Bulldog Six
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Everything posted by Bulldog Six
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remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UPDATED: Thanks Muzzleflash! The line break code worked like a charm, but the solutions for Issue 2 and 8 need further tweaking. Issue 2: The intro for BLUFOR will start playing after 5 seconds, even if I'm on a different side (tested on CIVILIAN side). I also altered the trigger for the civilian intro the way you suggested (trigger condition: local player && time > 5), but the issue remains the same - keeps playing the BLUFOR intro. There wasn't even a BLUFOR unit playing. Maybe the static C130 in which the trigger lies executes the trigger as BLUFOR (since the trigger is set to be activated by BLUFOR only). Either that or the local player command is not specific enough to distinguish the factions. I don't know. Issue 8: It doesn't give out the message related to the vehicle I entered. I got a Chinook that should give out the hint "CH47-F abandonment time 5 mikes" and I got a UH60-M that should give out the hint "UH60-M abandonment time 5 mikes". The triggers are 2x2 meter squares in the cockpit area of each chopper, set as you described. When I enter the Chinook I see it's message for a split second and then it's replaced by the message of the UH60-M. I also get either one of those messages when I activate the parachute after HALO jumping on to the base (and I'm not even near the triggers!). How do I specify the triggers to the vehicles? -
Module graphics settings for Arma 3 Vote please
Bulldog Six replied to Flash Thunder's topic in ARMA 3 - GENERAL
no scroll bars for draw distance settings! that sucked before and will suck again. I want to be able to set the distance EXACTLY to a specified number of meters. -
I think we can all agree... optimization
Bulldog Six replied to Fuzzy McDoodle's topic in ARMA 3 - GENERAL
I disagree - the title says it all! and the author of this post is absolutely right, this game needs real optimization, not just hollow words and promises like in OA.... !! ---------- Post added at 04:05 ---------- Previous post was at 04:00 ---------- who said Battlefield 2? "BC2" stands for Bad Company 2. that makes your statement the incedribly stupid one.:rolleyes: -
great.. instead of improving the netcode of ArmA II you're just renaming Arrowhead & the addons into ArmA III and ask for more cash for it. Bohemia sucks! never gonna buy another game from them - it's not worth it. One just gets a crappy singleplayer experience and almost no official tutorials to make it better - one has to dig everything out oneself and study scripting as if it was our main job..- that's a no go!
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simple helo insertion - help needed
Bulldog Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been digging here for a while but couldn't find the right thing, just other variations of it, so here I am asking for help since I'm too noobish to edit one of those scripts myself (it's all chinese to me). on player connect I need a helo called "UH60_insertion" to spawn flying at marker "hStart", with the connecting player in cargo. when the player spawns in cargo I need the helo to move to and land at marker "hEnd", drop off the player(s) in cargo, return to "hStart" and delete itself again. this process should repeat itself once another player connects. this is intended for Multiplayer. thanks in advance to whoever can cook up a script like that. -
BTK Gasmask for ACE (Simulate conterminated areas)
Bulldog Six replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
(I double this one. Would be amazing!!) shhhhhh -
simple helo insertion - help needed
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ain't my version better for ressources? I figure a chopper which is always hovering somewhere waiting for cargo takes more ressources than a spawning and unspawning one. -
simple helo insertion - help needed
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
looks like kylania's planned extraction script. but that's not what I needed. I need the chopper to spawn on player connect, flying, player in cargo. -
would be much appreciated if BIS could take the time to make the cargo area of vehicles with animated ramps walkable.
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I believe this version works (I got the same version, just from a different site): http://www.ofpec.com/ed_depot/index.php?action=details&id=383
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ANNOUNCE: PVP script pack released
Bulldog Six replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
how do I disable the game-over screen when all enemies are down? I created a pvp map with the script pack but when few palyers are on it and all enemies are down at the same time I get the game-over screen. I want the game to be over when all AAS flags have been captured by one side (domination win set to true). any ideas? -
waking this post up.. ^^ we need this !
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OA desert mercs
Bulldog Six replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Schnapsdrosel: hammergeil alter! weiter so! gibts da schon was zum dl? -
need help with text on intro
Bulldog Six replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
but that's what a nice intro is all about :D .to introduce all the people who worked their heart and mind in effort to realize an idea so one can honor and memorize them. -
this is about a bug you can probably fix in 2 minutes.. this sometimes lethal bug annoys me the most atm (besides the crappy weapon sounds): when you are in the crouching position and have your weapon lowered you can not raise or aim with your weapon without standing up. I got the default key setting (doubletap left CTRL) to raise and lower your weapon. and this little bug can be sometimes quite dangerous, especially if you are seen when you stand up. to learn about the importance not to be seen, please watch this instructional video: 7yvUrCJ2pQI please fix that. now. you have 5 minutes! ;)
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need help with text on intro
Bulldog Six replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that worked! thank you very much kylania! both of you, kylania and CarlGustaffa, are already included in my opening credits for your great contributions to my map :) -
Medevac Module
Bulldog Six replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
your logic is faulty. the files have to be downloaded either way. either in the pbo version or in the script version. if you joined a server running the script-version once, you'll have the files on your computer for whenever you want to reconnect to the server. if you don't like that for some unlogical reason, use one of the other thousand servers available and go killing. and with all due respect if you and others have such an uncontrolable urge to kill somebody, you shouldn't be playing such games anyway. in that case you can consider yourself a manipulated, confused product of a sick society and should quit enjoying videogames/TV immediately and start staring at the blank wall until you regained total control of yourself, your thoughts, your emotions etc etc.. isolating yourself from ALL your connections/relations helps in this process. good luck and enjoy the journey of finding yourself within yourself, not out there somewhere. you won't find anything but misery and manipulation outside of yourself - truth lies within. :p -
need help with text on intro
Bulldog Six replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Update: I noticed it doesn't work if you are in a vehicle/aircraft. Is there something I can do to make it show up if you are in a vehicle as well? -
Ambient Civilian Module Not Working
Bulldog Six replied to RolfLarsson's topic in ARMA 2 & OA - BETA PATCH TESTING
nevermind, I'm using Alice 2 now. -
Night lighting effects
Bulldog Six replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
can you provide a script only version of the orange lights and vehicle headlights? also, have you thought about making a blue lightstick which would be attached to a vehicle's antenna? I've worked for the army a couple of times and I've seen them do that a lot for night missions. -
Warfare module documentation?
Bulldog Six replied to callihn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
true, but an experienced mapmaker can overfly the content, a newbie will read it through. -
Localized Sound
Bulldog Six replied to sgt_hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
another question about the ClassSFX sounds: how do I use these? playSFX "soundclassname"; ? and about music on game start: what is the optimal way and location to start to play a custom music track when the game is joined (after clicking continue on the mapscreen)? descirption.ext? init.sqm? I need it to be that only the one joining hears the music, not everybody. so far I've improvised this using a trigger at the spawn location, but then everybody hears the music again when a player joins at a later time. ps: same with init.sqm - so far improvised execution through spawnpoint trigger. is there a better way to run it? -
Medevac Module
Bulldog Six replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
oh please.. in the days of high speed internet it is a low price to pay to wait a couple of seconds instead of having to restart the game with the mod if you want to play on a server using the mod. not only that, it also limits the players who can join. this two sentences make no sense to me. if the one available is script only, why do I have to insert a module in the editor to use it? and I did. still need the module to be able to use the scripts. no module, no medevac. -
Medevac Module
Bulldog Six replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, I don't know how or if it works, but I would like to implement the mod into a mission I am creating so the content will be downloaded at server-join so there are no server-connection limitations that way (not being able to connect to certain servers because you don't have the file & also having to launch the game with the mod). Would you know how to implement it without having to place the medevac module in the editor? Meaning running it scripted only. -
Localized Sound
Bulldog Six replied to sgt_hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm.. I just read something about this r-commands.. *tabswitch & link-copy* Is that related to the yellow warning box on this page (link below)? http://community.bistudio.com/wiki/Multiplayer_framework I'm new here and have no clue what MPF is. But it seems like those r-commands might cause issues with this MP framework module. But it is certainly interesting. Thank you for sharing this information!