Jump to content

lightspeed_aust

Member
  • Content Count

    1520
  • Joined

  • Last visited

  • Medals

Everything posted by lightspeed_aust

  1. 1. Not sure - but I can't see how it would affect performance bcoz the script the addaction is firing would once and then finish - unless it was a looping script of course. Thinking about it further, it would depend what each addaction when fired would be adding to the server demands. Spawning new enemy for example. But that's not a problem of the addaction - but the result of whatever is triggered by the addaction. 2. I don't know the numbers - but can you tell me how many you had so I know for myself in future. :)
  2. is this supposed to work on dedicated server?
  3. name the shilka which i think you have called Shilka1. in the condition field type: !alive Shilka1 timers - set to say 5 or 10 seconds so there is a slight time delay before the game ends. Type: put the end type that you want ie, End1, End2 etc. now this is very basic but you can tweak it.........like this: Trigger1 - name it shilkadead Condition: !alive shilka1 ----------- Trigger2 - objshilka Condition: triggeractivated shilkadead Timer: set to 10 seconds Effects: put some text "Good job team - let's move to the EZ" --------------- Trigger3 - missionend Condition: triggeractivated objshilka Timer: 10 Type: End1 I hope this helps - the second option just makes the mission end in a nice flow not just stop when shilka is destroyed. ;)
  4. lightspeed_aust

    WIP: Qom Province

    that trailer was sick - i am pumped for this now lol 10/10
  5. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    ah ok - well that extraction is by zodiac and there should have been a marker on the map near where you found Ordonez. when the zodiac shows up should trigger mission complete - so obviously they showed up but you had left :) i will check this stuff over - unfortunately some of the things work flawlessly when i test them on my pc but not always translates successfully for others. i will make sure this is addressed for 1.1 and have already made a few tweaks to that mission. checked the briefing - it does say 1 possibly 2 bmps. ---------- Post added at 11:05 PM ---------- Previous post was at 10:29 PM ---------- ahhh thanx to kylania i have found a cracking helo extract script which should fix the issue of extract once n for all. will test in MP coop this weekend.
  6. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    i will be finding a flawless way to make the chopper show up - currently the trigger which works in sp and is synched to the chopper does fire - but the chopper just doesnt come. easy fix im sure although i have heard chopper extracts in Arma2 mp are a pain in the ass. whatever the fix - it will be good.
  7. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    i am having one issue with mission 6 not wanting to load on dedi server - once i figure that out then i will wrap up MP 1.1 and convert the missions to SP 1.1 - and a friend of mine will convert them to a campaign format. just quickly - played Ocean Forge the other day with guys - took 1 hour 20 to complete with 3 or 4 casualties (only 1 heal each and then death). was a gr8 mission. ---------- Post added at 12:07 AM ---------- Previous post was Yesterday at 11:54 PM ---------- yes i dont mind so much if fog is not same for everyone as long as its not zero visibility - i am actually going to test to see if the zero visibility fog is related to the weather and not the fog itself (which seems to be more like a fog of war).
  8. lightspeed_aust

    Jungle Wars: Island of Lingor

    hey Ice, thanx to your island brother - http://www.pcgamer.com/2011/03/08/arma-2-gets-awesome-ghost-recon-mod-war-movie/
  9. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    yeh i noticed/found out that the fog is not synched to each client so one guy sees fog while another sees clear and the AI see only blue sky and happy days lol. it is all fixed in 1.1 - many improvements.
  10. Hey guys I think Chernarus is a gr8 map but would like to see it in a winter style with snow covered areas. Now I have never done anything around mapmaking and don't even know if the source code available is there to open Chernarus and retexture. If it was though, how long would it take me to do it and how complex is it? thanx Lighty.
  11. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    yes the pilots werent where i thought they were when i went back to look - so i apologize but version 1.1 will take care of that. i moved the pilots bcoz they did not move down the mountain properly in their original spot - was like they got caught on a rock. so next version which i will upload shortly will have everything where it should be. ---------- Post added at 07:40 PM ---------- Previous post was at 06:02 PM ---------- Here's another vid for ya - I recommend watching at 1080 - we are doing these missions live every weekend -
  12. lightspeed_aust

    Isla Duala

    just quickly Ice - i noticed there is an electric generator sitting next to a radar just above crossroad between nth and sth islands. this generator is appearing invisible except for wheels and fire hydrant on back of it. when i fire at it then it appears. maybe best to remove this vehicle as it is bugged - it was exactly the same in the Lingor beta and you removed it. also found one rock half floating on a hill ESE of the dirt airport in the SE.
  13. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    just a quick update on the coop - i have updated all the missions just preparing to release 1.1 which will improve on everything that was in the original 1.o. the Stealth Recon Tournament missions would be gr8 to replicate in Arma2 but a lot more difficult - still i would like to see if it could be done. otherwise, i would be looking to produce GR missions similar to the current style in Island Thunder where engagement is inevitable but still the ability to avoid confrontation and skirt danger with care. i also want to work on Desert Siege using Duala. and rerelease the original GR missions i made a while ago when i was still learning the mission editor - i would vastly improve all of them.
  14. lightspeed_aust

    Isla Duala

    No offense Maltti bcoz im sure it will be a good mission but as soon as you mentioned a points system and try not to die too many times i wondered where the realism was? Congrats on the babies gents. :)
  15. lightspeed_aust

    Arma 2 Worth the Online Play?

    i only play MP COOP and it is brilliant for tactical coop and the most realistic experience you can have. sure many other FPS have more players running around in MP servers but there playing run'n'gun not tacsim...huge difference.
  16. lightspeed_aust

    SHK_searchlight

    very good shk - very bloody good
  17. lightspeed_aust

    Jungle Wars: Island of Lingor

    Here is a mission from my Ghost Recon:Island Thunder campaign - we did this run over the weekend on the amazing Lingor -
  18. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    Mission 3 live coop -
  19. lightspeed_aust

    Russian radar systems WIP

    now that stuff there is awesome!!!
  20. lightspeed_aust

    Isla Duala

    i will look at doing some missions on this Ice
  21. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    ok - quick update: i have finished redoing all 8 missions for MP to fix bugs, gameplay issues, added a wider range of weapons for selection, and reworked the revive. Will be testing it this weekend and release to public too i hope. MP is now for 9 players. Revive - Medic has 8 medikit revives and Team Leader has 2 - each player has 1 self heal if they are injured. You must let medic or TL revive you if you are in a revive state - if you try to hit respawn you will respawn about 10km from the action, ie. no respawns allowed. Default is 1 life - but this can be tweaked in parameters...remember though, only 10 medikits total per mission between Medic and TL. Lose those guys and you need to start praying. But then again - a well-coordinated coop team is going to get through all these missions relatively in tact. I will commence work on SP shortly and hopefully a mate of mine can pack it all into a campaign for me. Lighty. ps i wont do the 2 extra missions at this stage - i want to focus on GR tournament missions.
  22. Sorry guys - I've seen a gazillion camera threads and hate to add another but not sure which camera script i need. Maybe someone knows and can point me at the right one. I want a player to have a freecam view so he can record the action in a MP COOP and fly over the mission area to capture what is going on around the place. So we are talking about a camera not attached to specific players - just an independent view through an object that can look at anything and shift and move in any direction including overhead view looking down. thanx in advance. note - this is one of the scripts i will be using to record team in the upcoming Ghost Recon in Arma2 Tournaments. Lighty.
  23. lightspeed_aust

    Cameraman - observer not player

    ok Pvpscenes does work - and i have also got this one working using a radio Alpha trigger - Open your Arma2 mission editor. Place your unit on the map. name the unit s1. Place a trigger: Axis a = 0 Axis b = 0 Activation: radio Alpha On act: s1 exec "camera.sqs"; showcinemaborder false;
  24. lightspeed_aust

    Cameraman - observer not player

    ok so to confirm - if there are 9 players in a MP COOP and one extra slot which is a civilian (with camera.sqs) then the guy in civilian will be able to view through a camera and follow the action of the other 9 players. And the other 9 players will be unaffected by the camera mode?
  25. lightspeed_aust

    MBG_Buildings_3 - European Theatre

    i was going to say the houses looked a bit too clean - and then i saw the new pub with the aged look - perfect
×