Jump to content

Kieran

Member
  • Content Count

    119
  • Joined

  • Last visited

  • Medals

Everything posted by Kieran

  1. We have very active admins on our server that are always on call in-game and on our teamspeak to address any issues you may come across. This includes but not limited to compensation for any server/game mode bugs that may occur while playing Dealing swiftly with hackers/cheaters Moderating the chat to bring an end to disruptive players who purposely spam and attack others in a derogatory way. This will ensure a peaceful/clean fun filled atmosphere that you can enjoy playing on. We are constantly developing the server to fine tune it for everybody’s enjoyment adding new features in and balancing the old. We love to hear your suggestions to create a better player experience these are the current server features/settings we have enabled. Advanced flight model optional First person with third person optional for vehicles HUD: Darth_Rogue's Status Bar With Icons & Server FPS display Earplugs Admin Events AI Missions High loot With many more to come! CPU: Intel Xeon E3-1246 v3 RAM: 32 GB DDR3 Disks: 2x256 GB SSD's Server restarts every 4 hours Daily database backups Server IP: 5.9.60.49:2302 Website/Forums: http://www.rggclan.com/forum/ Teamspeak: ts.rggclan.com
  2. Kieran

    Blastcore: Phoenix 2

    Noticed this is quite abit more yellow compared to the promo video? Is this intended? thanks agian
  3. I have tried using obj animate ["hatch_1_rot",1]; then synching the trigger to the toilet but with no such luck Not sure if this command still works Also tried vehgate animate ["door_1_rot",1] But again no luck to be had :eek: Has anyone done any thing similar? or could lend a hand in trying to sort this out thanks
  4. Awsome! it worked lol And yep kylania one from the editor now i can get my guys to piss :)
  5. Still can't figure this out Is their a way to make an invisible solider so i can place the sit animation and give the appearance that the toilet is unused but the door is open
  6. I'm not sure how the outside of the map works. so apologizes if am talking nonsense. Is the outside of map being rendered when the game playing no matter what position you are on the island? if so then surely that's a huge fps drain. I randomly traveled over 42KM from the nearest coast to the edge of the map surely all that water,textures,and marine life is not going to be any good for performance on the main island? Perhaps their is an option to remove all that extra room via scripting? or at the very least show the water on the map instead of the black http://cloud-2.steampowered.com/ugc/901008520048834173/44A8038B09B4367841EE71F625AA7AE30D519CD9/ http://cloud-3.steampowered.com/ugc/901008520048841188/EA337C23CBFA738A120EBC9243021E5235D85948/ Also the seafloor that far out is a nice texture haha :)
  7. interesting. Do you think it would be possible via scripting to create your own map borders? For example if i wanted my mission to take place in one of the large towns in altis would i be able to not render the whole island but only the section i am interested in?
  8. Thanks man finally got it working!
  9. Hey Currently i'm having trouble getting this to work. I have an AI doing an animation then a trigger on a countdown once the countdown is finished i want the AI to stop the animation and move to the waypoint set. Problems The ai will either not do the animation at all, then move to the waypoint after the countdown or the animation will play and wont go to the waypoint at the end of the countdown. Here is the code i am using Waypoint #1 this switchMove "InBaseMoves_repairVehiclePne"; this disableAI "ANIM"; Trigger > TYPE:Switch > ACTIVATION: Anybody >TIMER: 15 Waypoint #2 Move Trigger is synchronized with waypoint #1 Any help will be greatly Appreciated :)
  10. Thanks guys I tried UNIT switchMove ""; And the unit stopped after the trigger countdown has been reached good! problem is the AI will not go to the waypoint?
  11. Darn.. No luck yet, don't understand why it wont work?
  12. Kieran

    TexView2

    Don't know if this helps for you. But i had this problem and when ever i loaded a 512x512 it seemed to work
  13. in the config their appears to be a black alsatian in the works? hopefully!
  14. Good thing we have the assets to be prepared for the invasion http://cloud-2.steampowered.com/ugc/903258706408002439/1F8BB0F057D18699C2BBECF82DD310BF13128B76/ http://cloud.steampowered.com/ugc/903258706408004708/4786878BFA997416FFA695AF15584CEBDEFDC7EE/ :rolleyes: oh bis
  15. Kieran

    where is grass helmet !

    Hopefully they add it in as part of the campaign units
  16. Hey all, Currently i'm having trouble getting this trigger to work. aim is to have a car holding its position at point A Once trigger has been tripped, Car will go to point B and wait until player has entered the car before heading to point C (Point A) Car with waypoint on hold. (Point B) Next way point is set to Load condition: waituntill_TriggerActivated = 1; Trigger is synched with way point Hold (Point C) Waypoint set to move
  17. So would i place Trigger in car, inside the way point for load?
  18. Kieran

    No women at all

    Looks like they might be adding? not sure though http://cloud-2.steampowered.com/ugc/903258706284026178/673FF1FA94DEA06C7F56B044FDAE0A7C1F91CC7C/ Seems to have the women using weapon animations so you never know
  19. Also being able to copy and paste map markers ingame would be good
  20. I'm sure the missile for the Opfor anti air vehicle is just a placeholder.. LOL http://cloud-2.steampowered.com/ugc/903258706275147639/A1BCA55352B5E9FEC7923C34D6DC8DDFB07F785B/
  21. Kieran

    Fun with User Textures

    Awsome work! Just wondering on how you manged to get the weapons attached to the wall? :D
  22. They won't detonate the explosive on stairwells indoors and outdoors and will not detonate in any type of interior. Has anyone else encountered this issue?
  23. Hey all :) I've been trying to figure this out but its really got me stumped. How is it do i go about making Placed mines via the editor re-spawn upon detonating? any help would be greatly appreciated
  24. Awsome this is helping alot! the reason for the respawn script for each mine is because i don't want it to spawn randomly it has to be in the exact position it was in before it was exploded. For example I placed a Trip wire inside the building just at the door. I don't want it after it explodes to re spawn in the middle or outside the building.
×