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RANKER

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Everything posted by RANKER

  1. Beerkan thank you. kylania you are right, but I when to Six Config Browser and check each page not so sure about the exactitude of those info sorry to say, thanks for your help. Best regards gentlemen
  2. People We badly and urgently need a fresh update list of class name for EVERYTHING. All the class name list in the scripting forum and else were, are out of date (units, ship, vehicle, armor, helicopter etc etc etc). Even the wiki thing is not updated. EX: what is the class name for a FULL SQUAD of soldier?? (to create an infantryPool in a script) etc etc. Regards
  3. RANKER

    Computer as an IED

    Thank you very much people for all your help. I will give you a feedback soon. Regards
  4. Huston we have a problem!! I would like to use a computer inside a house ( ARP_OBJECTS_computer) as an IED, I tryed this... object name = comp >>>>>>( IED name for the computer) Trigger... activation: blufor, once, present On Act: bomb = "m_mo_82mm_AT_LG" createVehicule [setPos comp]; deleteVehicle comp; An errore message => 1 elements provided 3 expected What does that mean ??? I use exactly the same thing on the road (with an other object named IED1,IED2 etc etc ( I placed 6 of those)) and it work perfectly (destroying 2 vehicles) I would like to use a trigger like the one on the road, not a script please. Regards
  5. BangaBob you are AWESOME !! If it would be possible for you BangaBob it would be fantastic if you could give us as a REINFORCEMENT a MASSIVE PARADROP of OPFOR (enemy) soldiers instead of the original one. DANG!!! can you imagine what kind of mission that would make that is another thing on my wish list ha ha ha ha I would not disturb you so much If I would have you expertise in script writing. Best regards sir
  6. People do you know Where I could find a "massive paradrop" script for arma 3 beta ?? thank you
  7. RANKER

    massive paradrop

    victim913 Thank you sooooooo much ha ha ha ha I ask that because using BangaBob EOS script it would be AWESOME for OPFOR reinforcement. In another word it was not for BLUFOR (players). Once again many thanks. Rgards
  8. @ Byrgesen May I know how you "tweaked the groups" ?? because I am not a script writer :( Working on my mission, I remembered that someone ask BangaBob "how to create more groups" and BangaBob answered "place more markers". So I am doing just that, but my markers are 20x20 because I put two markers side by side in one area to have more groups. The negative side of this is... 1) too many markers on the map and remembering their name is a pain. 2) me ether, I don't like the idea that players know at advance were the enemy is by looking at their map and seeing those red squares. 3) do you know what a reinforcement is made of ?? and can it be tweak ?? ============================================= My wish list ;) VERY LIGHT ZONE = 1 squad (good enough for those small places with few houses) LIGHT ZONE = 2 squads patrolling MEDIUM ZONE = 3 squads + 1 squad in houses + 1 light vehicle HEAVY ZONE = 4 squads patrolling + 2 squads in buildings + 2 light vehicles + 1 (or 2) helicopter(s) REINFORCEMENT = 2 squads + 1 light vehicle (it would be awesome with a massive PARADROP of OPFOR soldiers) APC OES ZONE = As the APC don't shoot, they just stand there, I do not use it. @ BangaBob Thank you so very much for all your efforts to help us creating better missions. Regards
  9. @Beerkan Doh! is wright lol (dang were did I put my soft ball bat??...let's see...)
  10. awesome !! many thanks BangaBob Regards
  11. Expert script writers please I need your expertise. I like the following script and I tried to install it in my mission but it doesn't work, I am surprise because it was working fine in ALPHA As I am not a script writer, can you make it work in BETA ?? Here is the SQF file open ------------------------ /* This script creates a hint by default that displays the players bearing when toggled on. Toggle key is the "k" key created by [RIP]BearBison */ if (isDedicated) exitwith {}; /* Private variables */ private ["_key", "_bearing","_text"]; /* Set the initial toggle state */ BEARB_compassheading_on = false; /* Determines if the old (text) or the new (hint) display method is used for the digital compass bearing false = new style (in hint message) true = old style (in text on screen) */ BEARB_compassheading_old = false; /* Sets what happens when the toggle is pressed */ BEARB_compassheading_down = { _key = _this select 1; if (_key == 37) then { if (BEARB_compassheading_on) then { BEARB_compassheading_on = false; } else { BEARB_compassheading_on = true; }; }; }; /* Sets what happens when the toggle is released */ BEARB_compassheading_up = { _key = _this select 1; if (_key == 37 && !BEARB_compassheading_on) then { hint ""; }; }; /* Ensures the primary display is found */ waitUntil {!isNull(findDisplay 46)}; /* Adds the eventhandlers to detect the toggle key press */ (findDisplay 46) displayAddEventHandler ["keyDown", "_this call BEARB_compassheading_down"]; (findDisplay 46) displayAddEventHandler ["keyUp", "_this call BEARB_compassheading_up"]; /* What happens when the toggle is true */ while {true} do { if (BEARB_compassheading_on && "ItemCompass" in assignedItems Player) then { _bearing = getdir player; _bearing = round (_bearing); if (BEARB_compassheading_old) then { titleText [(" BEARING: " + str _bearing), "PLAIN DOWN", 0.02]; } else { _text = "BEARING: "; hint parseText (_text + str _bearing); }; }; }; ------------------------------------------------------ Best regards
  12. RANKER

    ArmA 3 EOS script

    You are right mate, I am sorry I will do that right away. BTW if you are the moderator of this forum you can erase the thread, if you are not, thank you anyway. Regards
  13. BangaBob You wrote the ArmA 3 EOS script and you also created a mission named Occupation_V_5.3.Stratis. A question for you sir. I am wondering if in your mission Occupation you used the same EOS script or if you install an update version of that script (EOS)?? If you used an update of your script EOS can we know the datails and can the script itself be replace by an update one please? I tried your mission Occupation_V_5.3.Stratis ............."AWESOME WORK"!! (the enemy seems to be sharper then the original EOS script) People you have to be on your toes for that one :) regards
  14. BangaBob You wrote the ArmA 3 EOS script and you also created a mission named Occupation_V_5.3.Stratis. A question for you sir. I am wondering if in your mission Occupation you used the same EOS script or if you install an update version of that script (EOS)?? If you used an update of your script EOS can we know the datails and can the script itself be replace by an update one please? I tried your mission Occupation_V_5.3.Stratis ............."AWESOME WORK"!! (the enemy seems to be sharper then the original EOS script) People you have to be on your toes for that one regards
  15. People One thing I am wondering about is the "Group Tool". Each time I place a Rifle squad or a Fire Team on my map they always appear in a wide " V " formation, and soldiers are space out a bit to much at my taste. Lot of time the base is on a small piece of land and soldiers are every were except near the ammo box (spawn west). I decided to place one by one each soldier "not in formation" and put them in a line formation in front of the ammo box, and group them to an officer (all of them are playable). When I tested the mission ...........same thing the were in V formation again Is it possible to change the formation of the squad or team in a " line " formation and less space between soldiers ?? I have no more ideas, it seems like when you "group" them with a leader (no mater if you choose no formation for each of them) they do it any way ! Any suggestion will be awesome. Regards.
  16. Thank you very much for your help, I appreciate. Regards
  17. People One thing I am wondering about is the Group Tool. Each time I place a Rifle squad or a Fire Team on my map they always appear in a wide " V " formation, and soldiers are space out a bit to much at my taste. Lot of time the base is on a small piece of land and soldiers are every were except near the ammo box (spawn west). I decided to place one by one each soldier "not in formation" and put them in a line formation in front of the ammo box, and group them to an officer (all of them are playable). When I tested the mission ...........same thing the were in V formation again :( Is it possible to change the formation of the squad or team in a " line " formation and less space between soldiers ?? I have no more ideas, it seems like when you "group" them with a leader (no mater if you choose no formation for each of them) they do it any way ! Any suggestion will be awesome. Regards.
  18. oops sorry the answer as been given.
  19. RANKER

    massive paradrop

    ha ha ha ha ha those darn AI they are sooooooo stupid ha ha ha ha MadocComadrin If they all die when they touch the ground they are useless :( too bad tough that would have been awesome. thank you very much
  20. ha ha ha ha kylania (which way is left? ) ha ha ha ha ha Very funny person ha ha ha ha
  21. condition: opfor once not present Maybe ??!! not sure
  22. I am referring to your expertise, mission designers and scripts creators. I tried lot of things (markers, triggers, modules) but I still cannot find a way to do this, please let me explain. One of many objectives in my mission is to destroy a radio tower with explosive charge only. Which tower will be protect by infantry and mechanized infantry. I would like to find a way to make "indestructible" objectives until players get within an area near the objective area (kind of circle in a circle) if you see what I mean, and when players reach that outer-area the objective become "destructible". I will tell you why ... My friend and I, were playing on his server on a nicely done mission, multiple objectives (destroying radio tower, secure a village, assault a watch post etc..etc.. a very cool mission in my mind. But he used MCC_Sandbox and from the start point call the artillery on each objective, when I arrive at them, all OFOR soldiers were already dead and for me, the fun was gone. I don't want that to append to my mission, that is why, I badly need your expertise people. All the very best. Ranker...out!!!
  23. RANKER

    "destructible".

    Kylania This is genious !! WOW!! Is this coding only for objects?? can I use a similar coding for let say a village in which OPFOR infantry is patrolling and then, use a trigger with ["HnadleDamage",otidx]; when BLOFOR is near the village?? awesome :) regards happy Ranker...out!!! lol
  24. RANKER

    "destructible".

    ha ha ha ha NO shay_gman, ha ha ha ha , you did not create frankenstein. I know that program and that it was made to help mission designers, but even if I don't use MCC_Sandbox, doesn't mean that I am blind ha ha ha. C'mon, I just want to make missions for players to enjoy them self "the right way "Arma 3 suppose to be play if you understand what I mean. kylania Regarding BIS event_Handlers and prevent damage to objects. It's too darn complicated for me (an old 65 years old grumpy man to understand) ha ha ha ha. Only smart people like you and shay_gman and all others who like designing missions and scriptwriter can understand all the BIS things ha ha ha. I prefer designing a mission the hard way with the help of good scripts that will do what I would like to see in my mission.(EX: Fill house, militarize, reinforcement chopper, VAS etc ,etc, etc) Anyways thank you very much for the time you took to read me, I appreciate it. Best regards Ranker...out!!!
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