pappy02us
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The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Do you plan on fixing bug in this version? If yes, the zombies are attacking the crews inside wheeled APCs. I was trying out the new version and I put out a bunch of Strykers and MRAPs out and the crews where attacked but the vehicles where untouched. While I know in the old version they would swarm strkyers and MRAPs but they would not damage them or the crew. -
The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In the new version do all the commands in the original documentation still apply, and are there any new commands? If yes, are they in the degeneration mission or elsewhere? -
The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Perfect. Thank you. -
The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for taking the time to help me. edit: for some reason when I click on download filefront is saying the file can't be found. -
The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@archiegates: This mod only work on Arma 2 or Combined Operations not Operation Arrowhead standalone. It uses characters from the Red Harvest campaign and they are not in OA. @bobtom: Thanks for the help on the zombie count. I have another question for you earlier you asked about the spawn module not spawn at the beginning of a mission and Charon said to use createVehicle. How did this work? I am trying to make it so the spawn modules only work when the player units enter a town and deactivate when they leave and reactivates should they return to the town. -
Disabling a trigger with a trigger
pappy02us replied to pappy02us's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Guess I click on the wrong forum. Although this explains why I didn't find what I was looking for in the search. Sorry. -
Disabling a trigger with a trigger
pappy02us posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I am making a mission and to keep the computer resource hit low I have made a trigger that spawns groups of units. Now the mission ends when we return to base. So on the way back we pass the some of same triggers. Is it possible to disable these triggers with another trigger? -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
pappy02us replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I figured out the earplug problem I was testing a multi-player mission and when I switch from the my original player unit(my name) to a sniper(random name), then the earplugs didn't work. So, I assume since my name didn't transfer to the snipers name the config file doesn't recognize me and those items don't to work? -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
pappy02us replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not sure if this is a bug or not or if it has been reported before (can't figure out how to search issues tickets); but the snipers can not use ear plugs. -
The Undead Mod
pappy02us replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am trying to make a mission where you go out a kill a scientist who created the zombies. I got the trigger that stops the zombies from spawning when the scientist is dead, but I would like to end a task when the zombie/infected count reaches 0. I have been trying to use the CHN_ZEDCNT to trigger it but I can't get the syntax right. Can anyone help? -
modules and triggers question
pappy02us posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to deactivate a module by use of a trigger? -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
pappy02us replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OK is the interaction key the keyboard "right-click" key? When I press that it say unpack jerry can at which point it drops on the ground and I lose all interaction with it. -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
pappy02us replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can some please point me to the instructions on how to use the Jerry cans to transfer fuel? I looked on the devhaven site but couldn't find them. Thanks