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lawndartleo

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Everything posted by lawndartleo

  1. I know I am going off on a tangent but it's a related tangent. Does anyone know where I can find TheForgottenFew_054.7z, the original ArmA II mission. This one is so great I'd like to see what the original was like.
  2. Greetings and great mission.  So great I'd like to go back and see what the ArmA II version was like.  I am not able to locate TheForgottenFew_054.7z anywhere on the web, so far.  Do you have a repository anywhere that I can find this file in?  Thanks in advance.

     

  3. Sorry for the 9 year necro.... where might I find TheForgottenFew_054.7z as I am coming up empty on all searches so far.
  4. lawndartleo

    M109A6 Paladin v1.1 (UPDATED)

    Time for a thread necro. Pulled ArmA II out of storage and have been dabbling around. Not sure the Paladin likes modern hardware. The FCS is clipped top and bottom. No, changing game resolution has no effect. No matter what, the FCS screen stays the same, top and bottom masked by screen edges. Any fix or workaround?
  5. There is a bit of chatter about BIS_fnc_garage in the forums but not much to go on. It is "completely" unsupported at this time? Has anyone had any luck getting it to work in a useful fashion? Right now it populates the vehicle on your head which is pretty debilitating. I love Arsenal and the Garage looks to be just as useful... minus the negative of killing you when your tank spawns on top of you.
  6. @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.
  7. Man, I’m 5 days behind! I hope you are still running it, @Blackheart_Six. I’ll try Friday PM.
  8. 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?
  9. 10 print “is it done yet?” 20 goto 10 its the most effective nag post I have ever made.
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. 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!
  15. 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.
  16. 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!";
  17. 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?
  18. 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".
  19. 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.
  20. You can work around the issue by doing a manual edit and selecting launch as is. Not a perfect solution but it allows TADST to do all the heavy lifting.
  21. lawndartleo

    AC-130 Script for ARMA2 (0.3)

    I’m a bit too lazy to look at the files... did he release it under any particular license? If so, the question may aleady be answered.
  22. lawndartleo

    AC-130 Script for ARMA2 (0.3)

    Looking for something in particular?... I have an archive... or just his sage advice?
  23. Fiddling around today in the preview I came across an Invade and Annex mission on Tanoa with a good ping. What the heck, I'll join. Wow!. Most interesting update to I&A that I have never seen so it must be fresh off the presses for Apex. Play for a bit, go to steam cache to check things out, find the mission and load it up. No joy, doesnt work. Ok, maybe it's dedicated only. Fire up the spare box and host it on a dedicated. Still doesn't work. Are there mission formats that makers can use now that make missions vulture proof? I'd love to host this one up for a smaller group as servers with 50+ people can get messy, uncoordinated and toxic when the trolls come out to play. Doesn't seem that I can, though. Perhaps some mission pro here can either explain what it takes to host up this game or if it is indeed a protected mission that I cannot do anything with except join the server it is "officially" hoosted on. Note: it appears to be a new version of I&A for Tanoa by Quiksilver. Not a modded version but something entirely new. Mission PBO is very strange. Has a description.ext and a mission.sqf but no init.sqf or the other files typically in a mission root. ​Note 2: Quiksilver himself confirmed that the mission is server locked for the moment so this thread is dead. Looking forward to playing Tanoa with Invade and Annex and many more.
  24. lawndartleo

    would you still buy any BI product ?

    Strange you would say that. There are a handful of dynamic missions out there that provide just the type of gameplay you are talking about... 1 hour or so, in and out. Some even persistent so that there is a long term goal associated with even short engagements. Anyhow, back on topic... I'll be there for Alpha. Heck I'll sign up for the alpha of the alpha. No other game has ever captured my long term interest in the way that ArmA has. I've been in since Operation Flashpoint and see no reason not to continue to enjoy the series.
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