Bulletstopper
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10 GoodAbout Bulletstopper
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kids
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slave
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Noob editor
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Arma 1 vs Arma 2 single play
Bulletstopper replied to Bulletstopper's topic in ARMA 2 & OA - GENERAL
Indeed most other shooters send you down a one way path... vs Arma and the original flashpoint... The developers pulled of the missions in them well. I just dont think they put in much effort into Arma 2 campaign... it plays so badly... -
So I missed Arma 1 when it came out and went straight to Arma 2. Played the original flashpoint and loved it.. I really enjoy the single player campaigns. I have sense downloaded Arma 1. My point: I found Arma 1 single player campaign much better then Arma 2's single player campaign. It was as if they had a programmer that knew how to make missions for Arma 1 and then handed Arma 2 campaign to a newbie. Arma 1 campaigns are almost without broken missions as with Arma 2... what a fricken nightmare. I bearly had the strenght to play Manhattan yet AGAIn becuase it kept breaking.... let alone the 1000 other breaks in other missions.. but manhattan... Can you put more tasks in there please..so I can invest more time into it so it can break again... And whats with all the loading in missions... Prime example... hey go ride a bike for 30 second to a transport... stop load...... stop land transport... stop load.... talk about anti immersion... I like Arma 2... but thumbs down to the campaign...Not the story but the missions horrible and not very thought out.
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Air Support Scripts
Bulletstopper replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Draper hello, im a noob. I downloaded Air Support script v 1.1 and ran the demo mission... no errors reported but i was unable to call in any air support... presed 0, no new options, tried "communication" no new options... in affect i could do nothing... am i missing something... ? thanks in adavance BulletStopper -
Artillery units moved against my will
Bulletstopper replied to Bulletstopper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OMG..... indeed correct.... heads wrapped up in some much script i do not understand and i miss the formation selection.... thanks. -
Artillery units moved against my will
Bulletstopper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got artillery to work thanks to forums and U-Tube. But heres my problem: I make the modules and triggers and place my artillery units. Then I go to preview: My artillery units have been moved.. sometimes all stacked together, other times in a line or even grouped in twos... My question: is there a way I can lock them in the original position i placed them in? The steps I used to make my artillery units: ( I take no credit for these, I copied them off of you tube and forums here..) 1.) made player 2.) made module: secop manager named it: som1 in int field: this setVariable ["settings",[[], true, nil, nil, false]]; (the above line stops secops from making random missions) 3) synchronised player to module 4.) made 1st trigger: in activation: game logic countdown: min=1 mid=1 max=1 (why?) in condition: som1 getVariable "initdone" on act: [["artillery_barrage"], player,[[RIPPER, [1,7,9]]]] call BIS_SOM_addSupportRequestFunc; 5.) made 2cd trigger: in activation: Radio Alpha in text: +1 Artillery Barrage SecOp on act: (same as act of 1st trigger [["artillery_ ...) 6.) made artillery units (4 mortars) rank corporal (why? video suggestion) grouped artillery units (1 leader 3 followers) 7.) made 2cd module: Artillery named: RIPPER 8.) synchronised module to 1st artillery unit done all works well.. I can fire my artillery but in preview, the computer places the artillery units as it see fit.. I do not understand its placement method.. thank you in advanced for any help.