great. Thanks for the reply. I do use ACE, but was unaware that this functionality existed in it. I noticed a great improvement in game play while running ACE but did not know it went into the mission making side. Suppose my problem would be, even now that I am aware of it, I wouldn't know how to implement it on my own. As at this point I can only implement scripts others have written, and toy with parameters. Thanks again.
  14. Couldn't you call it with multiple triggers? Edit: I would also assume you would have to pre place and use the script from armaholic something in line with "Spawn and Move to way points", which will allow you to spawn multiple waves defined by: How many units you want, how much time between each wave.
  15. Armaholic link is down =/ sux exactly what I've been looking for, seems like it's better then my trigger method. Could someone just post the code? Thanks.
  16. All the links for this are dead.
  17. @Jackal326 Thanks for the reply, so it would seem the only way to have a pistol displayed holstered is to have it animated onto the unit prior. I have seen some addons with a pistol carried on the chest ect... just would like it with my current setup. I'm fairly positive pistols will be shown holstered in the stand alone expansion. Looks like I'll just have to wait. Thanks again. *Skelt*
  18. I've just searched through the forums and all I have come up with is some Arma1 script that allows you to "hide" your weapon... I would like to know how I can have side arms correctly displayed in/on thigh holsters. As of now all side arm/secondary holsters are empty, although their carrying a side arm. "I want to see my pistols holstered, on my operators" If anyone could point me to a script or addon that remedies this flaw I would greatly appreciate it. -Thanks,:o *Skelt*
  19. This is a simulation game correct? When a Fire Team Leader orders his men to take cover = brake formation and find the nearest solid cover, ie: trees, structures, ditches, essentially get somewhere bullets don't fly. This should also be automatic, when ever you encounter an ambush you have two options, Return fire, or Take Cover, preferably both getting a few heads to duck. AI::: Just lays on the ground, regardless of cover. A "combat state" of Danger would be to bring weapons to the ready position, as contact is Emanate. However what this means to the AI is to act like complete idiots running around and laying on the ground, where it should be::: Combat Glide, Weapon at ready, In formation, Radio chatter next to zero :::. In real combat we never run anywhere unless bullets are flying, or there is a specific need to run, as fatigue is an enemy too. A full combat load wears on you fast. Sappy plates + needed equipment step the weight up fast. You should never have to set your team to Aware, as on any patrol or combat op everyone is full tilt aware, its a very surreal feeling. I would have expected Bis to have interviewed some operators (people far above my skill level) regarding this. Bounding Movements Bounding Movements could be implemented during stealth operations, or rapid fall backs - in this case it will simulate a bigger force then is actually there, as it will allow for constant rounds down range. This is also used heavily in urban combat, but the game doesn't really allow for proper implementation. More technical research will be needed, glad to see the effort though, I'm sure Bis will get it down in the future. Copy My Stance (Stay Low) doesn't appear to function correctly at all. Real Life: While on patrol, if stopped for a prolonged period of time, automatically go to the kneeling position, if in the kneeling position for a prolonged time go prone. This is mostly common sense, however we are dealing with AI. The stay low command should position the units in the MID, or Low stance. (Kneeling or prone) So in the game, AI will be in the middle position while moving and prone once stopped for a "prolonged time" 1-5 minutes, Unless engaged, then go prone. However I would be just as happy if they straight up Copied my stance exactly, regardless of contact. All in all, Great game, few quarks but definitely the best simulation out there by far** Little more difficult then real life though, as I've been in combat before and made it through 13 months without a scratch. Target acquisition for the player is a bit difficult, I get killed a lot without seeing the enemy.
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