-
Content Count
1713 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by giallustio
-
-
You could take a look at my misson "advance and secure"...Or at jayarmalib
-
Well in most cases even raising your eye-level a few cm can make a huge difference in your ability to see and remaining in the classic prone position allows you to remain relatively concealed and drop up and down quickly. Moving into the on-back prone position while staying low in a quick or dignified manner would probably be impossible in all your gear and the position itself has all the drawbacks of prone (hard to move out of, not ready to move) while sacrificing the benefits (concealment). So if at all possible adding the ability to bob-up in the prone like the crouch would be a massive step forward and really make much the prone stance much more viable and realistic.
I agree with you!
-
You know that you're gonna have some problems on MP game in this way right? :)
By the way try to modify this one:
{ _nul = [_x] execVM "scripts\gearing\squad_medic.sqf"; } forEach _squadMeds;
and this:
// Debug problem array _unit = _this select 0; hint format ["%1",[_unit]]; // Remove weapons and magazines removeAllWeapons _unit;
-
How do u call the script? And why do u use 2-1 instead 1?
-
I think you can get CO lite buying just OA....But i'm not sure 100%
-
Do you need it for SP or MP?
-
You have to know how to script a little...
Here a quick example: (i'm not at my PC so i can't test it, just to let u know how to do, you can improve this a lot :))
BTC_insertion.sqf:
_chopper = _this select 0; _pos = _this select 1; _dest = _this select 2; _chopper doMove _pos; WaitUntil {_chopper distance _pos < 10}; _chopper flyInHeight (BTC_fast_rope_h - 2); WaitUntil {((getPos _chopper) select 2) <= (BTC_fast_rope_h + 1)}; doStop _chopper; _chopper setVariable ["BTC_rope",1,true]; _chopper vehicleChat "Ropes deployed!"; _trigger = createTrigger ["EmptyDetector", position Player]; _trigger setTriggerArea [0, 0, 0, false]; _trigger setTriggerText "Ready"; _trigger setTriggerActivation ["JULIET","PRESENT", false]; _trigger setTriggerStatements ["this","BTC_in_position = true;",""]; WaitUntil {!isNil "BTC_in_position"}; _chopper doMove _dest;
[name_chopper,getMarkerPos "ins",getMarkerPos "away"] execVM "BTC_insertion.sqf";
-
Any MP mission on this fantastic terrain?
-
Thank you Xeno :) I didn't find the variables names on the WAGN....Thank you very much :)
-
Not tested but something like this:
while {true} do {skipTime 0.00026;sleep 1;};
-
Hi guys! I'm trying to activate the AI Talk module and the respawn with same magazine module via script but i've some troubles...I searched in the WAGN but i didn't find what i'm looking for...Any help?
-
Well you have to add it when the chopper spawns...
-
Thank you guys! It's something i made just for fun...I got some times this afternoon and nothing to do :D
-
=BTC= Fast Rope
Features:
This script allow you to use the fast roping feature without any addons.
The pilot of the chopper can deploy the ropes, if there are AI units in the cargo they'll disembark, but you have to set it to 1 in the config.
When the pilot deploy the ropes, an action appears to all the players in the cargo, so they can use ropes to disembark.
At the moment this feature it's available for UH-60M and MH-60S only.
Known issues:
- could be some problem in MP about the animations.
Installation:
Copy "=BTC=_fast_roping" folder in your mission folder.
Add in the init.sqf:
_fast_roping = [] execVM "=BTC=_fast_roping\=BTC=_fast_roping_init.sqf";
If you spawn a chopper during a mission you have to add to it all the actions needed.
However a demo mission is included.
DownLoad:
http://www.giallustio.altervista.org/pages/=BTC=_fast_rope.php
Credits:
My clan:
-
Oh well...I didn't get the point :D sorry!
CarlosTex is right...I thought you want 2 independent side fighting each others...Well you could have a "deathmatch" game if you use "this addrating -10000" but only for individual unit, no groups...
-
Just tested and it works m8...
Independent are friend to opfor.
One independent group.
Another independent group with a TL (check the rank) blufor with 0% of presence probability.
-
- group RES groups to an OPFOR leader with 0% of presence probabilityDid you set in the editor that independent are friend of nobody?
-
Amazing! Keep it up Massi! Grande ;)
-
You have to script it...I suggest you to use an EH "killed" or a check condition like:
if (side player == west) then {[] spawn {waitUntil {sleep 2; !Alive player};waitUntil {Alive player};player enableSimulation false;removeAllWeapons player;while {true} do {titleText ["", "BLACK FADED"];sleep 1;};};};
-
-patch the mod to 2.61
Fixed :)
-
Hi IB!
We had a great coop game on Lingor yesterday! Thank you for your outstanding work!
Just a thing...Few players couldn't see lingor units in map if They launched the mods in two different folder (@Lingor;@Lingor_units), no problem instead if they launched Lingor adding the units pbo inside Lingor main folder...
-
Again m8...
Add in the init.sqf:_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
Add in the description.ext:
Code:
#include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h"
To add it to the "When diplomacy fails" mission, open the mission, copy the =BTC=_Logistic folder inside the mission, add the two lines of code and repack the mission.
-
http://www.giallustio.altervista.org/pages/=BTC=_Logistic.php
Installation:
Copy "=BTC=_Logistic" folder in your mission folder.
Add in the init.sqf:
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
Add in the description.ext:
Code:
#include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h"
However a demo mission is included.
-
I put the script in the helicopter units but i cant airlift the vehicles?What?
Did you read the read-me?
Invasion 1944 v2.6 (CO)
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Amazing! Keep it up guys!