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Toasticuss

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Everything posted by Toasticuss

  1. While choosing load outs for soldiers on a mission in the editor, I came across a few weapons that had amazing red dot sights I wanted to use. Unfortunately it looks as if BIS had not finished finalizing the zeroing of the scope and it shoots a foot higher then the dot. All of the M4s and a few others do this. M4A3_RCO_GL_EP1 M4A3 CCO M4A3_CCO_EP1 Can anyone confirm that this was fixed in the patch? I'm currently using the stock version of Arrow Head If needed I can provide a video of proof. Also, where the heck is the love for the M16? Only Iron Sights for Arrow Head? That's a shame.
  2. How well would this work in ArmA 3?
  3. You are implying that their development team is extremely small...it is not, is 50+ Here are the credits for ArmA2 - http://www.allgame.com/game.php?id=72009&tab=credits There team has grown even bigger for ArmA3 as they have another division that split off and created the Carrier game.
  4. The ArmA3 dev team have gotten scarily quiet...not a shred of new info, no screen shots, no video, only thing new we know of is that the alpha got pushed to atleast december =(.
  5. Toasticuss

    Arma 3 Community Alpha - Announcement!

    Alpha should be out to test the core mechanics of the gameplay and engine, such as multiplayer limitations, scripting feedback, mission development behind the scenes...
  6. Hey guys, this is probably an extremely easy answer for someone more versed in editing, I need to make a trigger fire off either by radio execution or by waiting a certain amount of time. For the condition I've tried the only thing I can think of which is this or time == 30; 30 being the seconds it should wait until it fires off, however it doesn't do anything, only the radio works. Can anyone please assist? Thanks.
  7. Well that explains why that isn't working, so to get around that I could use two triggers and sync them both to a waypoint right? I synced a time only trigger to a vehicle move waypoint but the vehicle moves right after it spawns.... Why is that? Condition being - this && (time > 35); I also tried the same trigger with the condition being this and just a count down of 30 seconds but the vehicle also moves right away...
  8. Thanks for the response again, sadly it still did not work, here is the mission if you want to see if I did correctly. https://www.dropbox.com/s/ejoulqstrfsay4j/Radio_or_time%2520activation.Desert_E.zip The humvee should move if the radio is triggered or 30 seconds has lapsed....
  9. Thanks for the quick response, it unfortunately still does nothing :(
  10. "INSCOM just got confirmation that a UH-60 Black Hawk helicopter delivering supplies to the locals, was shot down by an RPG. Satellites confirm that there are 2 pilots that are alive down there. Your team is being tasked as the first wave to go in and secure the pilots. Once you have secured their location proceed to the extraction point where a helicopter will exfiltrate your team and the pilots. You're going in and getting out hot so be prepared. Civilians are out there as well, so make sure to check your targets. Operation Black Thunder is a go, good luck gentlemen we're counting you." Features Dynamic Battles Helicopter Insertion and Extraction Lots of Weapons to choose from in the Gear menu at the Briefing. Custom Music Downtown Zargabad. AH-64D Helicopter over watch CREDITS AND THANKS W0lle Google Forum Members ArmA Holic USRanger709 cobra4v320 Huge thanks to Kylania Thanks to Raven and David for bug testing! Minor Problems Apaches fly a bit low. Version 1.3 Change log (Old) Enemy AI Re-Written Extraction point officially moved and working Brand new insertion method Pilots animated instead of standing around More weapon load outs Rambo medic fixed Crashes are all fixed Marksman now uses a Scar sniper All script errors fixed AH-64D's are now called in via radio Version 1.5 Change log (Old) Auto save system implemented (Can also manually save) Team switching implemented More enemy AI re-written (Should be a bit harder now) Objective system as been completely re-done Helicopter hovering problems have been fixed (Please notify me if any more occur) More enemies on buildings and in buildings Starting weapon changed to M4A3_RCO_GL_EP1 CO-OP v1.0 (No Respawns yet) Version 1.55 Change Log (Old) Slight performance increase End triggers should now work correctly in co-op (Let me know if they dont) Pilot Building is now invincible Some music changed AI now has more ammo Mission Version is now displayed in loading screen Version 1.56 Change Log (Old) Extraction point moved farther, should let chopper land better Radio messages changed Players can now respawn into AI bodys when they die in MP A-10 Waypoints adjusted a little bit End trigger 2 added when all players die in MP Apaches should be working again Version 1.60 Change Log (OUT NOW) M16 Added for use with all squad members M249 Added for use M24 Added for Marksman Fixed Pilots not joining group properly in certain situations Cleaned up old code and made the mission a bit smaller Fixed Debriefing Pilots should no longer get stuck ---------------------------------------------------------------------------------------------- Install Notes Extract the .pbo file to your ArmA 2 Operation Arrowhead\Missions folder to play in single player under scenarios. Extract the .pbo file to your ArmA 2 Operation Arrowhead\MissionsMP folder to play in multiplayer co-op. Its limited to 5 people. Note - If you have an existing Operation Black Thunder PBO replace it with this one. Be careful when editing things in your backpack. It has been known to cause freezes on user specific computers. Version - 1.60 Download Link - Mediafire: Operation Black Thunder v1.60 Armaholic mirror: - I personally recommend everyone to play this mission with the following mods Sound Mod - Elias Sound Mod for OA It makes the immersion quite a bit better. AI Mod - Zeus's AI Mod AI has been overhauled to an extent. ---------------------------------------------------------------------------------------------- This is my first mission I have made for ARMA2 I really hope you guys enjoy it. If anyone would like to assist me getting this to work in Co-op or help make the AI smarter, or have any other questions & criticisms please post below. Please email me at [email protected] for any problems or questions you might have Thanks! :bounce3:
  11. Hey guys I've been messing around with the UnitPlay function and I can get movement part down it's just when I try to record the fire data that it fails. I am posting the firedata code right beneath the movement without any ";"'s or anything else. Is that how its supposed to go? I've also tried putting semi colons behind the square brackets and putting the firedata above the movement code but it continues to give me errors. Could someone please post a demo mission with firedata put into it so I can see how you do it? Also is the stuttering only in the editor? Here is my code if anyone wants to see it http://pastebin.com/xTqdkY6n Caution will freeze your browser if your on a low end system. I suggest using chrome with it since it has a tab manager to kill crashed tabs.
  12. I came across this thread having the same problem but putting what he says in the condition boxes does not work, it still makes it enabled from the start of the mission. Here is the thread - http://forums.bistudio.com/showthread.php?t=2486&highlight=Enable+radio I want the radio to be enabled when I step into the trigger area. I have found a few threads on how to do it when an object gets destroyed just nothing about being activated VIA a unit being inside of a trigger area. I'm sure its simple and one of you could easily help me out. Thanks.
  13. Operation Iron Fury Today we have been given some solid intel from one of our intel agencies that multiple groups Takistani milita are hiding out in the mountains, they are planning to invade some of the local villages. We're giving you the go ahead to take em' out. Also it appears that Abdul Najjar, a top military advisor for the Takistani millita, has just recently come into the area. We will update you further on during the mission where he is once our satellite is in position. A group of T-72 tanks have also been spotted by one of our sleeper units. The tanks are patrolling the south part of the mountains, keep a lookout for them, if you see any take them out! Good luck and stay frosty. Operation Iron Fury is a go. Mission features Adjustable time of day Cheats Custom music Dynamic objectives Auto Saves Required Addons NONE Recommended Addons HiFi Sound Mod (It makes the A10 sound SOOO much better) WarFX (Some particles FX have been improved) JTD (Improves smoke effects) Here is a video of the difference HiFi makes vs the original sounds KoTTgxj4fVA Notes If you use ACE with this mission you wont be able to complete it correctly due to ACE changing the damage modification on vehicles. Please report any problems to [email protected] or just post below. Have your music volume around 50% Install Notes Extract the .pbo file to your ArmA 2 Operation Arrowhead\Missions folder You will find it under Single Player > Scenarios. Download Link Version 1.0 Mediafire Mirror - http://www.mediafire.com/?13kqe09ena65qeu Arma Holic Mirror - http://www.armaholic.com/page.php?id=11468 Credits and thanks Google Arma Holic _neo_ kylania Megagoth1702 Sam Corrion for his Air Base Game play video thanks to Berliner 9H-J0ZwEB2M I hope you guys enjoy it.
  14. Toasticuss

    [OA][SP] Operation Iron Fury

    Go right ahead, you can use as much as you want.
  15. I am using DTMs convoy manager and I have it working fine, the thing I would like to do is be able to activate it via a trigger. Its called by a game logic. I've tried making a trigger thats called in by a radio with condition this activation is convoy0 = true; convoy0 being the game logics name, but this hasn't worked. Any ideas?
  16. This involves Operation Arrrowhead and possibly Vanilla ARMA2 So I'm getting fed up with this transport unload waypoint. Right now I have tested this over 70 times and everytime something bad happens. At mission start a black hawk helicopter comes in carrying troops and is supposed to land on an air field. The problem is when it lands. I am using W0lles method of unloading troops with this script _grp = _this select 0; _vehicle = _this select 1; _aunits = units _grp; _i = 1; _j = count _aunits; while {_j>_i} do { _vehicle flyInHeight 1; (_aunits select _i) action ["getOut",_vehicle]; unassignVehicle (_aunits select _i); _i=_i+1; }; sleep 2; _vehicle flyInHeight 100; This works to a degree. The problem with it is when the AI get out this happens http://img138.imageshack.us/img138/9701/vlcsnap2010070902h31m47.png http://img205.imageshack.us/img205/7250/vlcsnap2010070902h31m37.png The AI will run against the helicopter until it takes off. Sometimes when the helicopter takes off it will kill one of them. What can I do to fix this? Is it possible to make the helicopter hover above the invisible helipad? In all of my attempts and trying the on Act helicopter land "GET OUT"; would not make it hover. If it hovered the AI would not run against it and seldomly die when it takes off. Does anyone know how to fix this? Is this a bug with the black hawk? Is their a way to trigger them all to disembark? because that makes them come out fine just a little slow....
  17. I currently have an evac helicopter that lands only sometimes mostly because of the ACM spawning units around the landing zone and they shoot at it and scare it away from landing. Is there a way to to make it so they dont shoot at it and make him fly away?
  18. Toasticuss

    [SP/OA] Wolverine Feast

    How about download links to the addons? EDIT: Link was in Read Me Here it is if anyone wants it http://www.filefront.com/17224232/McTierOneV31.rar/
  19. Toasticuss

    [OA][SP] Operation Black Thunder

    That sounds like it would be awesome! :rolleyes:
  20. Toasticuss

    [OA][SP] Operation Black Thunder

    Yes, just make the condition of presence 50%
  21. Toasticuss

    [OA][SP] Operation Black Thunder

    Good to know people are still having fun with it :). I will for sure look into making audio ques, I need another American voice to make it sound right with mine otherwise it would just be my voice. Want to contribute? I could make the pilots in random buildings but for now its good where they are. In this new version now for some reason the enemies will run to the extraction chopper lol, I have no idea why, I can fix it by moving a few of their locations. In MP are you at all able to team switch? I've known about the leader not doing anything for a while now if your not controlling him. I don't know what to do with it besides telling people to get a full co-op game going, otherwise just play SP. I am looking into a respawn script if I can get it working Ill make a multiplayer only version. Let me know if your up for voice work.
  22. Toasticuss

    [OA][SP] Operation Black Thunder

    If you tell them to mount the chopper or tell them to get back to formation they will move. They are invincible because they are unarmed and stupid, they would just die right away if they weren't invincible.
  23. Toasticuss

    [OA][SP] Operation Black Thunder

    ------------------------------------------ VERSION 1.60 OUT NOW ------------------------------------------ * M16 Added for use with all squad members * M249 Added for use * M24 Added for Marksman * Fixed Pilots not joining group properly in certain situations * Cleaned up old code and made the mission a bit smaller * Fixed Debriefing * Pilots should no longer get stuck ------------------------------------------ Grab it here - http://www.mediafire.com/file/80u9q33x8nqtlqb/OperationBlackThunder.ZargabadV1.60.zip
  24. Wait why do you want him to shoot at an invisible helipad? What if you just changed the object to a small tire?
  25. Does the RPG guy have RPG ammo?
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