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Everything posted by Phantom Six
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A working non addon train
Phantom Six replied to zonekiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That would be nice. Its the same with all structures on ARMA, if it moves, it won't take anything along with it unless it is attached by an attachTo command. I tried testing a moving aircraft carrier once, the player will eventually fall right off and same with any other AIs who stand on it. -
This is the reason why I take my bullet magnet friend with me :D while I stand back and shoot :D
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Any way to run Arma at "windowed full screen"?
Phantom Six replied to galzohar's topic in ARMA 2 & OA - GENERAL
You can click Alt + Enter for switching back between Windows and Fullscreen mode. -
For vanilla coop. Do you mean gamemodes with Domination and such where you conquer towns and have revive and such cooperatively or old school style coop with no respawn like in Operation Flashpoint 1. There's a couple domination server if you wanted a respawn coop with a lot of people, but I prefer the old school style no respawn coop. I recommend you join a group for a vanilla coop experience. There's also milsim clans who mainly uses ACE mod for realism stuff, though I don't join those because I don't always have the time and commitment for those. I do recommend Comrade In Arms group for a good vanilla coop experience without respawn/revive in a tactical manner.
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Yes, the new bloods can come from various community, a bit run gun-ish bit. I prefer playing old fashion coop closed off community away from them but when I play with my zombie lover friends on ARMA on DayZ, I usually group up with them, steer clear of those guys unless they try to shoot us we pop them :p . A bit barbaric if people shoot anything that moves on sight. Of course popularity would bring in kids that will annoy me but I guess that's what happen to a popular mod/game/whatsoever. I do like seeing the community of ARMA being more alive and more revenues for BIS is always good. They've done a great job and deserve the cash.
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DayZ Zombie RPG (Unofficial Mod) Alpha
Phantom Six replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Unfortunately, this isn't the nice ARMA coop community on DayZ... I've seen immature kids just like swear at my group. My friend and I tell people to stay away if they're stranger, usually the new guys just steer clear of us while some immature singles just try to shoot us. Well he regretted 1 vs 5 -
free users can play with plain A2 content only so, if someone made a mission for the full version of ARMA 2 without any OA content, ARMA 2 Free players can still play. As for the guys looking for simple clear the village and 4 man stealth mission stuff. Nkenny's lite mission pack (yes its lite for a reason :P low script low size but pretty decent for ARMA 2 Free) shall do the trick http://forums.bistudio.com/showthread.php?114436-LITE-mission-package
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DayZ Zombie RPG (Unofficial Mod) Alpha
Phantom Six replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well i can trust my steam friends. The ass was saved by my steam friend who finally convinced me to play this and after we rally up for a while he shot us all. I'm just gonna relay up with steam group and demand everyone not on ts3 while undercover to just leave -
DayZ Zombie RPG (Unofficial Mod) Alpha
Phantom Six replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Bandits arent my main concerned. My two friends got attacked by 3 and we just had maks. They took out 2 and i snuck up from behind and took out one with a makarov. What im worried about are (please excuse my language) prick assholes backstabbers who just shoot everyone in the freakin head after joining up with u -
@Sinnister domination for ARMA was the most popular mission since it came out by Xeno. DayZ is now the most popular mod and since a lot of media is spread around it... there's a marketed mod for masses. Youtube is your friend. Since DayZ's release, the ARMA population boomed. @VampyricTyrant if 6v6 is too much for a clan... simply remove one player from each side of the mission simply in the simple editor and there's your 5 v 5. You can probably market to the masses by pushing awareness and having a lot of youtube medias and other stuff for it, if the mission appeals to the masses or if the addon appeals to masses. Most successful example I've seen is Day Z
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The one, single thing you're most looking forward to?
Phantom Six replied to dmarkwick's topic in ARMA 3 - GENERAL
The expansion to the sandboxiness By this I mean, more features that can enhance the ability you can do with ARMA and its editor to make as much as you feel like with as much simplicity for newbies if possible and as much features (doesn't matter about complexity for the advance users) for the advance users as much as possible. More you can make of it, the better. You if people can produce a lot of varieties, it increases replayability by a bunch which I've seen a lot. Innovation is good :D -
Enable/Disable ACE Paramaters or just make a separate ACE version
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was thinking about the paramsArray with ammobox gears, it seems logical that it would work but I was wondering whether it would be fine for description.ext as well, looks like the answer is no :( I don't want to have ammoboxes in all missions like sniper missions and such because it doesn't seem to make sense to me all the time. Anyways, thanks for the responses guys. -
Enable/Disable ACE Paramaters or just make a separate ACE version
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I'm working on a mission and I have finished it for just a vanilla version only. I'm planning to make a parameter that will allow you to disable/enable ACE content. If enable ACE wounds will be enabled (working), BIS first aid modules will be removed (working), and ACE content should be added (does not work). Unfortunately, the description.ext doesn't support if statements so it crashes if I try that to check if parameters are true add ACE weapons and magazines into the briefing. I'm wondering if there's a solution to this or should I just make a separate ACE version or just forget about making an ACE version. When I tried removing the if statements, the vanilla content loads but ACE content still does not load. description.ext -
ACE Wounds and Parameters
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I'm trying to make a parameter that will enable ACE wounds or disable it. By default ACE wounds is disabled and can be played on vanilla and if someone wants to they can set it on to use ACE wounds. Unfortunately from my testings, it seems to be that ACE wounds does not trigger and the parameter doesn't seem to work. Can someone check on it for me and I got the parameters from this http://wiki.ace-mod.net/Wounding_System+notes#Enable/Disable%20wounds%20based%20on%20mission%20parameter description.ext class Params { class Density { title = "AI Density:"; values[] = {0,1,2}; texts[] = {"Low","Medium","High"}; default = 2; }; class Lights { title = "Number of Searchlights:"; values[] = {0,1,2,3,4,5}; texts[] = {"0","1","2","3","4","5"}; default = 5; }; class ACE { title = "ACE:"; values[] = {0,1}; texts[] = {"Disabled","Enabled"}; default = 0; }; }; class Extended_PreInit_EventHandlers { class co04_ScudSabotage { // Replace mission_name with name of your mission serverInit = "if (params select 3) then { ace_sys_wounds_enabled = true;publicVariable 'ace_sys_wounds_enabled' }"; }; }; -
ACE Wounds and Parameters
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I'll know it works if I see the ACE Wound options on my ACE menu correct which I did after that. Thanks Xeno. I also made it if ACE is enabled to add ACE weapons and magazines in the briefing menu but unfortunately, ARMA seems to crash with if statements in the description.ext Is there way a to add ACE weapons and stuff under a certain parameter in the briefing loadout? description.ext -
Making parameters
Phantom Six replied to HazJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if ((paramsArray select [color="#FF0000"]2[/color]) == 1) then {["Tank", "CDF_Soldier_Crew"] execVM "pilots.sqf"}; if ((paramsArray select [color="#FF0000"]3[/color]) == 1) then {["Helicopter", "CDF_Soldier_Pilot"] execVM "crewmen.sqf"}; skiptime (paramsArray select 0); You count from 0 not from 1. So the first is 0, then 1, then 2, then 3. -
A working non addon train
Phantom Six replied to zonekiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just tried it out and I got to say, brilliant work zonekiller :D . I can picture it right now... ARMA 2 BATTLE TRAIN!! :D I tried climbing in the cargo area of the train, unfortunately, if you stand in a structure that moves in ARMA you'll fall right out, but I mounted the KORD MG on the back and that works great :D -
Making parameters
Phantom Six replied to HazJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's correct. -
Making parameters
Phantom Six replied to HazJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if ((paramsArray select 0) == 1) then {["Helicopter", "US_Soldier_Pilot_EP1"] execVM "pilotCheck.sqf"}; if ((paramsArray select 1) == 1) then {["Tank", "US_Soldier_Crew_EP1"] execVM "pilotCheck.sqf"}; -
It would be a dream if the AI can use interiors and buildings right. Not only will the ARMA OPF vets be satisfied with how ARMA will be but it can also attract tactical gamers of all kind. Probably the CQB people in tactical gaming (The SWAT and R6 people) would be satisfy as well. More diversity to the sandbox of ARMA would make it better and people can make whatever they can or want of it.
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Will Bohemia finally improve ARMA's PVP to attract New Players?
Phantom Six replied to LockDOwn's topic in ARMA 3 - GENERAL
That sounds like a free money feed :p . Honestly, making a simple and dirty mission isn't that hard in ARMA. Can't the PvP scene just do it themselves? Or are they not bright enough to? It's not that hard. ARMA at it release doesn't come with too many varieties of missions to be made. Just a few stock coop missions. Its the community who just add on more and more to the list. -
Making parameters
Phantom Six replied to HazJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this should do it. Just an example of how I would do it hopefully it works :P description.ext class Params { class TimeOfDay { title = "Pilots/Crewman Board Vehicle Only"; values[] = {0,1}; texts[] = {"Disable","Enable"}; default = 1; }; }; init.sqf if ((paramsArray select 0) == 1) then {["Helicopter", "US_Soldier_Pilot_EP1"] execVM "pilotCheck.sqf"}; if ((paramsArray select 0) == 1) then {["Tank", "US_Soldier_Crew_EP1"] execVM "pilotCheck.sqf"}; -
If you like some good simple missions for ARMA 2 Free, here are some made by Nkenny. No respawn/revive stuff. http://forums.bistudio.com/showthread.php?114436-LITE-mission-package
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First Aid Modules Issue & First Aid Module Questions
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I'm working on a mission for ARMA 2, old fashion coop no revive stuff. Unfortunately after updating and tweaking up my mission, the first aid module seemed to get really buggy and doesn't function correctly. Before the update, I can use the first aid module to offer first aid to units and carry/drag units. After I updated the mission, it doesn't work so well anymore. At first I only remove gearing in via description.ext and used ammoboxes instead, added CLY Heal script, added parameters to set bandages amount for CLY Heal, toggle enemy density, and toggle amount of searchlights. After putting in the CLY Heal script, I cannot first aid any units unless I click first aid button 3 times. When I drag/carry units, I cannot move. I thought that the CLY Heal script was the problem at first so I removed that and the parameters to adjust bandages (I still kept the enemy density and searchlight density). Same problem continued. I restarted ARMA later and I can drag/carry units and offer first aid again. Problem was after first aiding one of the unit I tested on by shooting them in the leg, they can't stand on their feet and move (he's probably too injured to), so I dragged him to the medic tent and placed him down again. After that, he was unconcious again (that wasn't suppose to happen) and this time there is no option to offer him first aid unless I shoot him. I'm wondering what is conflicting with the first aid modules. It seems to work before I updated the mission. ---------------------------------------------------------------------------------------------------------------------------- Ask for my question with ARMA 2 First Aid Modules. Does it work hand to hand with ACE Wounds or when converting an ARMA vanilla mission over to ACE, just use only ACE wounds and remove first aid modules. When converting missions to ACE, what do you do? Just add in ACE wounds modules, ACE weapons, and ACE first aid kits and that's it? -
CLY Heal - a self-bandaging script
Phantom Six replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Question about the CLY Heal. I'm having some issues with BIS First Aid Modules. Does this work with the first aid modules well? I can't heal a downed soldier unless I click first aid 3 times. I also can't drag or carry wounded soldiers when I have the CLY Heal modules enabled.