blackmamb
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Everything posted by blackmamb
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Hey JH, seems i have stumbled upon a bug that would come from JSRS: Using ACE, whenever i use a HuntIR round, i hear what would be a grenade explosion, and i guess it's wrong. Has it been reported already?
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Paradrop timer
blackmamb replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, a global variable... I been searching for something like that for some time now, never thought of a global variable, as it affects each player individually. Thanks buddy, got a whole new world in front of me! -
Editing, Expanding and Modifying Domination
blackmamb replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey. I wouldn't know where to post this, but this seems to be the best place. I'm having trouble playing domination with the Zeus AI for ACE. For some reason, after a few missions, it breaks everything: the AOs are empty (maybe two or three guys, snipers mostly), the vehicles are empty, the side missions don't spawn... First i thought Domina uses things related to AI that would conflict with Zeus, but i heard of some servers running Ace Domi with Zeus. Is there anything special to do if I wanna use Zeus on a ACE domi? -
A working non addon train
blackmamb replied to zonekiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh that's a shame, i would have loved to do some Littlebird insertions on a moving train... Brilliant work though! -
Nah i'm pretty sure the VAR is the altitude variation.
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Editing, Expanding and Modifying Domination
blackmamb replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, i guess every mod will "split" the community between those who use it and the others. Is it a sufficient reason to stop modding? Once again, you want to join ACE servers, install ACE, you don't want to play ACE, find a server that doesn't use it, there's ton of them. I don't see the point complaining about the very existence of ACE. Now, sorry, was off-topic. -
Activate trigger by land only on dedi server
blackmamb replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, no, i f they'd land inside of your trigger radius, the trigger would be activated. -
Activate trigger by land only on dedi server
blackmamb replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Then i guess setting an altitude limit to your trigger would do the trick. Something like "this&&{(getPosATL _x select 2) < 5} foreach thislist" -
ACE_MineMarkers and didn't find the mine, but you get all classnames here.
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AC-130 Script for ARMA2 (0.3)
blackmamb replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys. So i'm intending to use your script in one of my domination edits. Thing is, i would like the number of UAVs available to increase with time. Meaning, i have three UAV left when starting, if i use one, it would be servicing for say one hour, during which i only have two left. But after that, i gain back the ability to use one more (without it ever going over say 3 UAVs). Been messing around a bit, but i couldn't find any satisfying way to do that. Anybody have ideas? Btw, it would be a nice addition to the next version, imao. Thanks -
Well i guess it is because of the non enterable buildings near the centers. So the AI doesn't find any building where to spawn. And i guess it couldn't be solved without replacing all the buildings on the map, which would be retarded.
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@ Orcinus: From what i remember, the mission was taking place in january. Sun would rise around 7.30 am and night would fall around 5.30 pm. Which does make a pretty short day. I haven't took time to test it again during summer, just checked out the TWS issue for now, but it's quite easy to do, just preview the map in the editor at different times. As for the fact that it comes from Arma or just Fallujah, i'd say it's coming from arma, but honestly i don't know. Could be tested the same way.
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Thanks a lot mate! I was pretty sure i was being dumb at some point, but i couldn't find any rational reason to that. Thanks again, sorry for bothering you!
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Hi everybody. So here it is, we ran into a little issue with Fallujah. It seems like the TWS scopes don"t work properly on it: at night, they only display a black (or white if in black-hot mode) screnn, whith the crosshair, in which you can see people and objects marked as "hot". But we can't see the buildings nor the terrain. Works properly during daytime. I first encountered this issue running ace, but reproduced it without it (vanilla config) and it doesn't appear on any other island. So i guess it's Fallujah-related only. If it could help, it seems too that the night on this island is extremely dark: We need to max out the sensitivity of the NVGs so we can actually see something. Other thing, probably not related, that i found out, is daytime is a few hours shorter than night time. I obviously don't know if Shezan's still working on that map (outstanding work by the way), but if you're here somewhere and can hear me... Is there anyway to fix this? Has this already been reported? Are you planning some new releases for Fallujah? Thanks!