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alleycat

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Everything posted by alleycat

  1. Is there an easy way to either slow down UAV drones or make them stay put? And if that does not work, is it possible to sort of "hack" into the mission an invisible camera in the sky that has thermal vision and can be accessed by players via actions? Becuase the UAV drones are quite useless because of the high speed they fly.
  2. Is it possible to adjust colors via ppeffect or something similar that also affects NV? I am trying to tone down the green and make it more of a greyish NV. However switching on NV seems to override any color adjustments using modules.
  3. How to block players from certain actions? Like, preventing players from exiting vehicles?
  4. During Coop games, how to enable dead people being able to chat over global chat?
  5. alleycat

    IEDs

    Ok then let us prevent US soldiers from picking up an AKSU-74 because Osama has one next to him in his videos.
  6. Was it this? http://www.armaholic.com/page.php?id=10147 Is it an addon that every player needs to have in a coop? I was looking for a solution that can be included within a mission.
  7. When ordering a unit to patrol houses, they never do that and instead stop indefinately somewhere around a house.
  8. The guide was very useful. However, does that work in coops too? And how would I limit the access to it to only the squad leader and how to disable access after support was called in? Also can you explain the part about the laser designator in simpler words?
  9. Well, I wonder what you are doing when you die at the start of a longer coop in the middle of the night. Seagulls do not have nv goggles in reality either, so using the "not realistic" argument is not exactly working. Currently, spawning as a seagull is painful. First there is a long zooming around and silly camera rotation, then you get to fly a wobbly seagull. That being said, which spectator script is easy to use and does have nightvision (and thermal if possible).
  10. Or is there some alternative to being a seagull? Especially in night missions? Because being a gull in a mission at night without moonlight means pitch black.
  11. I am playing small coops with friends and vs AI cheating is not much of an issue. Also we can easily agree on not spotting for the living friends while dead. If it can not be enabled, Are there ways around it?
  12. I do not care what the idea is, can it somehow be enabled? Being a seagull is painful enough, at least people should be able to chat while being spectator.
  13. Are there scripts available that count how many of a given side or defined list of units are dead or alive? ---------- Post added at 02:45 AM ---------- Previous post was at 02:43 AM ---------- After looking at the comref I found this: unit countEnemy array Operand types: unit: Object array: Array Type of returned value: Number Description: Counts how many units in the array are considered enemy by the given unit. Example: player countEnemy list triggerOne Category: OFP How to "print" the result of this in lets say a hint command?
  14. alleycat

    Dead man (coop 30)

    Armaholic mirror: - Dead man Co-30 (@)
  15. Dead man A coop mission for ARMA2 Works with and without ACE Mission Info: Azamat, a former afghan war veteran, now a guerilla leader has holed up inside a bar in Bainton, Kellu. This is going to be his final battle, and he won't go down without a fight. The players (up to 30 CDF) have to attack the town of Bainton on Kellu island, and kill Azamat. He has barricaded himself inside the local cafe in the center of the town. Team roster: 1x mission commander 1x cout 4x squads (the mission commander is a separate unit in his own squad, ideal for organized coops. He is however not necessary and can be safely turned off in the slot selection) Other info: - Has a working briefing and mission triggers. - Quality placement of enemies. Every single unit is carefully placed by hand which provides challenging combat without resorting to overwhelming amounts. Download: v0.1 http://www.tr-racing.de/arma2/deadv01.rar Required addons: Kellu Island http://www.armaholic.com/page.php?id=8671
  16. I am planning to use these KORD placeable mg teams. In MP and with ACE. Is there anything weird about them I should be warned of? And how to reload the gun? It appears the KOR support guy does carry 2 boxes but I found no way to relload the gun.
  17. bumping again, anyone with ACE skillz knows why these classnames give errors?
  18. bumping because I really would like to find a solution
  19. Even just a working trigger that counts the amount of living units of one side would do it. Yes for MP.
  20. Only the tripod was "valid". The others gave errors.
  21. This prints out always 0, even though there are enemies of my side inside the trigger area.
  22. http://ace.wikkii.com/wiki/Class_Lists_for_ACE2#Crew-Served_2 I am trying find the class names of the weapon parts of it. However this link lists some "proxy" thing for the magazine. Which of these are needed for a working deployable KORD?
  23. Does this minefield script work in ARMA2 multiplayer? http://www.kronzky.info/minefield/index.htm
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