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alleycat

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Everything posted by alleycat

  1. How to create a squad during the game?
  2. Did a bit of logic testing: This appears to work, however is there a way to prevent an action from being accessible by anyone except the unit that got it? Because right now in a MP game players can walk up to each other and perform actions on each other which, apart from the comedic implications causes the action menu to be full of different (same) actions) EDIT: The wiki tells about this: However, using Gives a local variable error
  3. I was having the idea of giving a player in coop (all players) to perform an action "draw concealed weapon" which then would give the player that used it a gun and so forth. How do I reference the player that performed the action which called script?
  4. same or random, both would be very useful. I am creating a set of missions where collateral damage does matter and this would add a lot. The arming code in the BIKI does not work if copied:
  5. This references the unit that fired the trigger automatically? Very practical. thx for the info ---------- Post added at 11:19 AM ---------- Previous post was at 10:13 AM ---------- Also would "player setdamage" work on the specific player that exited or any? I am talking about MP.
  6. bump as I really would like to find a solution for this.
  7. thx to both posters for the solutions. shk, how to split your method for each side? Like when all west players are dead or wounded and so forth? ---------- Post added at 04:46 PM ---------- Previous post was at 03:33 PM ---------- Never mind, I got it working by listing the units in the array.
  8. Is there a way to modify existing warfare mission to reduce the scale? I would like to play one with only 2-4 towns in OA. Because for me I find it boring to spend the first hour of the game taking Ai towns which is basically just filler material. Does a simple editable template exist?
  9. Is there a way to get the name of a player in MP that triggered a trigger? I want to display his name in a hint.
  10. Is there a way to fire a trigger on the event of the enemy force surrendering?
  11. How to enable calling the heli after a trigger kicks in? Also enemy vehicles are extremely unresponsive to the helicopter running the script. I was able to land it next to a shilka and it did not even care. Is this a bug or something intentional? Enemy infantry appears to react and attack the helicopter. But vehicles wont.
  12. How to create a mission ending for MP that is actually reliable? For example I created a very simple END1 trigger that fires when a vehicle is dead (not alive vehicle). This does work in the editor but not in a MP environment. Why?
  13. Going to try that. Why cant things simply work as advertised like in SP? I place the above code in the action field of the trigger, right?
  14. Does this work without issues in MP?
  15. Bump as I really would like to know about this.
  16. I am trying to run a script on a soldier (like giving weapons via calling a script. However when I put this execvm "script.sqf" in the init line, I get errors. I guess this is some syntax issue?
  17. I just tried all 6 of them, none is the one I was looking for. And I think it is a stock OA track because it plays if you are shot down in the helicopter mission in OA campaign. Also, how reliable is a trigger activating music? Since I am totally paranoid about locality to the point of basically not scripting anything outside the editor for multiplayer games, I wonder if a SIDE PRESENT ONCE trigger would reliably play a track on all computers without mutliplying it on each machine for each player stepping on that trigger.
  18. I am looking for the music track that plays during the BAF campaign when the helicopter is being hit by a missile. It is also played during an OA mission I think. However it is none of the music tracks listed in the Trigger effects.
  19. I said already that the track I was looking for is not any of the OA listed ones, because I checked each one.
  20. If I wanted to create a script that uses many lines of globalchat with sleep delays, can I safely use it from a BLUFOR PRESENT without it multiplying itself on over 20+ players?
  21. alleycat

    Zeus Gaming Nights

    Can we join this with only OA installed? And are addons needed? I hope not because requiring Combined ops and/or addons will lock out a huge amount of new and confused arma2 players.
  22. After shooting down the planes in the mine mission in OA, the screen fades to black and nothing happens. No crash, no loading, and no reaction to input. Happens everytime. I have a Dual core AMD 5000+ 1 GB GF9600 with new drivers 2GB RAM
  23. alleycat

    Actual combat????

    Why is everyong talking to the original poster as if he just needs some tactical advice? It is a wellknown problem in ARMA2 that the AI is way more proficient at spotting people than the player, even the player auto spots things in view that the person in fron ot the pc cant even see.
  24. alleycat

    Actual combat????

    I think he has a point. If you play arma2 with Ai comrades vs enemy AI the combat usually starts with them spotting each other much sooner while you still try to figure out where they are. I think part of this is that since arma2 takes a good PC to run, most of us turn down certain settings, like AA. This however makes things far away quite pixelated and less visible.
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