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Deuce82

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Posts posted by Deuce82


  1. Harzach, thanks that link looks great. my script writing and language skills arent all that great but this looks like what i'm looking for. or atleast a good step in the right direction. i noticed they have some time modifying parameters in this. obviously that wouldnt work well with an MP CoOp mission. but thats easy enough to remove. i really appreciate it, thank you.


  2. Hmm that link is interesting. i'll have to look at that more later. i Use ace and about 40 other mods, ace doesnt really have these affects. well not for all the explosions atleaset. handgrenades it does a pretty good job. but i was looking for something like an IED or a JDAM or satchel, ect. goin off and everyone close by cant hear anymore, vision disoriented and such. ACE and ACRE are the main mods i use that would be affected by this so the deafening feature would be pretty intense. just trying to add to the immersion.


  3. Ive been searching the Forums for this and have found some threads to help out. If someone could point me in the right direction, that would be most helpful.

    I'm designing a coop mission where one team is an undercover unit dressed as taki militia.

    1) I'd like them to be either a bluefor unit with a neutral rating or a guerrilla unit with a neutral rating towards the OpFor (simple enough)

    2) I'd like their rating to go negative towards the OpFor if certain things happen. A) they go into or get too close to certain towns or locations i choose or B) engage and kill OpFor units.

    i was wondering if this could be done with a trigger over the zones id like them not to get too close to unless they need to.

    3) have the civilians become hostile towards Blufor pending collateral damage i.e. being killed by BluFor

    i'm still searching for threads on this but your help is appreciated


  4. This System you're developing will add nicely to the group i play with. play with ace, ACRE, and a number of other mods about 30 or so guys well organized and we've talked about how much more intense it would be to have a revamped medical system. i cant wait for this. it will be nice to not have to give a guy 8 morphines, 4 bandages and then a first aid kit for a short fall and what should be broken legs. i'm digging the videos guys keep up the nice work.

    ---------- Post added at 04:50 PM ---------- Previous post was at 04:45 PM ----------

    This System you're developing will add nicely to the group i play with. play with ace, ACRE, and a number of other mods with about 30 or so guys well organized and we've talked about how much more intense it would be to have a revamped medical system. i cant wait for this. it will be nice to not have to give a guy 8 morphines, 4 bandages and then a first aid kit for a short fall and what should be broken legs. i'm digging the videos guys keep up the great work.


  5. ive been searching the forums for a while now and i've been unable to find anything that answers to disabling the scoreboard and personal Way Points. ive found something close for disabling the scoreboard or netstats but have had no luck. i was hoping to not modify the server settings and change all this through possibly the init file if it works that way. any help you guys can offer will be much appreciated.


  6. Hey guys i have a question adding in custom music. i wanted to have the music coming from a radio so A) how do i add in custom music for the radio? right now i just placed a local sound and put that by the radio so it sounds like its coming from the radio when u get close. B) i was also wondering if there is a way to turn the sound on and off with a scroll menu action on the radio?


  7. its an AI enhancement addon. i wasnt sure if that would override any commands

    ---------- Post added at 02:46 PM ---------- Previous post was at 02:38 PM ----------

    will this command keep them from moving after being engaged? my goal is to have them occupy a house and stay at the assigned location despite being engaged. will the disableAI "MOVE" command work for this also?


  8. i'm sure this has been brought up previously. my goal is to have AI move into different positions of a building and not move from that location. currently i use the halt waypoint command. but when under contact, they move from their location. what can i input into the init line to make them not move at all? ASR AI is being used if that matters at all.


  9. Twirly thanks a ton and Bobtom please feel free to do the facepalm as displayed in ur avatar. i totally beefed it i didnt make the init.sqf yet lol. noob move this is my first mission attempt.

    ---------- Post added at 01:19 AM ---------- Previous post was Yesterday at 11:51 PM ----------

    so the Civilian deal is worked out fine. now i need some help with having the attacking units move to a waypoint, wait for X amount of time and then proceed to the assault. how is this done?


  10. well the Premiss of the mission is the unit i'm in will be all civilians around a city that will be attacked by an invading russian army. somewhat simulating an Arab Red Dawn and also the Soviet invasion of Afghanistan. so i want the AI OpFor units invading to target the Civilians who are Human and AI controlled. i'm going to give those recommendations a try really quick i'll get back to you. Thanks Guys

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