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MrSanchez

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Everything posted by MrSanchez

  1. Continuing on your original idea to use a trigger for this, the idea seems to work. Setting the direction of an unit while that unit is in a walking animation will change his direction. The problem you have is that you have a small trigger, I assume, and the trigger will activate the moment an unit enters the trigger area. Because of this, 'thislist' returns only the people in the trigger area, which are the first two people. What you have to do is either put a delay on the trigger, or use a trigger that covers all units, maybe with a delay as well. I will get back on this when I get home. Kind regards, Sanchez
  2. MrSanchez

    ACE for OA 1.13

    Possibly, Military Symbols module, in init of that place: setGroupIconsVisible [true,false]; click here for more info: https://community.bistudio.com/wiki/Military_Symbols I use a script from F2 framework that does sort of the same to have markers on the map..just make sure u disable the FBCB2 module when doing the marker stuff.
  3. MrSanchez

    Authentic Gameplay Modification

    Something like ammo cook off you mean? Where you shoot the tank and then the fuel and ammo ignite and later on show a beautiful explosion. I always love that in ACE.
  4. MrSanchez

    Arma 2 - Game Spy Petition

    Seems pretty hopeless. There's about 30 signers, petition was created 2 months ago. There were a lot of opportunities to get OA/(CO) cheap, the big 75-80% sale, Humble Bundle. And even when not on sale it is still a pretty cheap game. You could still play ArmA II using direct connect, and if you really do want to have a server list + more content & less glitches, buy OA/CO. People that don't have the money to purchase the game have to either get some money or give up. I don't see how this could be any different. Kind regards, Sanchez
  5. MrSanchez

    Authentic Gameplay Modification

    I can't wait for my ArmA 3 to start with this mod running as we speak...It sounds and looks brilliant. Excellent job!
  6. Actually, I think if you go to your TS3, Plugins and then click on ACRE and go to settings there is a volume adjuster, I think it has to do with that squeak as well. Never tested it though.
  7. MrSanchez

    ACE for OA 1.13

    Easy fix; in onPlayerRespawnAsSeagull.sqs script, on the bottom, add this: ace_wounds_prevtime = nil; Problem should be solved Kind regards, Martini
  8. MrSanchez

    Authentic Gameplay Modification

    This is looking extraordinary. Reading all the features, I have to say it does resemble quite a bit like ACE, something that I honestly don't think will be out anytime soon for ArmA 3. I can't wait for this to be completed. Keep up the good work!
  9. MrSanchez

    Arma 2 Life Scripts Help

    When home, I will send you a link that can get you started with the money/buy/sell/ATM thing. The inventory system, bank robbery system, you'll have to do those yourself, can't be that hard if you know how to script. My honest thought; I don't think you are going to get people that will create all this in your specifications, except if someone is bored maybe and has a lot of free time. I recommend you learn how to start scripting some more advanced, and then make your Life server. Kind regards, Martini
  10. MrSanchez

    Battlefield 4

    Right...it is nowhere close to the good ol' Battlefields up to 2142 (although I never got to play 2142, only BF2)..and compare it to BF3 there ain't too much of a difference.. Now I'm not sure if that were your arguments, or partially someone elses, but why did you buy the game? I believe there is no VOIP either. I know, because of my friends, that a reason to buy the game is to 'go with the flow', influence from your friends to buy the game, et cetera. Is that what happened? I feel among the few that have actually not bought BF4 due to the very reasons described early into the thread, I might be mistaken though.
  11. MrSanchez

    Battlefield 4

    Hmm..at the start of this thread, it seemed as if everyone was taking the piss at BF4. How it is barely any change from Battlefield 3, that its glitchy, poor details, EA/DICE being money grabbers..(Yeah I read quite some pages) Now, the last few pages seem to go more about BF4 in-game problems, bugs, hardcore modes etc. It seems as if most of the people that were quite negative towards BF4, actually did spend their money and bought the game..quite a few hypocrites out here. Just felt like I needed to say that...
  12. March/April Updates Since the last update, back in January we underwent some changes. A personal economy system is now fully in effect, with people being able to buy guns on the forums, getting paid if they attended on succesfull missions and even the ability to give other members money. We have also started and completed several new campaigns and are now experimenting with running two seperate campaigns at once. Further, we had to disband our armoured vehicle 'wing', because of the high costs it brought with it due to loss of vehicles. Pilots are no longer in a fixed position either, as we haven't been using helicopters a lot lately. The monthly joint operations with the 21st Danish Royal Paratroopers are also nomore due to the group disbanding. However, We have been contacted by another group to do something similar. ArmA 3 is slowly being introduced, but nowhere close to being put on a fixed schedule of playing, just small sessions. We are always recruiting members. Isla Duala Campaign "Diamonds" After our base was destroyed in Afghanistan, including all of our assets and equipment, we had no other choice but to flee. Two months later we got ourselves settled on an African island named Isla Duala, the island is divided in two, similar to Lingor Island back in the times of revolution. To the north, there are the Molatians, and to the south are the Afrenians. The Afrenians seem to be more advanced than the Molatians due to the international support from NATO they receive. The Molatians still use old, Russian weaponry like AKs, RPGs and T55s. Their main source of income are diamonds and oil which they use to boost their military forces. Between the Afrenians and Molatians conflicts often occur, causing tension between the two governments to rise. The UN has sent peacekeepers to some of the checkpoints on the border, but are regularly attacked by rebels supporting the Molatian government. Afrene has close ties to the US and most other NATO countries whereas Molatia has allies such as Russia, China and Iran. The situation is perfect for mercenaries, but we are not the first to operate here. Other mercenary groups have been seen operating in the same area. Wealth is a guarantee, we thought. We ended up working for the Afrenian government in covert, doing black-ops type of missions. We found out that the diamonds that fund Molatia are being guarded and distributed by a rival security company called Venator PMC, which we have encountered before, in Lingor. We collected enough intel to find out that they were up to no good, and as we were ready to attack them, Molatia started the invasion upon Afrene, using WMDs such as SCUD missiles. As the whole island was being overrun by tanks, jets, and missile-impacts, we could not stay where we were. We packed up, got into our plane and left the island with the thought of returning in the future. Celle Campaign "Insurgency" It is 3 months past the Isla Duala campaign. Phantom Incorporated has grown incredibly, and is now an international mercenary group operating in a number of different countries. The main division is currently operating in Clafghan, where the US Army and the Taleban are in conflict. This conflict allows us to work for both sides and thus resulting is maximum profit. -To be continued- Thirsk Campaign "Besiege" Island of Thirsk, former part of Finland. A long time ago, a stolen C130J full of mercenaries crashed on a Finnish island close to the border with Russia. We had to scavenge food and seek shelter, and more importantly, find our weapons back in a blizzard. It was cold and we couldnt see further than 50 meters however we were able to find our weapons back and some food, but we soon got attacked by Finnish Defense Forces. The attack was fought off and we captured a small Finnish outpost south of the Island. Soon we started taking contracts from locals on the island and we re-established ourselves. At one point we had a force big enough to capture a small island, compared to the main island, south of Thirsk which had several assets like a runway, a plane we could use and some civilian trucks. We had done several civilian contracts when tensions started to rise between Finland and Russia due to political reasons. Not long afterwards we were hired by a Russian intelligence agency to sabotage some of Thirsk-Finnish defenses. We fled the country before Russia started the invasion, the contracts sure paid off. Now we are back, and for only one reason: money. It's been months since the invasion and Thirsk is now fully under Russian control. The island looks like a war zone with Russian troops everywhere, the few population left are primarily Russian of some sort. Finland is paying us to do recon and sabotage on Thirsk Island, something they are not able to do without causing more political problems. By the end of this campaign, we agreed with the Finnish autorities, we will receive 750.000 euros, roughly a million USD. (To be continued) If you are interested in joining us or you have any questions, for more information & recruitment: www.PhantomInc.enjin.com
  13. MrSanchez

    Unlocked Uniforms

    I will be testing this very soon, if it works the way I think it does, then god bless this modification and its' author. ;)
  14. Howdy there, I'm not looking to join a group, however I am looking for a group to do joint operations with. I have my own group and I'm basically looking for another group which would be interested in one or more joint co-ops/tvts. What I'm looking for: An ACE/ACRE group. Preferably EU timezone or close to EU. A semi-realism (serious fun) group, no hardcore military simulation stuff. A group that has an average of at least 10 members showing up on OPs A group that is willing to play on a Friday or Saturday(preferred) and that is willing to create a common mods list (with not too big mods) A group with a mission editor that is willing to work together on the joint operation. My group plays as mercenaries, which would mean that co-ops with US/NATO groups would be near impossible in a roleplay/realism fashion, keep that in mind. I'm open for both TvTs and Co-ops. Myself am a mission editor and scripter and thus have a lot of experience creating missions, scenarios, campaigns, etc. Contact me on steam: phonicstudio or PM me on these forums if there is a group that is interested. P.S. If this is in the wrong section (which I certainly don't hope for), then I'm sorry. Kind regards, Martin
  15. Anniversary & Economy change! We've been up for over a year now. Phantom Unit (as it was named back in Feb 2013) was created on the February 25th, as a split from a former mil-sim unit. The PMC idea proved to be truly unique, although there were some limitations we wanted to get rid of. We took some ideas of the stereotype mercenary and made our own definition of it. With the start of the first Lingor campaign, the idea of mercenaries was born and implemented. And so the Phantom Unit became Phantom Incorporated. I want to thank everyone who has put the effort into showing up for missions, regardless of whether you are a former member or a current one. I hope for a good future. One thing that made Phantom unique was our economy system. About a week ago from writing this, we decided to implement a big change to it. Personal balances! This means that all the members, trial to president all have their own 'budget' aka 'balance'. You receive money from attending missions and completing the objectives of it. We have not gotten rid of the unit-wide-budget, aka global budget, as this is still existing and used for purchases like vehicles, certain weapons (e.g. Stinger), equipment and other costs. With your own budget, you can request your own weaponry and its' attachments and if the request gets accepted, the money will be substracted from your balance, not the global one. Weapons have also raised in price, and we get less money from completing objectives. This means it will be more challenging to show up and complete the objectives. Kind regards, Martin President of Phantom Incorporated
  16. You could also write a script that is triggered with addAction and spawns a camo net object at the vehicle's position and then rotate it. But if you want a cool looking variant, go for the addon that eegore posted. Kind regards, Martin
  17. Updates Our Clafghan campaign has started after having done a extraordinary Lingor campaign. We have grown incredibly, with now more than 20 players in a mission. We are now partnered with the 21st Danish Royal Paratroopers, resulting in multiple joint operations between the two groups. We now have an armoured 'division' (team), operating medium armoured vehicles like BMPs, known as Team Hotel. As of 27/01/2014 we are in need of 1x Crewman and 2x Pilot (Rotary primary), and ofcourse we're always recruiting infantry. Lingor Campaign "Vendetta" Inserted by helicopter after being gone for more than five months we returned to the war torn Island of Lingor. Lingor used to be a country controlled by a NATO-financed government lead by the dictator "El Presidente", he was assumed dead after we did an attack on his personal residence. After the death of the dictator and the several sabotages done by Phantom Incorporated and the ARL (Lingor Revolutionary Army) the government fell apart and the rebels took control of the country however, were shortly after attacked by NATO. As we set foot on Lingorian soil it was surprisingly quiet, the rebels were leading the country and NATO seemed to have taken a break from attacking, or more likely is planning something. -Continuation- After having done civilian contracts to earn some money, we found that the drug lord which we have tried to kill and being our primary reason to move to Lingor was being sheltered by the rebel group leader, Roberto Fortin. We raided his residence and killed him after we found intel to the drug lord's location. We launched an assault on the drug lord's location, arriving there we were unable to find him, thus he was tipped off. We continued to do civilian contracts until we were contacted by an USMC ranking officer for a set of black ops, we were hired to assassinate the remaining rebel commanders who are still controlling most of Lingor Island, as the USMC was unable to go on the main land. In exchange for assassinating these commanders we would be paid and the location of the drug lord, Ramon Rabante would be given, we executed the task and as promised we were paid and the position was known. We immediately assaulted the compound and found, and killed the drug lord, ending the personal vendetta. We decided to leave the country as the USMC were now able to reach land and start clearing territories, as a final strike before leaving we hit a Russian controlled FOB which supplied most of the rebel troops, we then took off in our plane headed off to our next adventure. Clafghan Campaign "Incorporation" It is 3 months past the Lingor campaign. Phantom Incorporated has grown incredibly, and is now an international mercenary group operating in a number of different countries. The main division is currently operating in Clafghan, where the US Army and the Taleban are in conflict. This conflict allows us to work for both sides and thus resulting is maximum profit. -To be continued- If you are interested in joining us or you have any questions, for more information & recruitment: www.PhantomInc.enjin.com
  18. Hello, You're going to have to isolate this part and put it in a new .sqf file. if (_isShown = true) then { _tz addAction ["*Hide Admin Menu", "hide.sqf"]; _tz addAction ["Full Health", "sc\health.sqf"]; // cheat _tz addAction ["Infinite Health", "sc\infhealth.sqf"]; // cheat alot } The reason for this is because ArmA 2 does not allow you to make an addaction and use code directly, you must always create a new .sqf file. So you probably want to call it 'show.sqf' and edit it slightly so it will look like this: _tz = this select 1; _tz addAction ["*Hide Admin Menu", "hide.sqf"]; _tz addAction ["Full Health", "sc\health.sqf"]; // cheat _tz addAction ["Infinite Health", "sc\infhealth.sqf"]; // cheat alot I don't think you'll have any problems if you paste the first part directly into init.sqf but you want to edit it like so: // check if admin _uid = getPlayerUID player; _tz = player; if (_uid = "8107526") then { // show menu _tz addAction ["*Show Admin Menu*","show.sqf"]; } init.sqf script has nothing to do with slots, the server when the mission starts and everytime a player connects to the briefing screen is when init.sqf is executed, when it does the 'player' variable equals to the person connecting, it has nothing to do with slots, the script in init.sqf will run for every player connecting and the server itself (if online), it will check if the player UID of the player connecting equals to 8107526, if it does it will add an action to the player to show the admin menu. If player UID does not equal, the script will skip it and continue finishing init.sqf. If you have any other questions, just ask me. Kind regards, Martin
  19. PCI wishes you a happy new year. There's been a lot of changes lately, we've adapted a new structure in our group that hopefully causes less casualties during our missions, we are now open to joint operations with other units, and will likely do one soon. Our own custom Insurgency on CLAfghan for our dedicated server will be done shortly, all in all a great time. Shown below is a compilation of Phantom Incorporated in the past year. Kind regards, Martin
  20. MrSanchez

    An Honest Review

    Hi, I personally experience ArmA 2 and ArmA 3 in two different ways. ArmA 2 is a game that takes time getting used to and is definately not a game that a mainstream gamer would find himself quickly comfortable with, it requires a learning curve where you start to understand certain aspects of the game. Oh and just for those that say ArmA 2 has bad graphics, imo putting the graphics up all high makes this game look beautiful as it is (without any other mods), but yeah optimization could have been done better (most common issue). I play ArmA 2 (with ACE) just about every night with my group, and it is just an awesome feeling playing the game, as it is. ArmA 3, yes the graphics have improved significantly, movement has been smoothed some more and new features like PiP have been introduced and a pretty neat gear interface made up. To be honest, that's kind of the positive sides for me, most of the downsides have already been discussed, one of the things I quite dislike is the lack of content, yes ArmA has a strong modding community but it feels more like they just put down the base and kind of tell the modders to do the rest, leaving us to downloading shit load of mods to make the game at least feel satisfying. The problem is also the futuristic aspect of the game, 2035, in OFP, ArmA 1, ArmA 2 you are all dealing with modern warfare (& cold war) gameplay, having a typical US section and typical opposing forces e.g. RU and an independent side, usually something alike resistance or a seperate military. With the current setting of the game, NATO vs Iranians, it just feels a bit odd, more of a concept war than a modern war. (Thank god we aren't shooting laser beams at each other). Now obviously this problem is 'solvable' with mods, but then you're off downloading a shitload of mods again, which is unfortunate. Other than that I just can't stand the entire combat system, the weapon system, damage system (shooting bullets in the knee won't force you to crawl for instance), the sounds of the guns, healing et cetera. Conclusion: This game feels incomplete and BIS seems to be leaving it up to the modding community to complete it and leaving us to downloading tons of mods. Kind regards, Martin
  21. Updates Recently returned to Lingor Island, which we had a campaign in about half a year ago We now have a 24/7 TeamSpeak 3 server: 5.231.81.149:9987 Currently have 20+ active members in Phantom Incorporated We have a 24/7 ArmA II dedicated server, you can join it anytime you wish to. We've existed for more than 9 months already, and we have now removed our age minimum. Our aviation roles have been filled and thus we're looking for infantry and possibly people that are interested in commanding armored vehicles. Lingor Campaign Inserted by helicopter after being gone for more than five months we returned to the war torn Island of Lingor. Lingor used to be a country controlled by a NATO-financed government lead by the dictator "El Presidente", he was assumed dead after we did an attack on his personal residence. After the death of the dictator and the several sabotages done by Phantom Incorporated and the ARL (Lingor Revolutionary Army) the government fell apart and the rebels took control of the country however, were shortly after attacked by NATO. As we set foot on Lingorian soil it was surprisingly quiet, the rebels were leading the country and NATO seemed to have taken a break from attacking, or more likely is planning something. -To be continued- If you are interested in joining us or you have any questions, for more information & recruitment: www.PhantomInc.enjin.com
  22. Updates Finished our campaign in Sahrani Island. Due to circumstances we had to set up a temporary TS3, the 24/7 one is WIP. After selling cocaine we are now on a total balance of: €2.021.000,- Unit had loss of members due to split-up. New campaign map with new weapons, vehicles, equipment and mods. We are looking for >pilots and crewmen!< Sahrani Campaign Approaching Sahrani, we were forced to land our aircraft at Sahrani International Airport, when we landed we were surrounded by police forces and military personnel. Stuck in the plane, we had to make a decision and we decided to get out, guns blazing and we fought our way through the airport. Eventually we found a truck and got the hell out of there, we then got chased by the police, who had also set up roadblocks and spike strips on the roads, we managed to avoid most of them, roadblocks we rammed through, and with minimum casualties we arrived at a safe house two ex-mercenaries had prepared for us. We now had defend ourselves against the police forces and take down the police helicopter that was circling around, after doing so we left before the military forces came with their reinforcements, we fled to a small island southwest of Sahrani that was controlled by a drug lord, in return for letting us stay there we executed a couple of missions for him and made some money, after doing a raid on a weapons exchange we found 2.5 million euros worth of cocaine, which we split and half we agreed on to give to the drug lord. So we had to go and transport half of the cocaine to the drug lord and he sent a pilot to pick up the drugs so while we were driving towards the airport where we were supposed to meet the pilot, we were ambushed several times by the men we took the cocaine from, but easily being able to take them out, we continued. Finally arrived at the airport it turned out to be a set-up and the pilot flew off with our drugs and we were left to fight off the ambushing forces. After a while we returned to the base where we did two more contracts, we then decided it was over for us in Sahrani, with the money we received by selling the cocaine. The drug lord had escaped but we were able to extract the information that he fled back to Lingor from one of his officers, we are going after him to finish some unfinished business. If you are interested in joining us or you have any questions, for more information & recruitment: www.PhantomInc.enjin.com
  23. Afaik AI are unable to use magazines stored in backpacks, to accomplish something like this you'll either have to monitor them using a custom made script or check out the ASR AI Rearming mod, which I believe allows AI to rearm using backpacks, whether it works with the ACE ones (ACE backpacks are referred to as weapons instead of backpacks), I wouldn't know, try it out. Kind regards, Martin
  24. Hey guys, I have a question regarding dialogs. I've made a progress bar but while its progressing I can't move, I'd like it that I can move while I'm in the progress bar. How does one do that? Here's the .hpp file I have my resources in. class ProgressBar_Text { x = 0; y = 0; h = 0.037; w = 0.3; type = 0; style = 0; shadow = 1; colorShadow[] = {0, 0, 0, 0.5}; font = "Zeppelin32"; SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; text = ""; colorText[] = {1, 1, 1, 1.0}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class ProgressBar { name = "ProgressBar"; idd = 3400; movingEnable = false; enableSimulation = true; class controlsBackground { class ProgressBarBackground : ProgressBar_Text { colorBackground[] = {0, 0, 0, 1}; idc = -1; x = 0.1999 - 0.004; y = 0.074 - 0.004; w = 0.6 + 0.008; h = 0.05 + 0.008; }; class ProgressBarFillBar : ProgressBar_Text { colorBackground[] = {0.3843,0.7019,0.8862,0.7}; idc = 3401; x = 0.1999; y = 0.074; w = 0; h = 0.05; }; class ProgressBarText : ProgressBar_Text { colorBackground[] = {0, 0, 0, 0}; idc = 3402; x = 0.1999; y = 0.074; w = 0.6; h = 0.05; }; }; }; edit: solved Kind regards, Martin
  25. Yes, it's a common mistake movingEnable allows the dialog to be moved, not the player. Secondly, I'm not quite sure if I define a RscTitles class that I'll still be able to use ctrlSetPosition, needed for the progress bar to 'progress'. I'll try anyway edit: so far I got the initial bar to load, but its just an empty (black) bar, the 'filling bar' isn't shown, nor is any text. description.ext #include "common.hpp" class RscTitles { #include "progressBar.hpp" }; progressBar.hpp class ProgressBar_Text { x = 0; y = 0; h = 0.037; w = 0.3; type = 0; style = 0; shadow = 1; colorShadow[] = {0, 0, 0, 0.5}; font = "Zeppelin32"; SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; text = ""; colorText[] = {1, 1, 1, 1.0}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class ProgressBar { name = "ProgressBar"; idd = 3400; movingEnable = true; fadeIn = 0; fadeOut = 0; duration = 50000; enableSimulation = true; class controlsBackground { class ProgressBarBackground : ProgressBar_Text { colorBackground[] = {0, 0, 0, 0.5}; idc = -1; x = 0.1999 - 0.004; y = 0.074 - 0.004; w = 0.6 + 0.008; h = 0.05 + 0.008; }; class ProgressBarFillBar : ProgressBar_Text { colorBackground[] = {0.3843,0.7019,0.8862,0.7}; idc = 3401; x = 0.1999; y = 0.074; w = 0; h = 0.05; }; class ProgressBarText : ProgressBar_Text { colorBackground[] = {0, 0, 0, 0.2}; idc = 3402; x = 0.1999; y = 0.074; w = 0.6; h = 0.05; }; }; }; cutrsc command i'm using is cutRsc ["ProgressBar","PLAIN"]; edit: Solved using Deadfast's method described here: http://forums.bistudio.com/showthread.php?139946-use-dialog-controls-change-text-or-picture-of-control-dynamically
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