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Everything posted by 1para{god-father}
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UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To keep the marker visible you need to have "showmarker" as UPS hides the marker, that is why it disappears but it is still there just invisible. I presume they spawn @ 0,0,0 but then move to the marker ? or do they stay at 0,0,0 ? -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would try moving the marker to the next task and not deleting it , it looks like they spawn and the marker is not there , so they spawn 0,0,0 or add a sleep after you recreate the marker before you spawn to see if that helps. -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haveing an issue with Respawning Vehicles :- nul=[this,"strelka","init:","respawn:",10] execVM "scripts\upsmon.sqf" It respawns but the guys never get back in the Vehicles they set off on foot ? Any idea how to get them bck into the vehicles ? Ta -
Insurgency
1para{god-father} replied to Fireball's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks , I changed this but i still spawn miles away no hear anything, then for some reason I am unable to move the HQ ? -
[FOCK]ers IED
1para{god-father} replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Mikie Boy, I have seen your suicide Bombers script page 2 i think , but is there a way instead of placing units to auto creat them on the fly i.e once 1 is dead it will spawn another in a new location ? As i do not want to preplace them. Ta -
Insurgency
1para{god-father} replied to Fireball's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have made a few changes to Insurgency mission we play and now I would like to port it to another map from Takistan , it all works appart from the base spawns miles off the map , how can I change the distance on the Base spawn ? could not locate where it does that Thanks -
BTK Player Restore (Multiplayer Autosave)
1para{god-father} replied to sxp2high's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Would there be a way to also capture how many lives are left like the MSO does so when they re join they get the number of ,oives again untill reset or after 24 hours etc..? -
Addaction on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
All works like a charm You are a Top Man !!!!! -
Addaction on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry that was a typo the unlock is false :) This is a MP mission and I have a keypad that I am using to lock and unlcok things with a keypad and password they get during the mission and it unlock a few vehicles etc.. So any way I can do this with an addaction ? ahh i see what you mean sorry brain failure ill try that now ignore above !! -
Revive Script
1para{god-father} replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anyone managed to get this working with the MSO (NOMAD) - i have it mostly working appart from the number of Lives it allways resets it back to the orginal amout, it saved the players kit position etc.. Anyone managed to do this? -
[FOCK]ers IED
1para{god-father} replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure if it is me but when we defuse IED's we get a message about Updating location on Factory but we get nothing else I thought we would get a marker set on the map of approx location ? Should I ? -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - GENERAL
DOH servers are all empty :( -
ARMA 2: Operation Arrowhead - Linux Server beta 1.60.94743
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
Also need Linux 1.62 patch Server all empty as eveyone has updated ETA ? -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Guys anyone know if there is a Linux 1.62 Patch so i can update our Dedi server ? -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - GENERAL
OK I have a dedi server on Linux , how do i patch it ? Is there a patch for Linux on the way ? -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Anyone having Issues after installing this patch , my game will not load anymore even without anymods on :( Any suggestions or is it a full reinstall ? solved REMOVED SOUND.DLL working again now -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A quick question I am using the ShackTac Fireteam HUD (STHUD) and noticed that when the leader dies i.e in a car or watrer we all lose the HUD could it be the Colum_revive_Death_LeaveGroup= true; Is there an issue if i chan ge it to False ? not sure what it does would it still show the killed corps in the group as well ? -
DDAM full release
1para{god-father} replied to dk-vcb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would like to just use the scania trucks is that possible as i am trying to put together a pack for my clan, and update our server but do not need all the other stuff to reduce the size of files, can you advise what pbo's I would need, if it is possible or are they all linked ? Thanks - great work BTW ! -
I have been playing a MP game now for the last week but the man who gives us the Mission has gone walkabout must have forgot to put him on hold, and I really do not want to restart the whole game as we have built a base etc... so is there a console out there that can run a function so i can get my side missions? I just need to call the following [] call ps_addmission Is there a console type of thing that i can run as an addon just to call this ? thanks
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Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not sure why but I set it to 48 hours , and after that time i.e i left it 3 days and went back into the server (i still had 8 lives left) It goes in fine but within about 45sec I get ACE Spectating mode - even thoi i have disabled it. It is like it does not reset my lives but removes them ? my config /***********************************************************************************************************************************/ /*************************************************Seccion de configuracion***********************************************************/ /***********************************************************************************************************************************/ //Nº of lifes. Minimum number is 1( doesn't make much sense tought since you will directly die when killed), use 1000 for unlimited //NOTE: this value will be OVERWRITED if you pass parameters to the execVM on the mision init.sqf. So use: execVM "revive\ReviveAceWounds.sqf"; Colum_revive_Conf_Lifes= 16; //Disable IA wounding system for IA, seems to cause more desync. ace_sys_wounds_noai= true; //Total time that units remains uncon before die, in seconds ace_wounds_prevtime =1200; //If true, spectator will be activated wile uncons, if false you will see a black screen while uncons. ace_sys_wounds_withSpect = false; //Show team kill mesages Colum_revive_TKcheck= true; //Show enemy units when you are totally death, true= show all, false = only your side. Colum_revive_VerEnemigos= true; //Pvp enabled, markers and uncons mesages only will be seen by your teammates Colum_revive_PvP=false; //Heaiyly wound and enemy player would give the attacker +1 score, and -1 if he wound and ally. This is intented to be used on PvP games to have a better stat tracking, because without this feature enabled, you will only be credited when you kill a player that had no lifes left. Colum_revive_WoundScoring=true; //Medic rucksack. "" for disabled any other rucksack classname to enable Colum_revive_MochilaMedico=""; //Contents for the rucksack // the contents are: [nº compress, nº morphine, nº ephinifrine, nº green smoke grenades] Colum_revive_MochilaMedico_Contenido=[12,12,15,2,12]; //Uncoment(remove the // afther the line) any line bellow to enable specific side backpack or contents. //Colum_revive_MochilaMedico_WEST = "ACE_VTAC_RUSH72_TT_MEDIC"; //Colum_revive_MochilaMedico_EAST = "ACE_VTAC_RUSH72_TT_MEDIC"; //Colum_revive_MochilaMedico_GUER = "ACE_VTAC_RUSH72_TT_MEDIC"; //Colum_revive_MochilaMedico_CIV = "ACE_VTAC_RUSH72_TT_MEDIC"; //Colum_revive_MochilaMedico_Contenido_WEST =[10,20,15,2,10]; //Colum_revive_MochilaMedico_Contenido_EAST = [10,20,15,2,10]; //Colum_revive_MochilaMedico_Contenido_GUER = [10,20,15,2,10]; //Colum_revive_MochilaMedico_Contenido_CIV =[10,20,15,2,10]; //Jip players wil have an option to teleport to his squadmates when conected. True = allow, False = not allow Colum_revive_JIPTelep=false; //The gear, heal status and position are stored on player disconnect and restored on conect. =true Enabled = false disabled. KNOWN ISUE: backpack contents and weapon on back are not saved because are local to the client :(.( that excludes the medical gear of the backpack that its added again for medics). //NOTE: this feature is stil experimental, but should work Colum_revive_DisconectSave=false; //allow respawn . false= if uncons time runs out you will DIE PERMANENTLY, EVEN IF YOU HAD LIFES LEFT. true= if you get out of time you will respawn on the designated respawn if you had lives left Colum_revive_Respawn=true; //Side respawns . false= everybody has the same respawn. true= each side has his own respawn points Colum_revive_Respawn_Side=false; //Side lifes . false=everybody has the same number of lifes. true= each side has his own number of lifes Colum_revive_Vidas_Side= false; //Death map Markers, false= no markers, true= wounded units would be shown on the map. Colum_revive_Death_Markers= true; //Death Messages . false=no mesages. true= a mesage will be shown when someone falls uncons. Colum_revive_Death_Messages= true; //death people leave group . Recomended true, only false if you use a stupid script that uses the leader unit to get the group in the middle of the game. Colum_revive_Death_LeaveGroup= true; //Minimun damage left after been healed with the medkit. 0 disabled. Values recomended 0.01-0.08 ace_sys_wounds_leftdam=0; //On medic revive make full heal( so you don't need to use medkit after revive, only for normal healing). True enabled, false (Default) disabled Colum_revive_Levanta_Heal=false; //Penalice Respawn button with Death. If true, if you press the respawn button you are out of the game, if false, you will only lose a life Colum_revive_RespawnButtonPunish=false; //If server fails to send the number of lifes, set it to 0. If set to false, if fails, you will get all the lifes Colum_revive_KillOnConnectFail=FALSE; //If the player disconects while unconscious or heavy wounded, he will lose one life. This may avoid some posible exploits.= true enabled, =false disabled. Colum_revive_DisconectPunish=false; //This parameter determines wath to do if someone dies in the water, the posible options are: //0 : Do nothing . if deep water, it will be no chance to save him, escept if there is respawn :P, if not, you may be able to drag out of the water //1 : Direct death ( lifes=0 if respawn not enabled, and -1 life if respawn enabled) if the player dies and sinks in deep water //2 : The dead player floats over the water, there is 2 ways to save him. Go with a vehicle really close to him and he will get onboard automaticaly, also you can swing to him to grab him and carry him to the coast. //3 : The player is moved to the nearest coast, using norrin script. Colum_revive_WaterAction=3; //life persistance: //-1 : always persistent. Lifes will only be reseted on mision restart or using Colum_Revive_Funcion_Reset_Data function(default) //0 : non persistan lifes, players that JIP will have the max number of lifes //>1 :The lifes of the players will be reseted after some amount of time(seconds). For example if you set it to (30*60) a player that runs out of lifes when 30 mins have passed after his death, if he reconnects he will have max lifes Colum_revive_LifesPersist= (2600*60); if (Colum_revive_Respawn) then { //Text of the respawn buttons, a text must be defined for each respawn point. There is no limit for the number of respawn points. Colum_revive_RespawnButton_text = ["SQN Base", "Rally Point"]; //other example : Colum_revive_RespawnButton_text = ["respawn1", "respawn2"]; //Name of the markers for the respawn( could be diferent from the button text, used the same just for this example) //NOTE: you can easy create a movile respawn by creating a marker and updating its position Colum_revive_RespawnMarkers= ["sqn_base", "rallym"]; //offset for the respawn point. Usefull for example to define respawn inside buildings or in the carrier. Colum_revive_RespawnOffset= [0,0,0,0]; //Time to appear the respawn buttons when you are wounded, in seconds ace_sys_spectator_RevShowButtonTime = 300; if (Colum_revive_Respawn_Side) then { // Side respawns if you use Colum_revive_Respawn_Side and you comment the respawn buttons markers and offsets( by placing // before them) of a side, that side will have respawn disabled. //So that way you can enable respawn only to one side //Bluefor Colum_revive_RevButtons_WEST = ["respawn1_WEST", "respawn2_WEST", "respawn3_WEST", "respawn4_WEST"]; Colum_revive_RespawnMarkers_WEST= ["respawn1_WEST", "respawn2_WEST", "respawn3_WEST", "respawn4_WEST"]; Colum_revive_RespawnOffset_WEST=[0,0,0,0]; //oppfor Colum_revive_RevButtons_EAST = ["respawn1_EAST", "respawn2_EAST", "respawn3_EAST", "respawn4_EAST"]; Colum_revive_RespawnMarkers_EAST= ["respawn1_EAST", "respawn2_EAST", "respawn3_EAST", "respawn4_EAST"]; Colum_revive_RespawnOffset_EAST=[0,0,0,0]; //Independ Colum_revive_RevButtons_GUER = ["respawn1_GUER", "respawn2_GUER", "respawn3_GUER", "respawn4_GUER"]; Colum_revive_RespawnMarkers_GUER= ["respawn1_GUER", "respawn2_GUER", "respawn3_GUER", "respawn4_GUER"]; Colum_revive_RespawnOffset_GUER=[0,0,0,0]; //Civil Colum_revive_RevButtons_CIV = ["respawn1_CIV", "respawn2_CIV", "respawn3_CIV", "respawn4_CIV"]; Colum_revive_RespawnMarkers_CIV= ["respawn1_CIV", "respawn2_CIV", "respawn3_CIV", "respawn4_CIV"]; Colum_revive_RespawnOffset_CIV=[0,0,0,0]; }; }; if (Colum_revive_Vidas_Side) then { // life number if Colum_revive_Vidas_Side= true; //lifes for bluefor team / west side Colum_revive_VidasMax_WEST=2; //lifes for opfor team / east side Colum_revive_VidasMax_EAST=3; //lifes for indepen team / guer side Colum_revive_VidasMax_GUER=4; //lifes for civilian team / CIV side Colum_revive_VidasMax_CIV=10; }; /***********************************************************************************************************************************/ /****************************************************FIN configuracion**************************************************************/ /***********************************************************************************************************************************/ -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have given my UPSMON a loadout off different color Grenades , but when they throw smoke they are white all the time ? Is it coded into UPSMON to only throw White ? -
How to change smoke on AI
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks works a treat ! -
How to change smoke on AI
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am creating a group as below but how can I change the smoke so they all carry a random Smoke color ? _blockers = [getPos _roadpos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "INS" >> "Infantry" >> "INS_InfSquad")] call BIS_fnc_spawnGroup; Thanks -
Total understand and agree, but my players know only AI have white smoke so they all take different colour smoke , if they see white smoke they Put rounds into any white smoke as they know it is from AI , hence I wanted to change things for a mission i.e surprise them to keep them on their toes. So is there any way?
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Is there a way to get them to throw a different colour smoke from the start, as they always throw white smoke