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exikutioner

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Everything posted by exikutioner

  1. exikutioner

    Clafghan Map 20x20 Beta Release

    Tunnels are not really supported with Arma. The caves on the map are already a HUGE step.
  2. exikutioner

    Editor-Like Topographies

    No problem. If I find an effective way to employ this, I will let ya know. Having the maps the way they are now is good for initial briefs and planning. Maybe have a second map (pack if one file is too large) that is on the 100/10m grids.
  3. exikutioner

    Editor-Like Topographies

    Show me how to do it in PS and I'm willing to help out.
  4. Much appreciated. Worked like a charm! Thanks for the additional thought. I constantly tell my unit members the same thing. Funny, another member of my unit is running his client in a 5.1 setup (with a stereo receiver) and never had the issues I did. Odd that this issue only pertains to headsets and not external speakers.
  5. exikutioner

    Editor-Like Topographies

    Would be even more helpful if you could add shadows to the terrain. Something like this or this.
  6. Using Six, version 1.3.12, I have deleted, reinstalled both ACRE and JayArma2Lib, and moved the dll files. Using the beta 1.6, and no beta, I have no directional. Any advice?
  7. exikutioner

    Sattelite pictures

    Could be a nice addition with this: http://www.theoverlaymaker.com/
  8. exikutioner

    MRAP - RG31 Mk5

    Scroll Wheel > Eject > All Occupants Looks great! One comment though, is it me or do the tyres seem proportionally smaller than the rest of the vic?
  9. exikutioner

    i7 hyperthreading

    What kind of motherboard? It might not be F2 to get into bios. I have seen Del, F10 and F12 used to get to bios. Depends on the motherboard mfg.
  10. That's how ACRE works. You need to use the radio for comms over 30 feet.
  11. Khost would be bad ass! It's a larger city, but mostly covered with farmland, so it is do-able.
  12. Looks amazing! Keep up the stellar work!
  13. After extensive searching via google, I am finally resorting to the community. Is there a way to spawn in a group of enemy and have them move to a set waypoint via a terminal (laptop, sign post, etc)?
  14. exikutioner

    Spawn Group via Terminal

    Figured it out. Needed to have "_EastGrp01 createUnit" not "EastGrp01......"
  15. exikutioner

    Spawn Group via Terminal

    Ok, thanks for the help so far. Got this done, but still have an issue getting them to move to the waypoint: //Create Men EastGrp01 = CreateGroup East; _leader1 = EastGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit1 = EastGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit2 = EastGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit3 = EastGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit4 = EastGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _leader1 = leader EastGrp01; _newGrp1 = (group _leader); //Create Tanks _tank1 = "T72_TK_Ep1" createVehicle [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0]; _leader1 assignAsDriver _tank1; _leader1 moveInDriver _tank1; _tank2 = "T72_TK_Ep1" createVehicle [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0]; _unit2 assignAsDriver _tank2; _unit2 moveInDriver _tank2; _tank3 = "M113_TK_EP1" createvehicle [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0]; _unit3 assignAsDriver _tank3; _unit3 moveInDriver _tank3; _tank4 = "T55_TK_EP1" createvehicle [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0]; _unit4 assignAsDriver _tank4; _unit4 moveInDriver _tank4; _tank5 = "T75_TK_Ep1" createVehicle [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0]; _unit1 assignAsDriver _tank5; _unit1 moveInDriver _tank5; //WayPoint _wp0 = _newGrp01 addwaypoint [getmarkerpos"WP1",0]; _wp0 setwaypointtype"Move"; _wp1 = _newGrp01 addwaypoint [getmarkerpos"WP2",0]; _wp1 setwaypointtype"Move";
  16. exikutioner

    Spawn Group via Terminal

    Tried that, and did not work. This is what I put in as the EnTank.sqf: EastGrp01 = CreateGroup East; _leader = EastGrp01 createUnit ["T72_TK_EP1", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["T55_TK__EP1", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["M113_TK_EP1", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["T72_TK_Ep1", [(getMarkerPos "tank1") select 0,(getMarkerPos "tank1") select 1,0], [], 3, "FORM"]; _leader = leader EastGrp01; _newGrp = (group _leader); Trying to use InfoStand2 with this: this addAction ["Live Enemy","EnTank.sqf"]; this enableSimulation false; this SetObjectTexture [0,"Live_Enemy.paa"]; What am I doing wrong?
  17. I was browsing the web and stumbled upon this program: http://shadermap.com/index.php It will create: Displacement Maps Normal Maps Ambient Occlusion Maps Specular Maps DUDV Maps (Yeah, I know its not used in Arma) As I am still trying to pick up the modeling hobby, would this be a better option as opposed to using Photoshop to create the maps?
  18. exikutioner

    Spray paint.

    Physically marking buildings that are clear would be a HUGE addition to Arma!
  19. exikutioner

    ACE for OA 1.12

    I'm assuming this affects ASR AI as well?
  20. exikutioner

    Clafghan Map 20x20 Beta Release

    Great things come to those who wait. Final release will be well worth it.
  21. exikutioner

    ACE for OA 1.11

    Ahh! This has been plaguing my Arma for the past 2-3 weeks now: Usually happens 2-4 hours in.
  22. exikutioner

    WarFX : Blastcore

    Yeah it is visible, if you like shooting like a Somail pirate with a stockless AK. No explanation needed. You summed that up yourself. Mainly, due to the fact that your reasons are ridiculous. Round impacts in FLIR are hard to see if your using anything less than 20mm. Your request for round impacts so you can snipe with TWS...wow. It's no bug.
  23. exikutioner

    WarFX : Blastcore

    Excited for the final result OS! Hope it's out soon!
  24. Looks amazing Rocket! Can't wait for the release. Hater's gonna hate, so keep up the thick skin!
  25. exikutioner

    ArmA 2 Game Launcher

    Really simple fix. click on the arrow in the bottom right corner, in the start bar. You will see Arma launcher listed as a running program. Right click the program icon and "reset window position". Should fix your problem.
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