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About WalrusNZ

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    Racing, Arma, Music

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  1. Also somewhat related, is there any way I can check to see if all the spawnable units in the zone have been killed, and from there change the colour of the marker? Using spawn T8U_fnc_Zone of course.
  2. Oh awesome, that is exactly what I needed, thanks alot! Edit: How would I use this in conjunction with the "spawn T8U_fnc_Zone" function for multiple sides in terms of caching the units when the zone is deactivated? For example, in my mission i have 3 factions. Faction 1 is the player faction, Blufor, who i dont use the script on. Faction 2 and 3 are the AAF and CSAT, both AI only sides. So far i have managed to spawn both AI factions, however, i dont understand how to get the cache to work. In my unitsCONFIG.sqf i have T8U_var_EnemySide set to EAST, for spawning the CSAT guys. They (the CSAT) cache just fine when the zone is deactivated, but for the AAF when i set the cache variable from EAST to RESISTANCE - eg ["unitsBastamAssault", "markerBastam_1", "RESISTANCE", "WEST", 1500] spawn T8U_fnc_Zone; I get an error telling me "There is a serious error in your T8U_fnc_Zone call" , and gives me back the code i gave as an example above. What am i doing wrong? Thanks again Figured it out again, after paying closer attention to the documentation. It was the switch from RESISTANCE to GUER that threw me.
  3. Has anyone been able to spawn Independant side units using this? I'm having a real hard time getting anything but CSAT to spawn. Surely I must be making an error somewhere, would anyone be able to help me? Ill put my "T8_missionEXEC.sqf" below: Changing the units back to the original CSAT ones works, but AAF ones dont. EDIT: Never mind, i managed to get it working. The problem was in my "T8_UnitsCONFIG.sqf" - to get Independant side to spawn, you have to use "RESISTANCE" instead of "GUER", in this line: "// standard side for spawned units T8U_var_EnemySide = RESISTANCE; " Awesome script, thanks for all the hard work :)
  4. WalrusNZ

    Setting Color of Offroad?

    Hi, how do i use this code? I have tried making it into a sqf file and executing it, but i cant figure out how to get it to work. I managed to get Mindstorm's script (above the quoted post) to work just fine, but i just cant figure out yours. Could you help me with this? Cheers
  5. WalrusNZ

    J.S.R.S. 2.2 Soundmod

    I've always assumed that I have a mod running that conflicts with JSRS in terms of the under barrel grenade launchers, as they use the vanilla sound. Is this possible? Or have you not done any modding on those sounds yet LJ?
  6. +1 to this. I'd love to see the ragdoll command implemented for sure, it would allow us to make some wicked scripts but to also just mess around.
  7. WalrusNZ

    J.S.R.S. 1.5

    Sorry if this annoys you, but take a look at this :) http://www.armaholic.com/page.php?id=20106 Dont get me wrong, im not asking for anything :) Thanks for your work LJ
  8. WalrusNZ

    Arma 2: Namalsk Crisis

    Holy crap Sumrak. I put down a mutant module, set the time to 3 am, turned up the fog and made the weather stormy, and gave myself a rifle with a flashlight and 3 mags. Result = Scariest Arma moment in my life! You have done such an awesome job with the atmosphere on the map and with the zombies! I was walking down the railway tracks scanning around with my rifle and all of a sudden two red eyes come running at me full speed. I ran like hell!! Totally awesome job, well done. Also the campaign is great so far. :ok:
  9. WalrusNZ

    J.S.R.S. 1.5

    Really good video mate! Land Rovers sounding really good !
  10. Also, i know its a long shot, but would a hit point system be possible?
  11. Hey guys, I'm making a World of Tanks-like mission with the I44 Mod. If you've played world of tanks you'll know what I'm talking about. What I need help with is making a base capture script that would work on a Multiplayer dedicated server. I did a bit of searching but couldn't find anything that would work for what im trying to do. This is the basic idea: Two sides start at two bases on opposite sides of the battle zone. They must move and either kill each other, or capture the enemy base. As a member from the enemy team enters their base, a capture percentage starts from 0% and goes up to 100% If the person capturing the base leaves the zone, the capture stops and returns to 0%. Once they enter the zone again, the capture starts again. If a capturer gets hit while the count is in progress, the count gets knocked back down (lets say 20% or so). If they are killed, the capture simply stops. Hopefully you guys can understand what I'm on about Would anyone be able to help me with this or point me to a good script? Thanks.
  12. WalrusNZ

    J.S.R.S. 1.5

    Will take a look now, thanks. ... Oh Ok, i assumed that the files in the optional folder were the old ones i had moved myself. Sorry for the inconvenience.
  13. WalrusNZ

    J.S.R.S. 1.5

    Oh awesome thanks so much LJ :)
  14. WalrusNZ

    J.S.R.S. 1.5

    Hi LJ, is there anywhere i can re download just the optional sounds you included in your latest version? I lost them by accident when i updated with six updater. Thanks