Jump to content

pineapple-yetti

Member
  • Content Count

    23
  • Joined

  • Last visited

  • Medals

Posts posted by pineapple-yetti


  1. Is possible to export a Present?

    Assuming you mean preset :p that would be a really useful feature.

    I would like to be able to set up a preset that I could then upload to my clan forum. This would make it very easy for other(perhaps less technical) members to download the preset and update without having to go look for each individual mod.

    Think ill go check DevHeaven and maybe add this as a requested feature.


  2. Hey Robalo,

    I had a look through the read me on ASR AI 1.15.1 and it says "Arma 2: Operation Arrowhead or Combined Operations updated to version 1.60 or newer."

    Currently looking at updating our clan server and just want to double check that it shouldn't have any trouble with Patch 1.62.

    Thanks.


  3. Has anyone found a way to properly add mags and weapons to OA backpacks?

    http://forums.bistudio.com/showpost.php?p=1665908&postcount=7 but yeah there are still issues to be sorted out

    And it's a damn good game. With out BI ACE2 would never be here. They clearly gave us a good platform to make such wonderful mods like ACE2.

    Its strange people seem to forget that BI are the creators of what we only build on top of, how many other games allow you to go as far with mods as ACE has. Not to mention people seem to think becuase its not the same as a good mod that it has to be wrong.


  4. I am an Australian who served in WW2, Korea, Borneo and Vietnam. I was born in 1925. I have recently got into computers and would like to buy this game as I havent played one before.

    My grandson will set it p for me. I need to know if I just need to install patch 1.05, or all the pones befpore this one.

    Also how do I add all the extras you blokes have made. Is there a list for idiots like me to make it easy?

    Since my wife died I am bored witless you see.

    Hoping you can help me. sorry if this is the wrong place to ask this.

    Regards

    Mick

    Hey Mick,

    Just thoguth i would drop a line and say hello. As you can see we are a friendly bunch in the arma community and i must say the community can only grow richer with input from people such as yourself.

    Welcome to ArmA and please feel free to drop us a line at Z Special Unit im sure all the guys would love to hear from such seasoned veteran.


  5. Check my signature. Its might be for Arma 1 Editing Guide but its the best damm thing out there and works very much for Arma II also.

    en.gif ArmA Editing Guide Deluxe Edition - English Version - Download

    im new to the mission editing comunity but what this guy says is true i have found nothing better then this when it comes to editing in ARMA 2. if anything doesnt work how its put in that guide i look it up in the Biki and you can find the changes from arma 1 to arma 2 most the time.


  6. I would use this way:

    if (player hasWeapon "Pipebomb") then {hint "Win"};

    yeah i tryed this one with no luck my guess was because its weapon class is 'put'(acording to biki) and 'pipebomb' is its mag class

    ---------- Post added at 03:17 AM ---------- Previous post was at 03:07 AM ----------

    if ("pipebomb" in _Magazinesplayer) then {hint "win"};

    sorry about the double but this didnt seem to work too.

    _magazinesplayer = magazines player; 
    if ("pipebomb" in _magazinesplayer) then {hint "win"} else {hint "lose"};

    no matter what it hinted lose...also tryed with a caps p at the start of pipebomb


  7. Hi,

    im very new to scripting and am looking for a little info on the 'in Array' syntax.

    i wanting to use it in a little script to check if people have items in the invintory.

    my idea was to use

    _Magazinesplayer = Magazines player;

    to return an array of the magazine slots then

    if (pipebomb in _Magazinesplayer) then {hint "win"};

    but i was unable to get this to work. it seemed to me that the syntax didnt like me using a variable but i could be wrong.

    there may well be a little script just like this out on this fourm but i was unable to find one after a quick search. so thanks to anyone who can offer some advice.


  8. In VBS2 you have to use only one command: http://community.bistudio.com/wiki/enablePersonalItems_(VBS2)

    We don't have this command :(

    And do you guys know why the attachTo / setPos - loop isn't a good workaround for that?

    Look at this topic: http://www.ofpec.com/forum/index.php?topic=34393.0

    Tried something sometimes ago. ^^

    arma22009-11-2520-16-26ceu.jpg arma22009-11-2520-16-0rhf1.jpg

    Thats the engine. We can't do anything till someone make a new HMMWV model with fake turrets as passenger seats or BIS gives us the command for this.

    And if we want to apply that to all vanilla vehicles in ArmA 2 we'll the MLODs first. Because you must define turret positions (the gunner proxys I think) in the model.

    man i hate that one. came across this when using norins helidoor srcipt to attach people to the CRRCs. on that note i did also make a hummer version of this http://www.zspecialunit.org/forums/attachments/arma-2-armed-assault-2/209d1260623763-crc-patrols-mount-hummer.rar think its in there with the fore mentiond CRRC script. if you know anythign about this and wanna check it out i would be glad to offer and help i can. what is it oxygen2 or what ever it is called will help me do?


  9. Hi Guys,

    This my first thred on the BI fourms but is first of many i suspect. Im working on a mission for the clan i belong to Z Special Unit amd have hit a snag. im tring to creat a small script to make a CRRC invisable unless certain variables are true.

    this is what i have so far:

    if ((a11 in CRRC1) or (a12 in CRRC1) or (a13 in CRRC1) or (a14 in CRRC1) or (am in CRRC1)) then
    {
       if (speed CRRC1 > 20) then
       {
    	 {_x setcaptive false} foreach units a11;
       }
       else
    {
    	sleep 30;
    	{_x setcaptive true} foreach units a11;
    	a11 addEventHandler ["Fired", {_x setcaptive false} foreach units a11;];
    	a12 addEventHandler ["Fired", {_x setcaptive false} foreach units a11;];
    	a13 addEventHandler ["Fired", {_x setcaptive false} foreach units a11;];
    	a14 addEventHandler ["Fired", {_x setcaptive false} foreach units a11;];
    	am addEventHandler ["Fired", {_x setcaptive false} foreach units a11;];
    
       };
    }
    else
    {
    {_x setcaptive false} foreach units a11;
    a11 removeEventHandler ["Fired" , {_x setcaptive false} foreach units a11;];
    a12 removeEventHandler ["Fired" , {_x setcaptive false} foreach units a11;];
    a13 removeEventHandler ["Fired" , {_x setcaptive false} foreach units a11;];
    a14 removeEventHandler ["Fired" , {_x setcaptive false} foreach units a11;];
    am removeEventHandler ["Fired" , {_x setcaptive false} foreach units a11;];
    };

    as im a scripting noob i dont know how this works as it stands but that is the idea atleast. if any of you scripting genius's out there and could take a look at this and tell me how it could fail and what you think i should try it would be much appreciated


  10. Hey as a rabid revive user i love the work you do norrin. took a look at your move to door heli script last night and its fantastic! As there are a few Gereration Kill fans in ZSU the clan i belong to. i decided to see what would happen if i put your attachto on a hummer or a CRRCs. had an intresting eftect. it works except for druing speed, i guess this is something to do with valocity in your script. as im a noob when it comes to scripting and volcity im not gonna touch that with 50 foot barge pole!:eek: would love if someone could take a look and tell me what they think.Atttach to hummer

×