klubargutan
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Everything posted by klubargutan
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Surrender module-script
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well, i mean that he will JOIN my group, i know how to make him surrending :cool: -
Surrender module-script
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for this...to make enemy surrent place surrending module...and if u scare him enough(with tanks...etc), he will give up, but there is a little problem: i wanna this for editing xemo's domination, so any enemy surrends will follow me... so should it be like ??? -
Surrender module-script
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
anyone help? -
Camp Sign-In
klubargutan replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
and do u have that sqf in ur mission folder? -
THIS IS THE BEST PLANE, but in real life f22 is more maneuverable and has much better acceleration...what about in next version tune it?
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KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
lol, thanks, but i got an problem, i wonder, how that guys from ace made mk82 unguidable even with recruit/regular difficulities, in version 3.0 it will be that type...if that version comes anyway u didnt insinuate anything -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
if u play singleplayer...u cannot make order to ur teammate to "lase" enemy tank... + version updated -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ehm, im not an idiot, everyone knows that...but i was asking just to do it, cos otherwise free fall and laser guided bombs(in planes without gps ins) will be for nothing...making poll on other thread -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
then should i disable free fall and laserguided bombs's ground targets locking? anyway i dont use mando, i dont like it -
F/A-18 Super Hornet
klubargutan replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
good plane dude -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
but gbu 12 in ace can lock on tanks, so i made it not to being opposite of ace, but with free fall bombs....mk84 is the strongest of bombs(well, gbu 53 and gbu 12 with mk84 warheads havent that much power as normal mk84 in glt missilebox) and many players like bombs like that, so i think that its good how it is now -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i didnt want to have it infrared guided, many planes have laser...and normal, freefall bombs are infrared guided in game, but irl no, so to make no disadvantage for laser guided bombs, i added to them infrared guiding....maybe ill make it soon without infrared guiding, ill make poll what who wants -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thx, its happy 2 c that players likes my tiny config -
KLU_GLT_missilebox_ace_enhancement(config)
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thx :cool: -
well, i dont use shortcuts(i have win 7, running it from toolbar...), ill just disable it from expansions, anyway thx, so i wouldnt search hours in game how to make it
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i searched, didnt find anything, im using this mod along with ace mod and when i place explosion, bangladore etc from this mod, i cannot let it explode, what should i press?
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disable zetaborn aliens in isla duala
klubargutan posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey, i have downloaded isla duala-mainly for mig 21, afrenianand molotian army...but i was shocked when i found zetaborn aliens, it completely ruins the game, so i deleted zetaborn, lastank, soc, vai34 and xz07 pbo's and bisigns...but it also removes some units from afrenia and molotia...and if i move any of these files, it calls me that one pbo requires another one...so know anyone what to exactly delete? thx -
disable zetaborn aliens in isla duala
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
gonna try, thx -
disable zetaborn aliens in isla duala
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
then why do u reply on posts what were answered...and yep, i have phobia of aliens... and why do i wanna delete them? ambient combat manager...whem i play with guerillas against opfor or bluefor...ok? so dont just tell that i have to grown up , when u cannot even think why i wanna delete them, ok? still i didnt meet any of aliens in that mission i created, but i think that its probably ill do soon -
Changing unit's fighting side...
klubargutan posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, i know that i can place one soldier(from opfor) with highest rank and 0% presence to unit of bluefor to make them fight for opfor, but i wanna do it with command...why? ambient civilians...making everyone from ambient fight for bluefor- to make opfor shoot them, but bluefor not(thats why i didnt use addrating -10000) any tips? thanks (setfriend command doest work....) i searched everywhere...nothing worked and also addictional: how can i give all men, not women, from ambient, weapons? i used _this addweapon .... but it added it to everyone, so women werent able to move...then i tried _men addweapon ...... didnt work....thanks in advance -
Changing unit's fighting side...
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well then in domination when i play with friends and do an airstrike with my gbu 43 moab or mk 84s carped bombing (by my tunned f22s or f35s -each has 12 these mk84s from glt...even after respawn) or while i shot there with tank etc shots...i must expect civilian casualities...anyway thx for trying...at least i will not search and try to do commans cos now i know that it wont work... ---------- Post added at 19:54 ---------- Previous post was at 19:54 ---------- and thx for that mod u sent me ling, looks cool, ill try it :cool: -
disable zetaborn aliens in isla duala
klubargutan replied to klubargutan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
well these i moved...maybe...im using many mods such all ace's, glt falcons, f22, bundeswehr mod for ace and oa configs...cold war rearmed etc...so maybe it just disables/renames soldiers...thats why i cannot find some(light medic) in ediotor...anyway, thx for help and why i dont wanna them in game? just i dont wanna them in game, even if i dont use them...just i have bad feeling when i have them there...haha:cool: -
Changing unit's fighting side...
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yep, i use ambient civilians module and this code ALICE_civilianinit = <array>; - array of codes which is executed upon every civilian unit created. Example: [bIS_alice_mainscope,"ALICE_civilianinit",[{_this addweapon "Mk_48"}]] call bis_fnc_variablespaceadd; to add them rating -10000, but that means that everyone shoots them...so i wanna add them to be on bluefor side-against opfor... so i will use _this (code).... to make every civilian to fight for bluefor...i wanna script them like BI did in mission dogs of war when where u was capturing lopotev and sending him to russians, we didnt shot them and they didnt shot us(they were on bluefor side)-they were on our side...they also shoot cdkz...so they were theyr enemy...i wanna do same with civilians...excluding giving them weapons -
Adding AI Recruiting to Revive Domination
klubargutan replied to twiggy158's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
unpack it with pbo unpacker, click on x_setup.sqf, open it with notepad and there is //#define __AI__ so remove that first // so it should look like #define __AI__ then open all x_setup.sqf and in all change it...(they are in different folders, almost all(with x in start)...then just pack it again but as u said that u were modifying mission.sqm...so u already unpacked it, so it should be soooooo easy, have fun :D -
Changing unit's fighting side...
klubargutan replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
dude, i think that u didnt read post...how can i put bluefor leader(i wanna opfor to shot civs!) as leader of ambient?it doesnt work!!!! even if i merged ambient and that colonel, didnt work...