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zodd

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Everything posted by zodd

  1. zodd

    F Keys

    Try: As the system is booting hit F2 to go to Setup. From there click 'System Configuration' then 'Function Key Behavior'. Switch to 'Fuction Key First' then hit the 'Apply' box, then 'Exit'.
  2. zodd

    Stealth Kills?

    Updated version of silent takedown script. Being used on Wasteland server to good effect. Difficult to get an effective melee strike but possible (MUCH easier on an unaware enemy) http://www.armaholic.com/page.php?id=19731 Standard takedown requires close range and keeping aim on target for 1.5 seconds (duration of 'strike') edit: Not 100% insta kill - customisable general stats including failure rate and damage. Units must be assigned (individually or by group trigger) to have the ability to use the takedown. Individual unit melee effectiveness can also be customised. Takedown effected by salute key/addaction menu
  3. I have seen several threads (mainly in A3 forums) talking about silent takedowns for stealth missions and if BI will incorporate it... I thought it would be pretty simple to do so I had a crack at it. That is the story how this version of simple silent takedown script was born! Updated! V3 - http://forums.bistudio.com/showthread.php?151501-COMPLETE-Very-simple-silent-takedown-script-(ZOD_STAKEDOWN)&p=2360339&viewfull=1#post2360339 V1 1. Uses salute key as hotkey so you dont have to use the action menu (although that is still there if you want to use it that way!) 2. Basic setup in one line on any init field. Slightly more advanced setup (Chance of failure, specific units) through trigger and one line on act 3. Compatible with A2 and A3 with no editing http://www.armaholic.com/page.php?id=19730 VERY difficult to do during the day. Much more feasible at night against an enemy without night vision!
  4. zod_stakedown V1.3 is done! http://www.armaholic.com/page.php?id=19730 Several big changes (Read Readme for key details) Summary: Thanks to aclaw4u and the blokes at the Midnight Crew Reddit Wasteland for testing!
  5. zod_stakedown V1.3 is done! http://www.armaholic.com/page.php?id=19731 Several big changes (Read Readme for key details) Summary: Thanks to aclaw4u and the blokes at the Midnight Crew Reddit Wasteland for testing!
  6. Interesting update: I tried to copy the language.pbo but got the same error (semaphore timeout) from windows... Simple (although costly) solution for anyone in the same situation 1. Delete langauge.pbo in the existing folder 2. Buy copy of A3 supporters edition (which I wanted to do originally but settled for the standard one through steam when BI store was down) 3. Download the A3 supporters edition (on another computer) 4. Email the languages.pbo file from the new copy of A2:OA to myself (slack way of getting it to the other laptop...) 5. Save the languages.pbo to the original location on laptop1 6. Play! (Which I can now do with myself...!) A better (cheaper!) solution is just get someone that owns A2:OA to email you the languages.pbo file... Lucky I want BI to have my money!!!
  7. Gday all, Arma 2 has stopped working for me... I play from my laptop and it had been working fine... I had been running A2 then had a break; several hours later (laptop not turned off) I tried running again and got the errors... It is alternating between the two error messages below: The semaphore timeout period has expired. The request could not be performed because of an I/O device error. Any ideas?? (Apart from full reinstall...?) Version 1.62.95248 File read error: E:\Games\Bohemia Interactive\ArmA 2\expansion\addons\language.pbo,79 File read recovery from error 79 has failed with error 79 Error 79 reading file 'E:\Games\Bohemia Interactive\ArmA 2\expansion\addons\language.pbo' ErrorMessage: The semaphore timeout period has expired. Version 1.62.95248 File read error: E:\Games\Bohemia Interactive\ArmA 2\expansion\addons\language.pbo,79 File read recovery from error 79 has failed with error 45d Error 45d reading file 'E:\Games\Bohemia Interactive\ArmA 2\expansion\addons\language.pbo' ErrorMessage: The request could not be performed because of an I/O device error.
  8. I personally like the concept of the 'g' button for grenade as it is a lot easier to get in a pinch than cycle through using the 'f' key. Perhaps 'g' could be used to select the grenade then use mouse as per A2. I also think throwing it straight forward is much better - There have been several times in A2 where a grenade has bounced back due to something in the flight path near me (eg. door frame indoors). Yes you have to look up a bit to throw it but it avoids the unexpected obstacles (you wouldnt throw it straight into a door frame in real life....) I think the ACE grenades had an interesting concept (Different throw modes - high arc, flat or underarm) which could potentially just be cycled through using the 'f' key if the 'g' key became the grenade selector/toggle. I have not noticed the issue in 3rd person as you say (I mainly flick to 3rd person to appreciate the cinematic quality!) but that may end up being a slight drawback of 3rd person? (You can use the optics key to jump to the grenade launcher sights, unsure about hand grenade?) Agree 100% about the 40mm sights - quadrant reflex sight is spot on!
  9. Does anyone know if the shortcut parameter for addaction can take multiple keys? Currently it takes a string eg. "Salute" or "user1" I have tried to make it take more than one but no luck using either ("Salute"||"user1") or ["Salute","user1"] http://forums.bistudio.com/showthread.php?100873-AddAction-Shortcut-Parameter Provides good info on how to use keys but doesnt mention multiples... Assuming the addaction is coded in to only take one shortcut key... if anyone knows a workaround that would be great though!!!
  10. Or potentially THE best game to be making it on! Any idea about when/if you will release it?
  11. Updated first post with V1 (incorporating the suggestions and other improves)
  12. Haha it would be... kinda poetic! I will have a bit of a play around and see what I can do to improve... but first post updated with V1!
  13. Didnt work in A3 due to use of the surrender animation but it works by replacing it with a salute instead http://forums.bistudio.com/showthread.php?151500-COMPLETE-Very-simple-silent-takedown-script-(ZOD_STAKEDOWN) First point - true... that is a much better idea! An init script could even create its own trigger or gather all units some other way so just an init line is required... Would also allow passing of other parameters to it... might get on it now! Second point - That is already on the list (first thing I was going to do in fact!) Putting in a chance to fail and just do some damage which also lets the AI know about you. (That is its own punishment as you will have to recover your weapon before they turn around to engage you!) I may very well look at how to mod an item... I am using this script now to simulate throwing knives (adding in LoS too) but having them as an item would be great (if you can throw stones you can throw knives right!!!) I have an idea forming for a mission (based on a WW2 event) involving divers and and throwing knives/sentry removal...
  14. zodd

    Stealth Kills?

    http://combation.com/7-5-techniques/
  15. All it does is simulate a silent attack (eg. knife) on an individual - If you get within range (2m in this case) you have the option (addaction - red, top most action) to do a 'silent takedown' That will kill the unit to your immediate front. I would see it being used for silent takedowns of sentries etc. (Better than using silenced weapons as they still make some noise - disadvantage is it is riskier as you need to get very close and it isnt instant)
  16. No idea re: stopping the air brakes... That is just part of the speed control so unlikely unless maybe you leave all waypoints speed as full? Other option is use unit capture/unit play so you can fly it as you want? edit: Would also solve your second problem because you know the exact route the plane will take
  17. I have never used 'exit;' in my scripts.. Do you have showscripterrors on? If there is an error in your script it wont execute the code after the error. Try: use the show script errors parameter put _ID = _this select 2; elder removeAction _ID; at the top of your script and see if it works then (a bit of a hack workaround to see if it is the code or your script that is the problem...) As Gia said... something is wrong because that should work! edit: Very nice idea for conversation though... are you using variables to track it at all (eg. wont tell you something unless you have asked something else first?)
  18. zodd

    Stealth Kills?

    Definitely possible to do (relatively) silent takedowns - impart shock before enemy can react. Not a standard skill but definitely possible... so in the interest of (temporarily) satisfying people that want it... http://forums.bistudio.com/showthread.php?151500-COMPLETE-Very-simple-silent-takedown-script-(ZOD_STAKEDOWN) edit: if people actually want to use this I have a few other ideas to throw in to better simulate it... A lot of work though so this is a quick 90% solution. If anyone IS legitimately interested in a further developed silent takedown script I can play around with it more. (also I am sure there are MUCH better scripters than me out there that can make a lot better stuff quickly!)
  19. f changes weapon fire mode - it will cycle through single shot, (3 round burst if the weapon has it), auto, GL
  20. zodd

    High command module

    No replies so assuming noone else has had any luck... I would have thought it would be (fairly) straight forward to bring over... maybe the fact it isnt in the alpha means they are redoing it bigger and better! One can hope!
  21. This might help http://forums.bistudio.com/showthread.php?76848-Eject-MoveInCargo-Howto
  22. zodd

    High command module

    I have been looking around for this too! Anyone found it? I am guessing it may just not be in yet as it is alpha; although with all the other modules in already (artillery support works great by the way!) I would have thought it would be there...
  23. Despite it being in the future, I would guess they will have modern equipment too... It may just be the guerrilla factions have them!
  24. Arma 3 is using the take on helicopters flight model, during my (admittedly brief) playing of that game I had several higher speed/less controlled encounters with the ground... It has a lot better damage model (eg rotors being destroyed and flying off etc) and didn't always result in the explosive fireball! Eg. Hopefully the damage model gets used as well as the flight model! Note that they have said the alpha won't have that flight model in so even if we don't see the crash landings you are after in the coming release, it might still make the final game.
  25. You might be able to use an old script I made for it http://forums.bistudio.com/showthread.php?128618-Basic-direct-fire-support-script&p=2070305#post2070305 If that kind of thing will work I can send you the updated version (or modify it a bit for what you need)
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