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Everything posted by Kushluk
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Can anyone salvage this script please?
Kushluk replied to neonghillie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Assuming you are calling it from the init of the crate: null = [this] execVM "script.sqf" for[rdmC] do should be for[[b][color=#ff0000]_[/color][/b]rdmC] do -
Australian SOTG - Commandos
Kushluk replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@WhiskeyTango/Lyndiman - I also had textures set to Very High. I shall lower that setting and see how I go. @1986Marek - If you are running ACE, try the ACE_Coyote_Pack, ACE_VTAC_RUSH72_OD or ACE_CharliePack_Multicam as they all suit quite nicely. -
Australian SOTG - Commandos
Kushluk replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To prevent a thread highjack I am going to answer your question ^ I believe CAweapons_e is the base classname for Operation Arrowhead Weapons (aka EP1 or Expansion Pack #1) You may need to ensure your retail install is correct and both ArmA 2 and Operation Arrowhead are running together from the same install directory (Known as Combined Operations when done correctly) Also you should have installed 1.62 Retail Patch the at some point. -
Australian SOTG - Commandos
Kushluk replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Massive shout-out to the various individuals involved in the creation of this high quality release. Unfortunately I have one issue to report... After a couple of large scale missions (20-40 players) utilizing the SOTG Commandos as the primary BLUFOR unit, it appears that significant frame-rate loss can occur whilst more than ten SOTG operators are onscreen at any time. Although this slowdown does not affect more then ~40% of players, it seems to be specific to a certain hardware or video configuration. My rig is fairly optimized for ArmA (i7, GTX570, 16GB, Dedicated SSD) and my FPS was consistently dropping from 60FPS to 20FPS for any period that a bunch of players were in my line of sight. However there are others with lesser hardware configurations that did not report any noticeable slowdown. I guess I am simply wondering whether the slowdowns are due the incredible amount of detail in the models and textures or simply an issue with a particular LOD or shadow setting. If required, I can organise a youtube video with proof of the slowdowns using a mission with just the fifteen units, no weapons or enemies or civilians. Kush. Amendment: There are plenty of other factors I have not yet tried to isolate such as the new weapons, warFX or JSRS. Some of these additional addons may have caused an incompatibility. For reference my modline was BETA;ACR;BAF;PMC;CBA_CO;JARARMA2LIB;ACRE;ACE;ACEX;ACEX_USNAVY;ACEX_RU;WARFX;JSRS;SCOPEFX;STHUD (The map was takistan) -
Australian SOTG - Commandos
Kushluk replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
These units are much appreciated :) -
Arma 2 mission editor ( A2B_EDITOR )
Kushluk replied to corro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/taskHint This can be used to announce that a task status has changed, however it doesn't change the task status itself. -
LoadScreen = "Team Stay Alive\intro.jpeg";
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Can Arma3 read the contents of a folder?
Kushluk replied to kremator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am interested in this too. Something like this would be nice: call compile preprocessfilelinenumbers "functions\*.sqf"; -
Supporter Edition Hopefully some of this fanboy supporter cash makes its way into the hands of Dwarden and the others who have spent far too many hours scouring the CIT and perfecting the BETA patches.
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Popular Armaholic Missions: http://www.armaholic.com/list.php?c=arma2_oa_files_scenarios_mpmissions&s=count&w=desc
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C130J animation + Halo Jump
Kushluk replied to MarcRambo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This may help you: http://forums.bistudio.com/showthread.php?125906-ARMA-2-Realistic-Paradrop -
Green on blue using ANP in a mission
Kushluk replied to william516's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1) Create an OPFOR unit in some random corner of the map called unitOPFOR 2) Join the ANP member to the OPFOR units group via [unitANP] join unitOPFOR 3) Delete the unitOPFOR and the ANP will now become hostile to BLUFOR. -
ShackTac Fireteam HUD (STHUD)
Kushluk replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Dslyecxi, If I was to provide the updated config's for a handful of maps that are not currently implemented, would you be able to add them to a new revision on six updater ? -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
Kushluk replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I second both these motions, keep up the good work BIS. -
Preordered. $12 for some extra content for the game I have spent far too many hours on already? Damn right :)
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Make Afrenian Army enemy?
Kushluk replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1) Open a blank test mission in editor 2) Create OPFOR units in editor with respective unit types (TL, GL, Medic etc) 3) Create the BLUFOR Afrenian army team 4) Save mission 5) Open up mission.sqm and copy all class names from both unit equivalents to a separate document 6) Open actual mission 7) Create UPSMON squads as opfor units used in test mission. (Ie Taki Army TL = Afrenian Army TL) 8) After mission is finished, save mission. Quit editor 9) Open mission.sqm and use CTRL-H to replace all unit types from their Taki models to Afrenian equivalents. 10) Save mission.sqm in notepad and open the mission in the editor. Save from within the editor and export the mission. OPFOR will be afrenian army. No strings attached :) This also works with player units btw. -
Spawn vehicle with all wheels on oblique ground
Kushluk replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try setPos the car a couple of meters in the air. It should fall perfectly flush with the ground. this setPos [(getPos this select 0),(getPos this select 1),2]; -
Is it possible to select a spcific part of an object?
Kushluk replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
These may assist you: http://forums.bistudio.com/showthread.php?114745-Creating-an-oil-fire-on-a-destroyed-Oil-Well http://forums.bistudio.com/showthread.php?126104-Oil-Wells-on-Fire -
Optional respawn & status report
Kushluk replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I believe this may help: http://community.bistudio.com/wiki/joinSilent -
Give AI Mortar Unlimited Ammo Until Dead?
Kushluk replied to semedar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think an eventhandler may be easier. aiMortar1 addEventHandler ["fired", "aiMortar1 setVehicleAmmo 1"] -
User's Custom Vehicle Textures? Is it Possible?
Kushluk replied to Justin_Smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
init.sqf if (!isServer) then { bradley setObjectTexture [0,"bradley.jpg"] } -
User's Custom Vehicle Textures? Is it Possible?
Kushluk replied to Justin_Smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It works on some stock vehicles like the HIP8 and PMC SUV. You need to create a picture sized n^2 like 128x128 or 256x256 etc. http://forums.bistudio.com/showthread.php?t=75401 -
Easy module problems. Embarrased.
Kushluk replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1. Create Map 2. Place player as BLUFOR 3. If Chernarus or Utes place Ambient Civilians (ALICE) & Ambient Civilian Vehicles (SILVIE) 4. If Takistan or Zargabad place Ambient Civilians Expansion (ALICE2) & Ambient Civilian Vehicles (SILVIE) 5. Do Not synchronise or group these modules with anything. 6. Double click on the ALICE module and insert the following text: this setvariable ["spawnDistance",1000]; this setvariable ["civilianCount","round (2 * (sqrt %1))" ]; Save mission. Play mission. -
How to make ejected units follow a waypoint?
Kushluk replied to Carfunf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That missions folder is for completed or exported missions, you will find what you are looking for in: For Windows Vista or 7 C:\Users\<username>\Documents\Arma 2 Other Profiles\<profilename>\ For Windows XP C:\Documents and Settings\<username>\My Documents\Arma 2 Other Profiles\<profilename>\ -
MP - Filling Ammobox on demand
Kushluk replied to wilf55's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wilf, the method you have used correct. I shall give you my basic understanding: When you add the following code to an init line: this addAction ["Restock", "Path\fob_ammobox_wilf.sqf"]; The game sends two variables to the script contained in the array: _this = [ object , player ] You have to designate which items are which and assign a name to them: _this select 0 = object <- Object that the action is attached to. _this select 1 = player <- Player that activated the action So essentially you just needed to specifically add the gear to the weaponcrate instead of the array containing the weapon crate and the player. Also, you may want to investigate the differences between the following commands: addWeaponCargo addWeaponCargoGlobal addWeaponCargoLocal