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Everything posted by Phantom Six
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Terrorist Hunt Template (Make Your Own Terrorist Hunt)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
oops my bad, thanks, i accidentally put htthtttp xD forgot to delete the extra http before i pasted the link By the way, if you have created any t-hunt missions and PM me the link to them, I can add them to the T-hunt pack if you like (giving credit saying by whoever created it that is) -
Terrorist Hunt Template (Make Your Own Terrorist Hunt)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The Rubric have been updated. On the ARMA 2 Standalone section, all scripts that required Operation Arrowhead has been removed (AI Shoot Flare script) and all Operation Arrowhead weaponry and items have been removed from the ammobox script. -
How about... ARMA airsoft materials and ARMA camo (with an ARMA 2 logo on it near your shoulders or something like that). ARMA posters, ARMA pens :D, ARMA belt, ARMA remote control heli, ARMA remote control planes, ARMA remote control Humvee, Tanks, etc... maybe even ARMA keyboards and mouse, ARMA drinking cups, ARMA blanket :D, ARMA pillow, ARMA toothbrush :D, ARMA skinned Ipod Screen Protector thing xD
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[CAMP/OA] Soldiers of Valor: Task Force 94
Phantom Six replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
Ahhh kk thanks. Well I already got fed up because I don't like to keep playing the same mission once too many so I used endmission cheat. Didn't know you got to talk to him first. I just saw an opening in the wall and shot through because I thought the order was kill him on the spot ----------------------------------------------------------------------------------------------------------------------------------------------------- For some reason when I try to continue mission on Avarice, ARMA 2 just freezes up and will not go. I have to ctrl alt del and terminate the ARMA 2 process on this one. -
[CAMP/OA] Soldiers of Valor: Task Force 94
Phantom Six replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
After I killed the warlord it say you have killed the objective then the mission restartes itself. I thought I was suppose to kill him according to the mission's tasks. -
Phantom Six's Terrorist Hunt
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the feedback. Well, I guess people can choose which missions they would want to play depending on their interest (Feruz Abad if they like to snipe a lot) (Combat Maze if they like mazes) (Villa one if uhhhh, idk how to describe that one yet but theres a lot of guy inside the main building and some guys hiding in shrubs). Well, which area would you like to see next? P.S. If everyone wants to, they can create their own terrorist hunt and upload it and I can have them packaged up along with the other terrorist hunt missions (giving credit to whoever creates them of course). The Create Your Own Terrorist Hunt Rubric on the first post. -
Phantom Six's Terrorist Hunt
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
New Terrorist Hunt missions released: Villa. Download is on page one and max terrorists are 120 and it takes place in the Villa of Zargabad. The scripts that are used is Random House Patrol and Dynamic Weapon Generator (CO and Blackops version only). Inside the Villa building will be guys in blacksuit with guys (one of the civilian models but I made them terrorists. Have fun :D ---------- Post added at 11:34 ---------- Previous post was at 11:31 ---------- yeah, I like the series, was playing rogue spear yesterday. Is ravenshield still alive at this time? Vegas is arcadish and no lacks custom modding contents which is a put down to me plus the ubi server going down every so often pisses me off. -
I guess I should take a look at that. Maybe for my first mission as well. Alright but ummm I won't make a hardcore version with no revive or respawn, tried it and it seems hella impossible without one (had too much ai spawn at first but I lessen it but still a big group) Took a look at SHK Taskmaster. I don't really know how to edit the markerpos but well, fixing this mission isn't my top priority at the moment. Right now I'm probably going to create a few more missions for my terrorist hunt pack.
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[CAMP/OA] Soldiers of Valor: Task Force 94
Phantom Six replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
Is it me or is Unforgiven mission unbeatable, because when I killed the warlord like it said to, the mission just ended and I have to start all over again >.> -
As in no respawn or with respawns?
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Terrorist Hunt Template (Make Your Own Terrorist Hunt)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The Rubric have been updated to add in the DMR. I forgot to add it on the first release. If you still have the old release, you can simply add in the following line to your ammo_a2w.sqf _this addWeaponCargo ["DMR", 10]; -
Phantom Six's Terrorist Hunt
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
New Terrorist Hunt Missions released: Feruz Assault. Download on the first page. This one features max of 225 terrorists to set, all takes place in Feruz Abad, UPSMON script enabled. Some issues with this one is that the 5-7 terrorists might kill themselves for whatever reason on the beginning of the mission. It may have to do with the AI pathfinding and some of them will fortify inside buildings. It is less laggier than the previous maze for there are less objects to render. UPDATED Feruz Assault to have DMR (I will not add the DMR to the older Combat Maze mission because I doubt anyone would grab a marksman or a sniper rifle in a CQC environment) -
Phantom Six's Terrorist Hunt
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
The Make Your Own Terrorist Hunt Rubric have been created. You can download it Here -
Phantom Six's Terrorist Hunt
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
ahhh yea, sorry about the lag, try setting the AIs a little lower. For me it lags above 150 AIs, just got to wait a bit until the AIs get removed after setting it to for example 100... it'll start removing the 360 AIs until 100 of them are left. -
Lives counter
Phantom Six replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
check out this thread, the guy here have managed to do this which was what i used to get my life system http://forums.bistudio.com/showthread.php?t=114182 -
ammobox fill problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks demonized, that solves my problem :D -
I have an ammobox script named ammo_a2w.sqf I added null = this execVM "ammo_a2w.sqf"; in the init of the ammobox When I go ingame to check the ammobox's content, I could not find the weapons I have added in it besides the default content; every other ammobox seem to work except this one. Here is the code: ///////////////////////////////////////////////////// // Called from an ammocrate's init field via: // null = this execVM "ammo_a2w.sqf"; ///////////////////////////////////////////////////// while {alive _this} do { // Remove the stock items from the crate clearMagazineCargo _this; clearWeaponCargo _this; ///////////////////////////////////////////////////// // WEAPONS ///////////////////////////////////////////////////// // Rifles _this addWeaponCargo ["M1014", 10]; _this addWeaponCargo ["M16A2", 10]; _this addWeaponCargo ["M16A2GL", 10]; _this addWeaponCargo ["M16A4", 10]; _this addWeaponCargo ["M16A4_GL", 10]; _this addWeaponCargo ["M16A4_ACG_GL", 10]; _this addWeaponCargo ["M16A4_ACG", 10]; _this addWeaponCargo ["M4A1", 10]; _this addWeaponCargo ["M4A1_HWS_GL", 10]; _this addWeaponCargo ["M4A1_HWS_GL_camo", 10]; _this addWeaponCargo ["M4A1_HWS_GL_SD_Camo", 10]; _this addWeaponCargo ["M4A1_RCO_GL", 10]; _this addWeaponCargo ["M4A1_Aim", 10]; _this addWeaponCargo ["M4A1_Aim_camo", 10]; _this addWeaponCargo ["M4A1_AIM_SD_camo", 10]; _this addWeaponCargo ["MP5A5", 10]; _this addWeaponCargo ["MP5SD", 10]; _this addWeaponCargo ["M8_carbine", 10]; _this addWeaponCargo ["M8_carbineGL", 10]; _this addWeaponCargo ["M8_compact", 10]; _this addWeaponCargo ["G36A", 10]; _this addWeaponCargo ["G36C", 10]; _this addWeaponCargo ["G36_C_SD_eotech", 10]; _this addWeaponCargo ["G36K", 10]; // Light Machineguns (LMG); _this addWeaponCargo ["m240", 10]; _this addWeaponCargo ["M249", 10]; _this addWeaponCargo ["M8_SAW", 10]; _this addWeaponCargo ["Mk_48", 10]; _this addWeaponCargo ["MG36", 10]; // Sniper rifles _this addWeaponCargo ["m107", 10]; _this addWeaponCargo ["m40A3, 10]; _this addWeaponCargo ["M4SPR", 10]; _this addWeaponCargo ["M8_sharpshooter", 10]; _this addWeaponCargo ["M24", 10]; // Sidearm _this addWeaponCargo ["glock17_EP1", 10]; _this addWeaponCargo ["Colt1911", 10]; _this addWeaponCargo ["revolver_EP1", 10]; _this addWeaponCargo ["revolver_gold_EP1", 10]; _this addWeaponCargo ["UZI_EP1", 10]; _this addWeaponCargo ["UZI_SD_EP1", 10]; _this addWeaponCargo ["m9",10]; _this addWeaponCargo ["m9sd",10]; _this addWeaponCargo ["Makarov", 10]; _this addWeaponCargo ["MakarovSD", 10]; _this addWeaponCargo ["Sa61_EP1", 10]; ///////////////////////////////////////////////////// // AMMO ///////////////////////////////////////////////////// // Rifle ammo _this addMagazineCargo ["20Rnd_762x51_DMR", 100]; _this addMagazineCargo ["20Rnd_762x51_B_SCAR", 100]; _this addMagazineCargo ["20Rnd_762x51_SB_SCAR", 100]; _this addMagazineCargo ["30Rnd_556x45_Stanag", 100]; _this addMagazineCargo ["30Rnd_556x45_StanagSD", 100]; _this addMagazineCargo ["30Rnd_556x45_G36", 100]; _this addMagazineCargo ["30Rnd_556x45_G36SD", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5SD", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5", 100]; _this addMagazineCargo ["8Rnd_B_Beneli_74Slug", 100]; _this addMagazineCargo ["20Rnd_556x45_Stanag", 100]; // LMG ammo _this addMagazineCargo ["100Rnd_762x51_M240", 100]; _this addMagazineCargo ["200Rnd_556x45_M249", 100]; _this addMagazineCargo ["100Rnd_556x45_BetaCMag", 100]; // Sniper Rifle ammo _this addMagazineCargo ["10Rnd_127x99_m107", 100]; _this addMagazineCargo ["5Rnd_762x51_M24", 100]; // Sidearm ammo _this addMagazineCargo ["8Rnd_9x18_Makarov", 100]; _this addMagazineCargo ["8Rnd_9x18_MakarovSD", 100]; _this addMagazineCargo ["6Rnd_45ACP", 100]; _this addMagazineCargo ["20Rnd_B_765x17_Ball", 100]; _this addMagazineCargo ["30Rnd_9x19_UZI", 100]; _this addMagazineCargo ["30Rnd_9x19_UZI_SD", 100]; _this addMagazineCargo ["15Rnd_9x19_M9", 100]; _this addMagazineCargo ["15Rnd_9x19_M9SD", 100]; _this addMagazineCargo ["7Rnd_45ACP_1911", 100]; _this addMagazineCargo ["17Rnd_9x19_glock17", 100]; // M203 ammo _this addMagazineCargo ["1Rnd_HE_M203", 100]; _this addMagazineCargo ["1Rnd_Smoke_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeGreen_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeRed_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeYellow_M203", 100]; _this addMagazineCargo ["FlareGreen_M203", 100]; _this addMagazineCargo ["FlareRed_M203", 100]; _this addMagazineCargo ["FlareWhite_M203", 100]; _this addMagazineCargo ["FlareYellow_M203", 100]; // Items _this addWeaponCargo ["Binocular", 100]; _this addWeaponCargo ["Binocular_Vector", 100]; _this addWeaponCargo ["NVGoggles", 100]; _this addWeaponCargo ["ItemGPS", 100]; // Grenades & Satchels _this addMagazineCargo ["HandGrenade_West", 100]; _this addMagazineCargo ["SmokeShell", 100]; _this addMagazineCargo ["SmokeShellGreen", 100]; _this addMagazineCargo ["SmokeShellRed", 100]; _this addMagazineCargo ["SmokeShellYellow", 100]; _this addMagazineCargo ["SmokeShellBlue", 100]; _this addMagazineCargo ["SmokeShellPurple", 100]; _this addMagazineCargo ["SmokeShellOrange", 100]; _this addMagazineCargo ["IR_Strobe_Target", 100]; _this addMagazineCargo ["IR_Strobe_Marker", 100]; // Restock time. sleep 1800; };
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Does anyone know how to make the norrin spectate script not spectate Eastern Units. I only want it to spectate GUER units that are players. So like, when you are dead and run out of lives to respawn, you go into spectate mode, but you can also choose to spectate enemy units. I only want players to be able to spectate friendly units, how do I do this? Oh and by the way, is there a way to not cancel spectate mode when clicking ESC? (its just a spectate script based off of that spectate view when you're unconcious in the revive script but im not using the revive script)
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Norrin Spectate Script Question
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's a norrin revive script thread but I don't see a spectate script thread, should I give it a try anyways? -
Norrin Spectate Script Question
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how to make the norrin spectate script not spectate Eastern Units. I only want it to spectate GUER units that are players. So like, when you are dead and run out of lives to respawn, you go into spectate mode, but you can also choose to spectate enemy units. I only want players to be able to spectate friendly units, how do I do this? Oh and by the way, is there a way to not cancel spectate mode when clicking ESC? -
Norrin Spectate Script Question
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how to do this? Still haven't figured out, it's one of the last thing I need to fix up before my next mission is complete. -
AI Param Amount? (Anyone know how?)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tested the script you gave me thanks to you demonized for the script on top and mulledr for the count all easternunit as terrorist script. It came out close enough. I set the parameters to around 40, it ends up around 44 the first try, 41 the next try, etc. It doesn't come up on the exact number, but its close enough. So far I got 60 OPFOR units on the maps; some are grouped and others aren't. -
AI Param Amount? (Anyone know how?)
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone knows how to create a paramsarray where you can set how many AIs are on your mission? Kind of like this? description.ext class AIAmount { title = "Terrorist Count:"; values[] = {25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40}; texts[] = {"25","26","27","28","29","30","31","32","33","34","35","36","37","38","39","40"}; default = 30; }; I was thinking of something like this and then for example there will be around 100 or something enemies on the mission, but if you set the mission parameter to something like 30, delete random enemies around the mission until 30 of them remains? (Kind of like rainbow six's terrorist hunt) I just don't think what to put for the init besides if (paramsarray select 0 == 30) then Does anyone know what goes next to make some AIs get deleted until that amount shows up once you set it to that? -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ahhhh thanks blake, it works, but the old params messed up the new ones so it would always be night time when I start the mission. Reverse engineering sure do the trick. So this is what I got description.ext class BAFAmmobox { title = "BAF Ammobox:"; values[] = {0,1}; texts[] = {"Disabled", "Enabled"}; default = 1; }; on the ammobox init i put this... if (paramsArray select 3 == 0) then {deletevehicle this}; that is my 4th arrray & it works :D thanks blake. By the way, does anyone know how to do the AI skill or AI amount params? -
Enable/Disable Ammobox Param Help
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how to make a param where you can choose to enable or disable a certain ammobox? For example, if an ammobox is set to Enable in MP Params, it will appear in the mission, if Disable, it will not appear in the mission