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lawndartleo

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About lawndartleo

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  1. @Blackheart_Sixwhen will your group be playing? Poked in last night, very late, was only one there. Tested an IED, for you. Sadly it worked. Nobody there to save me. Pooped a little when it went off. I wasn't expecting to get blown up.
  2. Man, I’m 5 days behind! I hope you are still running it, @Blackheart_Six. I’ll try Friday PM.
  3. Is PO4 going to be user friendly enough (like the previous versions) for most players to create missions or is it a more complicated framework that will need a bit of inside knowledge in order to use to its fullest extent?
  4. 10 print “is it done yet?” 20 goto 10 its the most effective nag post I have ever made.
  5. Y’all realize BI will patch PO4 into oblivion about 3 days after it releases, I’m not sure if this makes me a cynic or a pessimist.
  6. Blackheart, I think you are taking offense at trivial words. Dabbling is nothing more or less than him working on it as his time or interest allows. i noted that there seemed to be activity on the patrol ops front and was pleasantly surprised to see as much. Honestly I thought Roy probably moved on with far more important matters like, oh, real life.
  7. Hey @Blackheart_Six if that was supposed to link to something, it did not for me. Just an empty channel and a notification that there was nothing to see. Irony, perhaps? I had hoped that Roy would finish up PO4 but that doesn’t look very likely.
  8. I completely get that real life can delay or even completely derail a project. When or if Roy ever finishes is his business and I appreciate the fun he provided in ArmA II and III. So, in the absence of Patrol Ops 4, what are people playing for similar type missions?
  9. I resisted using FAST2 for some idiotic reason for far too long. Built a new server last night and decided to use FAST2 to take care of things. Excellent stuff!
  10. Thanks for the input, everyone. I settled on the below approach simply because it is the one I can get my head around. I don't know if this is the best approach but so far it works for all objects that I have a spawning script for. On an object as an addAction this addAction ["REQUISITION A CARGO NET (ACE ARSENAL)","scripts\huron_cargonet.sqf"]; The script _position = getMarkerPos "huron_pickup"; _spCheck = nearestObjects[_position,["B_Slingload_01_Ammo_F","B_Slingload_01_Cargo_F","B_Slingload_01_Fuel_F","B_Slingload_01_Medevac_F","B_Slingload_01_Repair_F","B_CargoNet_01_ammo_F"],500] select 0; if(!isNil "_spCheck") then {deleteVehicle _spCheck;}; sleep 1; _cargonet = "B_CargoNet_01_ammo_F" createvehicle (getmarkerpos "huron_pickup"); _cargonet setPosASL [position _cargonet select 0, position _cargonet select 1, 23.75]; clearMagazineCargoGlobal _cargonet; clearWeaponCargoGlobal _cargonet; clearItemCargoGlobal _cargonet; [_cargonet, true] call ace_arsenal_fnc_initBox; hint "CARGO NET (ACE ARSENAL) DELIVERED!";
  11. So I use the following script to spawn a vehicle on a marker... _slingammo = "B_Slingload_01_Ammo_F" createvehicle (getmarkerpos "huron_pickup"); ... and this works great over land. The problem is that I want to have that marker on a ship (carrier in this case) and this doesn't quite work. The crates are spawning under water so the marker must be attached to the sea floor. How do I make the object spawn at a specific height, specifically deck carrier deck height? I've gone over the alphabet soup on the BI wiki and its all Greek to me.
  12. lawndartleo

    Exploding boats

    For anybody who cares... Drop the boat racks in Disable simulation and damage on them Sink them into the deck a bit... I drop them until the wheels are hidden so they look right. Drop the boats on them as required (loaded object) No more BLAMMO! I think what is happening is that the electronics mast is hitting the overhead beam when the boat respawns, causing the explosion. I never saw this before. It is "fixable".
  13. lawndartleo

    Exploding boats

    I've not found anything in the forum or the web so I'll ask here... Using the boat racks and speed boats with the destroyer. If the speed boat is synched with a vehicle respawn, placed in a boat rack in the boat bay of the destroyer and the boat is subsequently respawned... it just chain explodes over and over and over and over. Known issue? is there a workaround?
  14. lawndartleo

    Arma Commander: SP/Coop/TvT Game Mode

    @BI_Will... I am not certain your implementation of a server key is correct. I have configured more dedicated servers than I care to remember, so it's not likely to be on my side. The Will.bikey is installed on the server in the keys folder but when I try to join, I am kicked because I have AC loaded and the server does not allow it, even though the key is there.
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