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laxemann

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Everything posted by laxemann

  1. When talking about animations: A "mood" system for animations. Meaning, you press a button and your soldier's anymations change. For example, when being in the "careless" mood, your soldier walks just like .When pressing the "combat" mood button, your character walks a bit more carefully when having the weapon lowered/ holds the weapon in both hands. Would add a lot immersion, if you ask me.
  2. Hey guys, I'd like to show you my new mission :) Download From Armaholic (Click) (Sorry w0lle, took the wrong pic on the fly!) Description: The local leader of the ''Thirsk-National-Pride'' paramilitary organization, the currently predominant force on Thirsk, is going to get in touch with the russian army, the current occupying forces of eastern Europe, in the city of Thirsk. Our informants told us that this meeting will take place in the early morning. Your mission is to prevent the meeting by eliminating the officer and secure the area as good as possible. Features: - 5 player coop - Dense atmosphere - Dynamic, random AI thanks to the UPSMON... a new experience every time you play the mission - You decide which way to go - Tested with many communities Requires ACE², Kuik's Winter Pack, Thirks (Links can be found in the Armaholic Link) Hope you'll enjoy it :)
  3. Olé, thanks, Tonci :)
  4. Sounds really nice, but... We already have a great-working Civillian Interaction Module from Nielsen! Why don't you cooperate with him and combine your ideas?
  5. Works just fine for me with 1.6+BETA!
  6. Heya! Braincrush, I rewrote the script a little bit, hope that's okey for you. At least when using the ACE-Mod, you can attach tripwires to IED-objects by using the following command: this setVariable ["direction", [b](Direction as a number, e.g. 180)[/b]]; this setVariable ["length", [b](Lenght of the tripwire as a number, e.g. 5)[/b]]; So it could look like this: this setVariable ["direction", 180]; this setVariable ["length",7]; This would create a tripwire, facing at 180 degrees with a length of 7 meters. Now, when using the original script you'd have to have specific names for every IED plus an extra disarm script, since the script includes specific names. Here is the new one: class = typeOf player; _EXPLO = _this select 0; if(class == "US_Soldier_Engineer_EP1") then {player playmove "AinvPknlMstpSlayWrflDnon_medic"; sleep 9; deletevehicle _EXPLO; }else{player playmove "AinvPknlMstpSlayWrflDnon_medic"; sleep 8; bomb="Bo_GBU12_LGB" createVehicle [(getPos _EXPLO select 0),(getPos _EXPLO select 1),0]; }; All you have to do is to put the following code, just as in the original script, in the init line of the IED: dsrm = this addaction ["Try to disarm the IED","disarm.sqf"]; That's basically it, here is a small demo-mission. If you want the IED to be activated via a trigger, just do it as in the original. Hope that was helpful, Leo
  7. laxemann

    ArmA 2 Game Launcher

    Oh god, thank you so much!
  8. laxemann

    ArmA 2 Game Launcher

    I'm currently getting exactly the same problem. Reinstalled it 10 times in different locations each, cleanded every uninstallation with CCcleaner, didn't help. Jolteon, did you find a solution?
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