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Everything posted by lightspeed_aust
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All my USMC (FR) are afroamerican??
lightspeed_aust posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have put down 9 Force Recon players for coop missions in the editor and when i spawn in to have a look at them they are all Afro-American - Im thinking there must be some setting that is causing that, surely it couldnt randomly pick 9 'black' soldiers in a row? -
All my USMC (FR) are afroamerican??
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thankyou brother - thats what i needed. -
All my USMC (FR) are afroamerican??
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how would i do that? problem i have with the setface is all the faces im choosing lack any facepaint - not ideal for stealth. -
All my USMC (FR) are afroamerican??
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no look i really have no issue with it except from a realism persective - in the past it was always randomly chosen faces, now they are all darker skinned. im trying so hard to be politically correct lol. im not racist thats the point. -
All my USMC (FR) are afroamerican??
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No seriously...is it something to do with Operation Arrowhead? -
Dedicated Server - text broadcast to all?
lightspeed_aust posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to finish a mission for coop to run on dedi - everything works as intended except the display of text to all players when an objective is complete. For example, player who locates intel has text displayed to himself only not the rest of the players. Likewise, for the trigger to close out the game - is supposed to display text to all players "Good work Ghosts, hold position for extraction" and then 10 seconds later set off another trigger which ends game 'End 1'. What happens is one player can view the text and the game is not ending. Strange I know... Am I supposed to group the trigger on the whole player team even though they have no effect on the trigger activation? Is their a something that I am missing so that all players see the text in a dedi and also all are effected by a trigger activation such as endgame? thanx in advance Lighty -
Dedicated Server - text broadcast to all?
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
shk - i have seen some of your helpful posts in other threads and was going to PM you if i dint find the answer i was looking for - looks like you came to me anyway lol. thanx a lot, Lighty. -
[R3F] Revive : A lightweight and efficient revive
lightspeed_aust replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
one thing i want to know about this - you can set number of revives, lets say 3. you can also turn on respawns. you have the option to revive or respawn. my question then is: if you have used up 3 revives or respawns can you no longer respawn? or if you turn on respawn do you have respawn for the whole mission? what i want to do is give players 3 revives/respawns maximum. They can choose either to be revived or to respawn 3 times but once they have used them up they can only spectate. is this what this script does? -
free Ogg converter?
lightspeed_aust replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you know the thing i noticed with Audacity is that it seems to cut out or miss the opening part of the sound file im trying to copy. ie. "All your base are belong to us" converts to "ase are belong to us" Any ideas? -
[R3F] Revive : A lightweight and efficient revive
lightspeed_aust replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
does the vanilla medic revive not work in coop on dedi server? -
[R3F] Revive : A lightweight and efficient revive
lightspeed_aust replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice work madbull - just one thing im curious about. vanilla arma2 has a medic who can perform revives already - what is the difference with this mod? -
my profile - basically the same as most but a lil bit faster (more responsive). http://www.filefront.com/16805365/Arma2.xml
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Number in coop affects number of AI spawned
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bon - thank you so much - this is exactly what I was looking for. I can finally finish my first mission and prepare to begin the next. This is bloody exciting!! Lighty -
Number in coop affects number of AI spawned
lightspeed_aust posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Apologies in advance bcoz im sure there is a thread about this in these forums but i dont know what to ask in the search to find the thread. ---------------- I am making coop mission and what to adjust numbers of AI according to number of players who join mission at startup. ie. up to 4 player coop - spawn AI group A, B, C; 5-7 players - spawn AI group D and E; 8 or more players spawn group F and G. thanx in advance Lighty -
Number in coop affects number of AI spawned
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cond: (count list trigger_one) > 7 this will count all players inside trigger? __ i got the delete groups working already thanx. -
Delete a Group
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah ok i see what you're saying - thanx for clarification. -
Delete a Group
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i love you shk..period. -
Name a Group
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol thanx Wolle - they're not paying you enuff ;) -
Number in coop affects number of AI spawned
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i h8 to bump but i need this - im sure this aint the first time someone has done this. ---------- Post added at 02:52 PM ---------- Previous post was at 02:43 PM ---------- and so it appears that im making an effort to work this out myself :) im thinking put all the enemy units on the map carrying out their ups patrols. have a trigger zone to count number of players entering zone and if it is less 5 players - delete groups D, E, F and G if less then 8 players delete groups F and G only. see - the intelligence is there, its the execution that falls short. :D -
big thanx to Pogomothoin on Page 80 for posting his profile. TrackIR was just not workin right for me and did not feel immersive enuff as a result until i tried his profile - perfect now thanx.
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particle affects
lightspeed_aust replied to wizbomb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WORKS LIKE A TREAT - thanx also can set the height of the smoke fire with the GetPosition code and have it burning inside destroyed buildings for better effect. -
Helo insertion?
lightspeed_aust replied to -D:W- CryHavok's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
dont type it copy what he wrote - and it will work. nice script thanx - worked a treat. -
Ultra Simple Patrol Script
lightspeed_aust replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hahaha alls fair in love and modding -
Medevac Module
lightspeed_aust replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no just a query was all - i think this mod is fantastic and will be using it for sure at some point. -
sideChat...but not?
lightspeed_aust replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok here is my solution - different to yours but still works well imo. Trigger1 - Cond. - Radio tower destroyed. On Act. - text at bottom of screen - "Ghost Team to Command - radio tower has been destroyed. Over". Also add a radio noise of walkie-talkie for realism. Trigger2 - Cond. - triggerActivated Trigger1. On Act. - text at bottom of screen - "Command to Ghost Team - good job men. Move to your next objective. Command out". (Radio sound). Trigger3 - Cond. - triggerActivated Trigger2. On Act. - text at bottom - "Solid copy - Ghost Team moving". (radio noise) etc. Still comes across as a dialogue without needing the conversation format. my two cents - hope some find it useful. Lighty