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Bulldog Six

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Everything posted by Bulldog Six

  1. Regarding the locations being further apart: that's realism mate! :) The flagzones are well selected and are key to gain control over Takistan. Plus it gives the civilian faction time and enough places for ambushes. I'm probably going to add more player slots to have more units at the locations while others are underway. I fixed the nil issue and updated the files available on the first post! Thank you very much for pointing this out and helping fixing this! :)
  2. Bulldog Six

    Operation unknown wip

    There is no EULA in the package. No EULA, no violation. Or you got any other cockblocking reasons not to tell me how to do it? Sharing information is not a violation of anything, you know - as in FAIR USE, so tell me please.
  3. Bulldog Six

    Operation unknown wip

    Well, I bought the product and decided not to support them any further until they release something worth supporting. Okay then, let's say I want to tear the thing apart. How would I do that and what "proxies" (whatever that is) would require renaming into what?
  4. Bulldog Six

    Operation unknown wip

    Are you serious? I bought Operation Arrowhead and I'm quite dissapointed with the quality and compatibility of their products already... and you are suggesting that because OA units ain't "good enough" to fly this aircraft I should spend more money to fix that issue? That is out of the question. So if anyone has a clue how to fix this compatibility issue without having to shove more money up BIS's a$$, please let me know how. That's what makes this community so great, ain't it so?
  5. Bulldog Six

    Operation unknown wip

    I'd love to see the CH-53 for OA standalone. Technically the chopper itself works in OA (tested) but the crew and passenger seats of it allow ArmA2 units only, so there's no way to fly it or sit in it's cargo. :( This shouldn't be hard to edit, is it?
  6. Bulldog Six

    Someguy's Afghan National Army

    any chance to get these for OPFOR? (for PVP matches)
  7. Bulldog Six

    They better have female soldiers...

    another perfect example of what your "advice" is worth. how about you stick to what you DO know before you start guessing, thinking, assuming etc.. you said something about 'unsolicited advice': taking a look at the amount of posts you've written tells me you can't keep your so called advice to yourself. maybe you should think more about not running such a big mouth.
  8. Bulldog Six

    They better have female soldiers...

    who are you, the nanny? get out of my face. you write as if you'd know me. well you don't, so again: get out of my face. civil enough?
  9. Bulldog Six

    They better have female soldiers...

    Totally agree with you! If the reason female soldiers aren't included is a question of morality one should start putting war(games) in question in the first place. Noone seems to have a problem with that, so why be a hypocrite about it with female soldiers? Makes no sence to me either. @Max Power: first, I stated I'm angry and frustrated. you don't have to read between the lines to catch that. second, I don't really care if BIS takes any advice. it's just another opportunity missed. EDIT: actually I do care a bit, because I want a game like this to be fun and realistic at the same time. most games have lost the fun part in the last decade and merely turned into semi-fun sparetime killers and mass-conditioning-vehicles.
  10. Bulldog Six

    They better have female soldiers...

    Well believe it or not BIS would be well advised to listen to some angry player's opinions if they expect them to buy their game and talk good about their future releases. I am disappointed for a reason. A game doesn't become a classic if it looks nice on first look and lacks details on second. And the predecessors pretty much do just that - nice and shiny look on the outside, and whacky gameplay feeling and boring storyline in the inside. Looking at what is there to see about A3 I get the feeling it won't change anytime soon, so excuse me for expressing my honest opinion about it. it is frustrating when a game is so promising and full of potential but becomes a second class game because of wrong set priorities of the dev's. I got my share of experience in gaming and I know exactly what this game/sim needs to become a classic - if they were willing to listen I'd be willing to consult them. but I agree with you on one thing: I doubt that'll ever happen. it's up to them to prove us wrong.
  11. Bulldog Six

    They better have female soldiers...

    it's pointless making requests. BIS doesn't give a shazbot about what the players want. they got their own agenda and that's it. nothing more. they don't even take the time to make C130's or Chinook ramps walkable (except a static one - lol). no, instead the player has to stupidly open a menu and pick a seat to spawn into... BIS is never gonna do it right because they don't care. just look at the extremely lame singleplayer campaign of Operation Arrowhead. ArmA 3 is gonna look nice on pictures and cutscenes, but the gameplay will still suck because BIS doesn't take the time to walk the extra mile to polish on details. and that's why it's still gonna suck - imho. p.s: I'm all for female soldier support - and the above mentioned walkable ramps and vehicle entering improvements. that's all I'm asking. if that's not in the game, ArmA3 will have to stay in the store-shelf for me. BIS better don't screw it up this time (again). nobody cares about volumetric clouds and that sorta nonsense. sure, it looks nice but BIS better implement something that makes SENCE and FUN in the game and is less ressource hogging stuff like stupid volumetric clouds.. especially when they claim to make it less hardware-hungry. they say one thing and do another, again..
  12. Bulldog Six

    All the Bis game have Counter Strike sounds

    the sounds in arma make BI look like a garage production.. I expect more from them for my money. If they don't bring a patch with official new sounds I'm not even going to consider buying ArmA III or other BI games in the future - and certainly not gonna recommend them.
  13. Bulldog Six

    Medevac Module

    hey guys, I need your advice regarding this medevac scripts.. I want to replace this line in my medevac.sqf: // Wait till the player's group is in the helo. waitUntil{{_x in MedEvac} count units group _unit == count units group _unit}; Basically I want the helo to take off as soon as either the wounded guy in the medevac gives the go signal somehow or the squadleader gives the go signal without having to come along (either via a mousewheel function or radio delta) ..instead of the helo to wait for the entire group to board the helo (since the entire group is not K.O. they don't need to come along either, right?) I don't know how to put into code. Can someone help me with this? p.s.: it's from kylania's planned extraction script (modified to a medevac extraction script. most of the script is the same, just some minor adjustments i.e. choppertype and such). kylania, you around? got any solid code advice for a code-rookie like me?
  14. Appearantly the Takistani helicopters (more specifically the UH1H "Huey" and the Mi-8) have issues with Takistani weapons crates (meaning the helos explode or take damage when the nose is pulled up to slow down). However they seem to have no problems with the US-Special Weapons ammo crates. Unfortunately the loading hint says it's an US ammo crate. So either I use the US crates and change the hint message to a more general loading hint message or someone figures out how to make Takistani weapon crates work in Takistani helicopters. How would one have to alter the script so it doesn not actually load a physical object into the helos but gives the option to spawn a crate when loaded one (simply unspawning a crate nearby)? That should solve the collission issues.
  15. any chance to see a video of this in action?
  16. is anyone considering updating this? or is the ArmA community dead all of a sudden? seems like it..
  17. well, my mission in near to completion. need to run some playtesting with enough people and see how it works. thank you folks so far! your thrones in the everlasting intro credits hall-of-fame are a certainty! your nicknames won't be forgotten :) here it is: http://forums.bistudio.com/showthread.php?p=2023519#post2023519
  18. if I set the plane to be locked in the editor the player is never kicked out (one can hear the attempt to "open the door", but the plane is still locked). the first plane won't be unlocked in the script (only a recreated plane I assume). I'll upload you my mission so you can have a look. you'll get the download link in a PM.
  19. Last time I tried it the crate was stuck in the air and there was no parachute. (using OA standalone!) EDIT: I fixed the parachute issue by adding _EP1 to all ParachuteBigWest-entries within the Engine.sqf. So essentially - if you're using OA standalone - replace all ParachuteBigWest entries with ParachuteBigWest_EP1 within the Engine.sqf. @sxp2high: when dropping a crate using the ATL code you posted recently ammocrates will land/hover about 2 m above ground level and are not accessible/content is not useable! I'll try psivalli's recently posted code now to see if that fixes the bug. EDIT 2: with psivalli's code ammocrates and vehicles land on the ground, but ammocrate content is still not accessible when the crate is dropped in midair (one can see the content of the box but one can't switch or grab anything), only when the crate unloaded from the ground one has full access.. I tried all 3 codes, none worked for me to retrieve content of an ammocrate when it's been dropped in midair. however, with psivalli's code the ammocrate lands on the ground (unlike the ATL code). for what it's worth, the original code worked for me just as well as psivalli's code (crates landing on ground) - the unaccessible content issue remains however with all 3 versions. IMPORTANT NOTE: I found out that this script is quite dangerous for OPFOR units. An OPFOR helo (i.e. UH1H "Huey" or Mi-8) with an ammocrate in it's cargo will be destroyed if it attempts to slow down quickly (pulling up the nose). I haven't tested the effect of vehicles in cargo yet, but it'll probably be the same. Also, the position of the crates is quite odd in these helos. Maybe instead of actually placing a crate into a helo one should consider using the spawn function for crates. As soon as a crate is chosen to be loaded it might be better to unspawn it entirely without actually putting it into the vehicle and spawn it as usual when unloaded. That might solve this kind of problems. I'd apreciate it if someone could help fix this bug like that. - all of this tested using OA standalone only -
  20. Man, you work is awesome! Hope you can fix it! Don't give up bro! :)
  21. Sorry for my late responce, I've been quite busy building up a linux system. Yes, I did as you told me. I placed the waypoint and named it like you told me. I'll test the additional changes and get back to you. About the Transport Unload waypoint: I've had some experience with it and found out that airplane's autopilot landing always takes a certain approach. The only trick is to place the TU waypoint far enough away (~1000m) from the airport to give the plane enough time to make the landing approach you mentioned [this is planes only, since helo's don't require a certain angle to land somewhere, i.e. takeoff & landing strips]. It seems that it will always land on the closest airport available. So one shouldn't place a TU waypoint exactly on the airport but about a km away from it [for planes, that is]. The plane will merge with the autopilot landing approach and drop the passengers after the landing.
  22. uhm, that's exactly what I was talking about.. but hey ;)
  23. allright, I've tested it! spawning the plane with the player in cargo works! but can't we just use transport unload at one of the waypoints to make the plane land and drop off everyone in cargo? so the pilot wouldn't have to get out of the plane and get back in again? anyways, the plane does not take off again after the pilot get's back in :( it moves a couple of meters and then hesitates and stops. he does that a couple of times until at some point he doesn't move forward anymore. so it never flies to the delete point. but the deletion of the airplane (and probably of the AI-pilot as well) works I flew it myself to the marker and the plane disappeared. "AAAAAAAAAaaaaaaaa.....!!!" *pht!* also, should I lock the plane? does that disable the ability to jump out prematurely? and how should I prevent the player from switching to the pilot seat? if you like I can upload my mission somewhere and give you the download link so you can check it out if that helps. let me know if you'd take a look at it and I'll upload it with some info on who, what, when and how. well, many thanks for your help so far mate! I know to appreciate it and I'm eager to read your reply soon! :) p.s.: is knowledge about linux-code helpful in scripting for the game? I recently started to learn and use linux and some code seemed similar to the game code/language. are you a linux user?
  24. I know EXACTLY what you're talking about! I couldn't agree more. I don't like respawns either, that's why I've been working for months now on a PvP AAS mission that is somewhat like PR, where the vehicles have long respawn times, you can transport ammo crates and so on. and to replace unit respawn I intend to implement a medevac system that spawns an immortal medic near you when you are incapacitated who draggs you out of the firezone, into a medevac chopper nearby (engines running) which flies to base and revives you there at the field hospital... ..while YOU (the incapacitated one) experience all that from this point of view: Iz4glqHVGiw The mission itself is done, it's almost like a movie by now. Could need an improvement here and there instead of my provisory solutions, but I definetly need assistance from the script-guru's here *cough cough wink* to make the medevac thingy work. can someone show me how to do it? (p.s.: no thread hijacking intended, I just thought you might like to see this approach of instant-respawn-evasion as well)
  25. Bulldog Six

    My country flag...

    I'd suggest a 256x128 resolution still (unless you want to have a square flag) there are many types of barriers in the editor, also sandbag-walls. you don't need to stack each sandbag on another yourself. just throw all kinds of barriers in the editor and check them out ingame with the preview. sometimes one expects one thing by it's classname and is surprised to see something different... sometimes a welcome surprise. but you can with setpos. put this in the init of the object you want to have on top of another: this setpos [(getpos this select 0),(getpos this select 1), 2]; the number 2 is the height position (in this case 2 meters). you can change it to your desired value - with either full numbers or with period as komma (i.e. 2.5 for two and a half meters height)
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