Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About 2guapo

  • Rank
  1. 2guapo

    Self Heal

    Your awesome, the community is awesome, Editor is awesome! Thx, been looking for this for days now. May sound odd but my games will have a new level of intensity now that I can crank up the difficulty while being able to heal after taking a flesh wound.
  2. 2guapo

    Self Heal

    yeah i saw that while i was searching around for solutions but I do like the animation that goes with the whole first aid thing, something that setDamage=0 will omit, but playing as a medic is not something that I wish to do.
  3. I've seen videos on youtube where the player can apply first aid on himself when he has sustained enough damage. Can somebody show me how to do this?
  4. sorryfor the double post but i'm having no luck finding information about creating multi custom made ACMs. my problem is i don't know how to string them together under one init.sqf file. This is what I have waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 75,100] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["BIS_US", "BIS_TK", "BIS_GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.1, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; AND I would like to have a second module named "BIS2_ACM" but my method of copying pasting the above code and replacing "BIS_ACM" to "BIS2_ACM" has thus been unsuccessful. Could somebody post a working init that contains two different ACM modules under the same init file?
  5. Thx rok. I was able to figure it out on my own but your support helps. Arma's got the best IMHO community out there. Anyways, I'm back here to figure out how to setup multiple ACMs now. My mistake was when i was placing them in the init.sqf, i wasn't naming my module in the editor. Then when I started naming the module in the editor, I was placing the codes in the "initialization" and not the init.sqf. Chasing my own tail basically. Hope this helps those that aren't getting it yet.
  6. can somebody please remind how to add camo to my main character? I remember from a long time ago that i needed a website which listed the codes for the face types and then I would have to go to "mydocuments/arma2/profile" and then add the proper code with notepad. Thx in advance.
  7. Glad you guys are getting this to work. Sadly after 3 days of reading forums and countless 15 minute sessions on the editor, I'm still not having any luck. At this point I'm beginning to think it's becuase of my steam version, or maybe this doesn't work with the 1.07 patch or if I have to download something seperately. As it is I'm running Arma II+AO vanilla. Can somebody please verify that this is not so so i will not give up trying. Anyways this is what I have so far: 1. Create Rifleman as player 2. Place ACM module beside player 3. Open module and copy paste this to "Initialization" waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 100, 500] call BIS_ACM_setSpawnDistanceFunc; [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; [["USMC","RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; 4. Name module "BIS_ACM" 5. Hit F5 and synchronize to player 6. Preview the game for 5-10 minutes with time muliplier x4 What i get are defualt settings it seems. Even though air patrol is set to 0, choppers still show up, and when i change factions to USMC only to spawn 10-50 metres away they still spawn russians half a click away. Been trying this with Arma II launcher, the AO launcher, and the Combined Operations launcher for three days to no avail...