KillSh0t
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Everything posted by KillSh0t
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Burned myself out on this game :(
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Thanks to all the script writers but can you limited the use in the demo!
KillSh0t replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what script are you using? Can You post the init here so maybe I can take a peek and see what can be changed? To be honest most of this stuff is quite simple once you take some time to learn it. Anytime I use a script I'll tear it apart (open the sqf in text) and see what makes what work. Pretty simple actually, go into your mission folder and double click the init.sqf, open with selected program, then open with text editor, (make sure to uncheck always use this to open with) and you'll see what they script is made of, alot of times inside the sqf are intructions on what you can and cant change. hope this helps as your post is kinda requesting someone make a script custom just for you.... -
Unit intoa building
KillSh0t replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I always use - this disableAI "MOVE";this setPos ((position this nearestObject 1506) buildingPos 12); this setDir 106;this setCaptive true; works great except for the fact that once you disable the AI's movement their basicaly just gonna grow roots and stay right where there at, which works fine when you dont want them running around or moving from the post you put them in, just fails to bring any realism when you finaly reach the house the AI's in and he just stands there looking at you or if your lucky he'll pop a few shots at you. I usually just place the AI and remove the disableAI "move". Either way it does what its supposed to...the hard part is when you wanna place static weapons in buildings :p Then its all about hieght, left, right, etc etc... hope that helped some... -
setpos of static weapons...
KillSh0t replied to KillSh0t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the help....ill give some of these ideas a try.... Im using this idea on takistan, just thought putting some AA guns ontop of buildings would add some realizism to things and makes it easier when trying to find a place to put the guns. -
I'm trying to set static weapons ontop of buildings I.E. AA guns...MG's... The problem I'm having is getting the gun to sit level with the roof of the house... Im using this setPos ((position this nearestObject 1506) buildingPos 12); this setDir 106;this setCaptive true; and I know theres a way to adjust the height but I cant for the life of me remember what it is.... Can someone help me out, I looked on BI's wiki but most of that is chinese to me :(
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LoL april fools! Just kidding, this game is still amazing, I just spent 90 bucks two weekends ago on a few other games I thought would be worth the money....wrong! Anywhoz, kudos to all those who keep this game as much fun as it is and keep making it even more fun with all the community add-ons, mods, videos, music, and the list goes on.... Seem's anytime I start to get a little bored with this game someone comes out with another great addition to an already great game. Stupid post....just sharin the love... It's april fool's day, now go hurt someones feelings just so you can apologize! :D
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lol spets....makes me wonder what kinda babies they would have? Might be a great add-on idea!
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Creating a radio out of object?
KillSh0t replied to SSgt Decker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
place the object (radio) at the location you desire then make a small trigger around it, group the trigger to the unit you want to call in the chopper and set it for when that unit is present and make the trigger "switch" the choppers waypoint to the location. not sure if this is what your lookin for but its simple. Or maybe use the GL4 mod, it has a chopper reinforcment module already in it :) -
Ok, making a mission where I placed a wrecked plane from the "wrecks" in the mission editor and I noticed something a bit strange when some opfor units died near it lol djmlj4TIZe0 Anyone know why this happens?
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Triggering OPFOR to attack CIVILIANS
KillSh0t replied to thedarkbird's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lately I have been making a lot of missions where Opfor roll into town and start whiping out everyone without a weapon....seems to add more life into why your going after the baddies...anywhoz. I usualy just put - EAST setFriend [CIVILIAN, 0]; in a functions module or set a trigger to activate in a certain area when the opfor roll in...most of the time I'll set a minimum amount of time for visual effects....they roll in, alls well and peacefull.....wrong, bang bang bang, yadda yadda yadda.... Seem's to work just fine even when the civies are spawned from the ambient mod...I wont say opfor will attack ALL civi's but from what Ive seen they attack enough of them to make it worth trying? -
ALICE unique init field?
KillSh0t replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why not just place a trigger and each time a civi is killed you can use hint "you are responsible for that civillians death" -
Another Mission I'm working on Inspired by BI's "hike in the hill's" scenario. The Scene takes place while a small convoy of allied troop's are RTB fom a day long patrol near northern Takistan. The convoy is A-bushed by an IED as it makes it's way through Imarat as militia troop's attack whats left of the convoy after the IED totaly evaporates the 13 US army troop's in the M9 truck...Kaboom! Civi's become part of the IED as their blown away from the blast like shrapnel from a human meat grenade...wrong place, wrong time I guess :) All this to the wonderful tune - up from Below by Edward sharpe and the Magnetic Zer0's...Enjoy :) 81vs7bKNFgY Oh and great videos by the way to all you guy's posting, this thread is definitly a great source of entertainment when needed, thank you!
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jnNNzn66jJc Gave it another try with another IED scenario I know their getting kind of old but watching things blow up is just so much fun!
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Yeah, you know those radio towers already built into maps... Why are mine floating atleast 20 feet from the ground lol?
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Alright then, I'm guessing no one knows what causes this but I did get it fixed... Not sure exactly what it was but I deleted some PBO's I had added in the past(the wrong way) and viola, radio towers planted back on the ground where they should be lol. Conflicting add-ons me thinks, that and a lack of knowledge on installing add-ons at the time, anywhoz, all better :D
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really nice vid vagabond... kinda wish it didnt follow mine in this post cuz after making mine then watching yours.... I think I'll stick to just making missions that never get played by anyone but me lol!
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bvGi1kRifrk http://www.youtube.com/watch?v=bvGi1kRifrk really wish I could get a clearer pic of the vid but as of right now its the best I can do. lol thanks for the help posting this...feel kinda dumb but its only my 1st/2nd go round trying to make/post vidz.
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Ok so I still cant figure out how to post the vid directly to here....any help, please? :/
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ArmA2 / OA (low) performance issues
KillSh0t replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Dont really bother even trying to play OA anymore. Got tired of the ridiculous amounts of lag, hard core CTD always when the games seems to get good it crashes...just all around problems.... Went back to ARMA2 using a mod launcher and not having to have STEAM running in the background...All settings turned on High (or higher) and no problems after hours an hours of playing. IDK maybe OA/CO having to use STEAM is whats causes me so many problems, whatever it is, I'm just happy A2 runs so smoothly er id be stuck playing COD black ops er some other stupid game lol! -
http://www.youtube.com/watch?v=16M9rCB7pyo Couldnt figure out how to directly post the video so I just used a link :/
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[Island] NG-Studio present "Isola di Capraïa"
KillSh0t replied to Gamerz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just started really making a mission on this map.... WoW, great job to all had a part in this one! I really like that its not just desert or woodland, or urban, its all 3 :D The Man made airfield's pretty cool also, I like that its set at a distance from everything else, helps getting the timing down for air attacks a little easier, fer me anywhoz. Fun map, good work! -
Running dual core, cant say I noticed much of an AI dumb down with more units on the field as most of my battles are HUGE.... How many units on the field would this supposedly happen with? All I have really noticed is my machine getting mad at me cuz I get a bit exagerated with my missions lol.
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Why THE HECK does the AI lay down without a reason?
KillSh0t replied to Undeceived's topic in ARMA 2 & OA - GENERAL
This DisableAI "stupidity"; -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
KillSh0t replied to Placebo's topic in ARMA 2 & OA - GENERAL
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IS there a way to make the civillians spawn as enemy to opfor units? Like, if I set an Ambient civi mod and eachtime they spawn near an opfor unit the opfor unit attacks the civi? Kinda wanna make a libya scenario, big guy held up in his mansion, protestors outside and in town, big guys has enough, sends troops to do some clean up, starts killing any and all civis they see, good guys come in, kill big guy and his minions, wear burkas and party like its 1999.... Just dont know how to get the module working the way I want. I know if I place a group of civi's and group them to a bluefor they are automaticaly opfor enemy but not really how I wanna do it....any ideas?