Devil Dogs SF
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Everything posted by Devil Dogs SF
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First Aid
Devil Dogs SF replied to UrbanKnockOut's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
^ Simulation is the one which makes healing possible, but units will only roll around and crawl when injured. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment)
Devil Dogs SF replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So pretty much we'd have two downloads of ACE and we'd simply switch between them by if we're playing OA or A2? -
First Aid
Devil Dogs SF replied to UrbanKnockOut's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You'd only need First Aid: Simulation in that case and then synch it to the units you want it to be active on. First Aid: Battlefield Clearance adds the dragging/carrying functions if you ever wanted to add those. Finally, there is the final First Aid module, although I never figured out what it does so someone else will have to explain that. -
Animations not working....
Devil Dogs SF posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: Switchmove actually worked, but could someone explain to me why playmove didn't work? It doesn't make sence why it wouldn't.... ___________________ I have a trigger that, upon activation, animations are played and the enemy units are set to captive. I used the Animation Viewer to get the animations and the previous mission animations worked. I'm about to try switchmove and playaction but I'm thinking it is going to do nothing again.:( rus playmove" CivilSitting01"; rus2 playmove "CivilSitting03"; rus3 playmove "CivilSitting02"; rus4 playmove "CivilLying01"; rus setcaptive true; rus2 setcaptive true; rus3 setcaptive true; rus4 setcaptive true; -
Animations not working....
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for the link. -
Jungle Wars: Island of Lingor
Devil Dogs SF replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I haven't recieved OA yet (Damn you 4th of July weekend...) but do the buildings have better FPS? That'd be great if they do seeing as lower end PC's will probably need as many FPS savers as possible on this map. -
Mexican Conflict Mod
Devil Dogs SF replied to Civilian_88's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Vilas? [borat voice] Great Success!! :D [borat Voice] -
Broken Scope and control settings
Devil Dogs SF replied to DarkPhoenix's topic in ARMA 2 & OA - GENERAL
You were probably using an aimpoint sight, did it look slightly like an acog but with a simple red dot in the center? Find an actual ACOG rifle and you'll see it does have zoom. -
ArmA II: Operation Arrowhead discussion thread
Devil Dogs SF replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Too late for me now haha, I'm starting to wish I went digital :o -
The Unsung MOD (Vietnam War)
Devil Dogs SF replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This looks amazing, I can't wait for this after that video haha. -
Mexican Conflict Mod
Devil Dogs SF replied to Civilian_88's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is a really good idea. I don't have any modding experience, but I hope this sees the light of day. -
ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
Devil Dogs SF replied to wraith_v's topic in ARMA 2 & OA - GENERAL
You also have Zeus AI addon for once you get better at the game. The vannila AI is better than most games for the most part, but it still has its flaws. -
ArmA II: Operation Arrowhead discussion thread
Devil Dogs SF replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Man this 4th of July weekend is killing me! I choose one day shipping and then remembered it won't come till Tuesday! This sucks.... -
I heard in one of the Dev videos that they do see lasers and flashlights.
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Trying to understand 'createmarker'
Devil Dogs SF posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm making a mission where the objectives are constantly updated, and I have no problem with the objectives being added during gameplay, but I need a marker to pop up so the player knows where to go. I've looked at the 'createmarker' line but I don't get the position part (let alone if it's the right command). Will this work?: createMarker ["Broadcasting Tower", pos2]; Broadcasting tower being the name, and pos2 being a Gamelogic with the name pos2. -
Trying to understand 'createmarker'
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep, it worked and just using setmarkertype, setmarkershape and setmarkercolor. Thanks a bunch again. -
Trying to understand 'createmarker'
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks.....You'd think it'd be a simple task creating a single marker haha. -
ArmA II: Operation Arrowhead discussion thread
Devil Dogs SF replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Off topic buuuuuut...... I can't believe someone other than my poor self still has this ancient CPU haha. I don't feel so alone anymore. -
Trying to understand 'createmarker'
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, thanks. I'll try it out. :) EDIT: It didn't show up, although everything else in the trigger did. Do I have to add anything to it? PAPABEAR=[WEST, "HQ"]; PAPABEAR sidechat "HQ to Raptor, we have an objective update for you. The Russian forces in the area have taken over a small shipping outpost and the local broadcasting tower near your position, we need you to take the Russian soldiers out. Out"; tskobj_2=player createSimpleTask ["Secure the Broadcasting Tower"]; tskobj_2 setSimpleTaskDescription ["Take out the Russian Forces at the Broadcasting Tower", "Secure the Broadcasting Tower", "Secure the Broadcasting Tower"]; player setCurrentTask tskobj_2; _marker=createMarker ["Broadcasting Tower", position pos2]; -
ANA - Afghan National Army
Devil Dogs SF replied to lennard's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was actually thinking why these guys weren't implemented already a few days ago. Nice work! -
A2 user missions ... dying ... ?
Devil Dogs SF replied to dondaddah's topic in ARMA 2 & OA - USER MISSIONS
I'm working on my first campaign for Arma 2 right now which is half way done and other people are constantly improving their own campaigns. A2 missions are far from dead. -
Afghanistan - Uruzgan: WIP-release
Devil Dogs SF replied to bad benson's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the island, I love Afghanistan/desert islands. I really hope you finish this man. -
Arma 2 Addon request thread
Devil Dogs SF replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I request the North Korean and South Korean armies. Not an entire force, just Infantry, their main battle tank, an APC and a few cars to make scenarios varied enough. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Devil Dogs SF replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I am in need of replacing my CPU pretty bad. As of now it is a Pentium D CPU, quite ancient lol. It runs ArmA 2 at playable FPS, but I'll be lucky to get over 27 FPS on Chernarus, and slightly better on user islands (ie: Duala or desert environments). I have been looking at cheap Quad Core CPUs and want to stay below $200 until I can afford an i7 CPU next year when I update everything on my PC. Is this CPU going to give a substantial increase to my FPS? http://www.newegg.com/Product/Product.aspx?Item=N82E16819115057&cm_re=Intel_Core_2_quad-_-19-115-057-_-Product I know it's better than my current CPU, but if anyone knows of any other Quad Cores under $200 could you please link them? Thanks. -
The Unsung MOD (Vietnam War)
Devil Dogs SF replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I can't wait! Awesome work man!