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Posts posted by giallustio
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Ok, where do you write:
null = [player,ostaggio1] execVM "h1.sqf"
Cosi ci capiamo meglio? :)
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You have to define _unit and _hostage1.
So when you launch the script you have to do something like this:
_script = [player,hostage_name] execVM "file.sqf";
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How do you call it?
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Yep! But this:
while {true} do{ if (_unit distance _hostage1 < 5) then { hint "You found the hostage!"; sleep 1; };
it's a loop with no end :)
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_unit = _this select 0; _hostage1 = _this select 1; WaitUntil {sleep 1; _unit distance _hostage1 < 5}; hint "You found the hostage!";
Better i think :)
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Version 0.52 released!
Download link:
http://www.giallustio.altervista.org/downloads/=BTC=_Demo_Logistic.Takistan.zip
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Quick updated! I forgot to change the name in the description ;) Re-download!
Let me know if you find any bugs and have fun :)
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Version 1.1 released!
- fixed reinforcement bug
- added R3F revive (all medic can revive)
- added param enemy reinforcement "Yes/No"
- added Lingor version (ACE)
- added Ovaron version (ACE)
- added "BTC_loc_blacklist" to remove custom island locations from array
- code improved
http://www.giallustio.altervista.org/downloads/=BTC=_Advance&Secure.zip
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Well...Buy a CH47 then buy a rope box and i think you can lift with the ropes...If it doesn't work tell me and i'll look into this ;)
From ACE WAGN:
For best results try in a multiplayer game.
Important notes:
- In the latest change to the sling loading system, ropes are attached to the object you want to slingload, not the helicopter.
- Slinging loads has to be executed by ground personnel.
Equip yourself with a slingrope.
Go to a vehicle or object you want to sling.
Press the interaction menu key. Select "Attach slingrope" (This will tie the slingrope to the vehicle or object).
When a helicopter with cargo capabilities is available and hovering close enough over the 'cargo object', press interaction menu key again and select "Hook slingrope" (This will attach the slingrope to the cargo hook of the helicopter).
Object can now be transported. Pilot will have the ability to release the cargo at the destination
All actions have to be executed by ground personnel. There is no magic flyover-hookup cargo loading.
Let me know :)
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Thank you very much buzzrock!
I'm working on a few updates but i'm kind busy untill next week :(
I'll add for sure the acre box in the new version!
I don't know about AC130 gunship script, i have to take a look at it!
What do you mean with "lift-chopper"?
Did you play the ACE version or the vanilla version?
ACE has his own lift script, if you played the vanilla version you have to be a pilot to lift vehicles with my "=BTC= Logistic".
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We were using a Mini's Megaupload account to exchange updates but now we will have to search for some replacement tool also...
Did you try dropbox? :)
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=BTC= co 21 Advance & Secure
Hi guys! I'm proud to share with you all my new work!
I've been working on this for a long time and i think it's ready to be played!
The mission is very "easy", advance and secure all locations on the maps.
There are several features in the mission, but the most important is that you can SAVE your mission and then LOAD the game on a dedicated server.
(Sorry for my english :P)
Let's take a look at all the features! ;)
Features:
- SL can buy vehicles and weapons.
- SL can save the game.
- AI numbers based on players number.
- Hostile civilians
- In the vanilla version the M136 doesn't need ammo (thank you Pogoman)
- =BTC= Logistic in the vanilla version.
You can set via param:
- date
- view distance and terrain detail
- Budget
- Enemy units type
- Enemy artillery
- AI skill (disabled if you're using ASR_AI)
- Select your start location or pick it randomly
- Get the closer location as first city or pick it randomly
- Players markers (Vanilla version)
- Load the game (if available)
- Wounding System or BON_Inf injury system (ACE version)
- Life time (ACE version)
How to save the game and then load it:
When you're in game use your "Radio Alpha" (0-0-1) to save the game, then open your RPT file.
Copy all the lines from
////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\ /////Created by =BTC= Giallustio /////version 1.0 /////Visit us at: /////http://www.blacktemplars.altervista.org/ /////////////--------SAVING--------\\\\\\\\\\\\\\\\
to
/////////////------END ARRAY------\\\\\\\\\\\\\\\\ ////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\
Paste all the code in your "=BTC=_load_game.sqf" inside the "=BTC=_load_game" folder.
Now create a pbo and load the pbo in the server.
Start the game, join the server, make sure that "load game" param is set to "Yes" and enjoy!
PBO must be only on the server.
Any feedback is appreciated! ;)
Tell me if you find any bug, so i can fix it!
Version 1.0:
- Takistan (Vanilla - should work with just OA [un-tested])
- Takistan (ACE)
- Chernarus (Vanilla)
- Chernarus (ACE)
- Duala (ACE)
- =BTC=_load_game folder
Version 1.1:
- fixed reinforcement bug
- added R3F revive (all medic can revive)
- added param enemy reinforcement "Yes/No"
- added Lingor version (ACE)
- added Ovaron version (ACE)
- added "BTC_loc_blacklist" to remove custom island locations from array
- code improved
Version 1.2
- Added rally point to vanilla version
- Added Vanilla ammo box to ACE version
- Added molatian army
- Changed patrol system
- Tweaked reinforcement system
- Something i forgot :)
Version 1.3:
- Fixed COIN module
- Fixed R3F error in ACE version
- Added Artillery Operator
- Added Artillery request menu
- Added Rally point for ACE version
- Added house patrols
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 :)
Version 1.5
- Added Duala & Lingor non-ACE version (Sorry IB i don't have time to test them)
- Added IEDs
- Added civilian & IEDs param
- Minor fixes
Version 1.8
- Vanilla, ACE and ACRE supported in one mission
- Added enemy playable slots
- Added Celle 2 version
- It's a long time since the last release so i don't remember more :P
- Minor fixes
Version 1.9
- Load game bug fixed
Credits:
- = BlackTemplarsClan = for testing and feedback
- BIS for Arma 2
- ACE team for the amazing mod
- BON_Inf for his injury system
- Pogoman for his M136 system
- madbull for his R3F revive
- Armaholic for the mirror
Download:
http://www.giallustio.altervista.org/pages/=BTC=co21_Advance&Secure.php
Thank you for your support!
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I'm working on something like this but it's for arma 2...When it's ready maybe you can take a look and port it to arma 1. There're only few lines of code so it won't be so hard ;)
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Mission updated!
version: 1.01
Download link:
http://www.giallustio.altervista.org/pages/=BTC=co14_rebels.php
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Thank you Robalo :) missed at all :D
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Guys how can i check if a unit has a weapon on back and if it's true get the weapon class name?
I know there's this function but it's not what i need...
https://dev-heaven.net/docs/ace/files/sys_ruck/fnc_HasWeapon-sqf.html#ACE_fnc_HasWeapon
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lol...Don't ask me why but i tought that "ace_sys_tracking_marker_override" was the variable for the marker system and not for disable it :)
Thank you Sickboy :)
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Guys i've a problem with the tracking module...How can i remove the tracking marker for a specific group?
I tried this line in his init field with no result...(MH60S)
(group this) setVariable [""ace_sys_tracking_marker_override"",nil];
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Hi Jarhead!
I've a drop of PFS when a mortar shell explodes close to me...Is that normal?
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Yeah I just downloaded all new ACE 1.3 R5, newest CBA and ACEx last night, It was all working fine until I previewed the mission for like the 5th time then it was malfunctioning.I'll see if it still persists.
Edit:
Also in the Ace 2 settings in the menu, it says ACE settings for John Doe. :o
Im sorry i don't know what john doe is, I don't have a john doe profile, my settings are reset when i started my game again from last night.
You have to start aceclippi.exe before the game ;)
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Here from one of my old script:
_vehicle = _this select 0; _vehicle setvehicleammo 0; titleText ["Reloading", "PLAIN"]; sleep 0.5; titleText ["", "PLAIN"]; sleep 0.5; titleText ["Reloading", "PLAIN"]; sleep 0.5; titleText ["", "PLAIN"]; sleep 0.5; titleText ["Reloading", "PLAIN"]; sleep 0.5; titleText ["", "PLAIN"]; sleep 0.5; _vehicle addMagazineTurret ["ARTY_8Rnd_81mmWP_M252",[0]];
Launched by an addAction:
_reload_wp = mortar_name addAction ["Reload WP", "=BTC=Arty\reload_wp.sqf"];
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Will you create the arma 3 sounds? :P
BIS needs you :)
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I don't know exactly and i'm away from my pc and i can't test but did you try with nearestObject command? If attachTo doesn't work you can try with a setPos loop.
Just an idea :)
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I don't know if it's a bug or a choice by the author...
I've no time to create the tickets right now...Maybe in 2-3 days ;)
Problem with a .sqf script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Well...Put the code in your init.sqf, it's better :)