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giallustio

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Posts posted by giallustio


  1. It did in the old version - the bipod down models had a slightly lower recoil prone version, and as Red says; the ACE bipod system only used to work if you deployed bipods.

    However, because of the potential 'cheating' from the instant mag-change that the bipod script grants you in competative multiplayer, we decided that it'd be better to make the characteristics of the up & down variants weapons the same, so that people aren't at a particular advantage or disadvantage if the server admin/mission maker chooses to disable the bipod and LLM scipts (UKF_noGripOrBipod = true), to avoid the 'cheating' aspect of the script.

    Because the config is now completely separate from all other data; It's really just a matter of you making a small config addon for if you really want to revert to the old system.

    Regarding L129s - I did try making the 6x ACOG in maya to further my experience at high poly-to-low poly modelling, but the result was woeful and got binned. Consequently I don't feel I'd be able to make a nice L129 right now - I'm certainly not planning to make one in the near future. Stalker's is a canny enough shooter IMO.

    Thank you for your reply :)

    So without ACE the bipod has no effect on recoil :) got it :)


  2. still searching for a solution.

    @Giallustio

    yea sure i know how to remove the action when the civ joined the player, but thats not the question. the question is, does the server know that the civilian has to join the player who executed the action on him, cause there are about 20 player´s in MP.

    Well...The answer is yes, the server knows :D

    What i was trying to tell u it's:

    If you add the action to the civilian (for example in the init.sqf) each player has it. But if one player fires the action and you remove the action from the civilian another player can use the action because (as Demonized told you) the addAction command is local.

    So make sure to remove the action as i told you. ;)


  3. No atm sorry...We're starting a new campaign based on this mission and my free time is about...0... :)

    You can add it by your self...I try to help you:

    A very easy way it's to add an action to the flag, so in the init_player.sqf add something like this:

    if (rank player == "CAPTAIN") then 
    {
    _flag = nearestObject [bTC_start_location_selected, "FlagCarrierCore"];
    _container = _flag addaction [("<t color=""#ED2744"">") + ("Buy rifleman $ 100") + "</t>","=BTC=_addAction.sqf",[[],{"US_Soldier_EP1" createUnit [getPos player, group player, ""];}],0,false,false,"","BTC_money > 100"];
    };

    A more "elegant" idea (what basically i'll do) it's to add a little dialog ;)

    I hope it helps you :) Have fun!


  4. Version 1.5 released

    - Added Duala & Lingor non-ACE version (Sorry IB i don't have time to test them)

    - Added IEDs

    - Added civilian & IEDs param

    - Minor fixes

    Tell me if you find any bug, so i can fix it!

    Let me know if you have some good idea to improve the mission and what you think about the new version!

    Any feedback is appreciated!

    Have fun guys!

    http://www.giallustio.altervista.org/pages/=BTC=co21_Advance&Secure.php


  5. Are you sure? Because i tested on a dedi and it works...When you load the game remember to set on "Yes" the =BTC= Logistic param, the save game don't save the ammoboxes inside vehicles atm (it will be possible in the version 1.5). You can't change param like the date, type of units, money...

    Hope you get it works :)


  6. Version 1.4

    - Added opfor version

    - Added RPG 18 doesn't need ammo (vanilla version)

    - Added action "move to rally point" to the flag

    - Added action "create container" and "delete container" to the flag (only SL)

    - Added move FOB feature

    - Added =BTC= Logistic script to ACE version

    - Removed RE from vanilla version

    - etc etc :)

    To move the fob use the action "create container" at the flag. Then lift the container and choose your new fob location (more then 300 mt from prevoius fob). When you're ready use the action "mount fob" at the container. SL can't create a new conteiner if one has been created and it's "alive", use the action "delete container" to delete the old container.

    Tell me if you find any bug, so i can fix it!

    Let me know if you have some good idea to improve the mission and what you think about the new version!

    Any feedback is appreciated!

    Have fun guys!

    http://www.giallustio.altervista.org/downloads/=BTC=_Advance&Secure.zip


  7. In game use the radio alpha option, then copy the code from

    ////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\
    /////Created by =BTC= Giallustio
    /////version 1.0
    /////Visit us at:
    /////http://www.blacktemplars.altervista.org/
    /////////////--------SAVING--------\\\\\\\\\\\\\\\\
    

    to

    /////////////------END ARRAY------\\\\\\\\\\\\\\\\
    ////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\
    

    and paste in the file "=BTC=_load_game.sqf" inside the folder "=BTC=_load_game".

    For the next step i use "cpbo", so right click on the folder and "create PBO" option.

    Upload the pbo on the server and load the pbo like a mod. So you should have in the server exe something like this -mod=@CBA;@ACE;@=BTC=_load_game;

    You can change param like revive, view distance but the important stuff like money, city captured and start location will be set by the server from the previous save game.

    I'm working on a new version and i'll add some information in the briefing ASAP.

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