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zanlow

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About zanlow

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  1. Hello ! So I've recently been modifying a repair script that I have been given to by a friend. In its original form it repaired a vehicle's systems back to a certain point. This generally worked except if, for say, only the turret of the vehicle got destroyed, then the repair script would repair not only the turret, but damage all other parts of the vehicle to a certain point since it is working off of a general "setdamage" script. The fix I have been working on gives the player the ability to choose which part of the vehicle they wish to choose (tracks, turret, gun, engine, etc), the only problem I have run into is that I can not seem to find the part name for hulls for tracked vehicles. I tried "trup" and "korba" already, but they have not worked, so right now the hull is the only part of the vehicle left that can not be repaired by the player. Could someone point me in the right direction towards an answer ?
  2. That works ! Thank you very much for the help.
  3. Hey there, I have been trying to attach a marker to a specific unit on the map. The init.sqf contains this code [] spawn { while {not isnull Unit1} do { "mkr_unit1" setmarkerpos getpos Unit1; sleep 0.5; }; }; A unit is named "Unit1" and the marker that is following the unit is named "mkr_unit1" The problem I am trying to solve is this, if the unit is the leader of a group and the unit is killed, the marker stays where the unit was killed at. I am trying to find a way to have the marker switch itself onto the person who becomes the next leader of the group once the original leader dies. Could anyone steer me in the right direction towards a possible answer to this problem ?
  4. Formed on October 30th, 2012 in the Off Topic section in the forums for the Planetside 2 Outfit, 666th Devil Dogs, we are an English speaking community of people who share the common goal of creating a group that emphasizes teamwork, comradery, maturity and having a unique, enjoyable and entertaining time that only an organized unit can bring. We put emphasis on what an individual can bring to the community, rather then their skill at the game. A member who has a good attitude and friendly personality is far more valuable to us as a community then one who is just skilled at the game. From this mindset, we set out to create a group that is both friendly and respectful towards all members. While we do hold the name of the outfit where we were first created, it is only through namesake that we are related, we are not a part of them. We choose to keep the name as an honorable mention to the group that first helped form this community. Our missions generally revolve around infantry combat, with small team tactics taking center stage due to our relatively low numbers. The equipment that we use can generally be described as “bare-bonesâ€, with magnified optics and lock-on AT weapons being a rarity. We often use lighter vehicles and transport aircraft in our missions. Heavier assets like tanks and/or gunships are used every now and then, but we try to prevent them from stealing the show. Basically our group loves a challenge, so you will almost never see any form of advanced weaponry, aircraft or armor without the enemy having the means to counter these assets. We play a large variety of missions each week. For the most part, these missions are played cooperatively, with players vs. AI. However, we do play adversarial missions from time to time, but because we have a small player base, we tend to play more cooperative missions. We generally keep our missions pretty open ended in terms of how they can be approached. You are given your objectives, and the leadership for the mission will devise a plan to accomplish them using whatever assets are available. It is then up to the grunts to execute the plan, and any changes to it, to the best of their ability. Our usual chain of command follows that of a reinforced infantry squad. The exact composition may vary between missions, but every member will find themselves placed within a structured group hierarchy with their own responsibilities and expectations. We are all friends within this community, and while we do have a command structure for the sake of organization, you will not see any “Sir yes sir†or “Sir no sir†nonsense (except jokingly). Everyone is equal in this community and anyone who is willing to take advantage of their position within a mission to belittle others will quickly find themselves out of the group. Leadership and a player’s position in the unit hierarchy can change from mission to mission. If someone wants to be a squad leader in one mission, and a helicopter pilot in the next, they can do that. We do not limit members to certain positions each session. The only restrictions are for Recruits, who are limited to the more basic roles (Rifleman, AR, Asst. AR, ect.). Respawns are rare in our missions, but we do sometimes include restricted forms of respawning within a mission. Usually respawns are only used to add something to the mission that we couldn't get any other way, and we try to avoid using respawns just to let us fight more enemies In the Devil Dogs, we do not have ranks for the sake of just emulating a military organization. As mentioned before, we do not believe in limiting anyone to a certain position just because they hold an arbitrary title, nor do we tolerate anyone believing that they are somehow higher and more esteemed then someone else just because they hold a higher rank. Everyone is equal in this group, that goes for how you are treated as well as what is expected of you, however, while we do want to steer away from having any form of an arbitrary ranking structure, we do recognize the need to have a means for members to easily identify another member’s responsibilities and experience within our group, so we have devised a simple ranking structure. Recruit Recruits are expected to take the time to familiarize themselves with the controls and mechanics of Arma, both through regular session play and through our training sessions, until they show competency with the different aspects of Arma. A Recruit will be restricted to the more basic positions within our missions, such as that of Rifleman, Assistant Automatic Rifleman or Automatic Rifleman. During this time, they will be evaluated as a member of the group by the rest of the community. The reasoning behind the position restriction is that we are unaware of a player’s skillset when they first join our group, so we do want to try avoid any incidents that could potentially ruin everyone’s enjoyment of a mission, such as someone who is not familiar with the helicopter mechanics of Arma crashing a transport helicopter full of players, causing them to have to sit out for the rest of the match. Because of this, we have a probationary period where newer members can become familiarized with the game, while we have a chance to evaluate the abilities of each new member. Currently we do not have an established length of time as to how long one will be a Recruit, it will be up to the officers to determine if the member is ready to become a Regular. Regular Regulars have shown their competency within Arma and have been given the title of Regular to signify this. They no longer have any restrictions on what position they are allowed to take in each mission. These are the normal members of the Devil Dogs who have shown their dedication to the group. They show up to sessions regularly, participate in group activities and have a presence on our forums. Officer Officers are the administrators of our group. They moderate our forums, handle the applications of new recruits, and orchestrate each week’s planned mission list. They are responsible for how the group runs and have shown the dedication warranted to take this position. An officer is expected to have all the qualities listed in the Member Expectations section. Officers are NOT some specialized group of people who are given exclusive rights to take on leadership positions within a mission, nor are they pressured into taking them. Every member within our group is held to a high standard. They are expected to practice several important principal qualities that our group requires of each member, below are some of our most important qualities. -Friendly Anyone who has a negative and toxic attitude need not apply. -Respectful We do not tolerate anyone who belittles other members, we are all equals in this group, no matter if you hold the position of officer or if you are a newcomer. -Patient Our sessions last for a while, and can require a good deal of patience. Whether waiting for the host to set up the mission and for all players to become ready, waiting for the leaders of the mission to prepare the group’s plan of action, or having to wait after death, patience is always required. If you are an impatient individual, this group will not be for you. -Mature Being able to abide by the rules and command hierarchy of each mission is essential. We also have an age requirement of 18 for all of our applicants. -Dedicated to the group We are looking for people who are willing to make this group the best that it can be, who are able to participate in our sessions and who can bring a good attitude to the group as a whole. If you have read all the previous information and feel as though you fit all the requirements and believe that this group is right for you, then head over to the “How To Enlist†page on our website located at http://devildogarmagroup.webs.com/. There you will find a form and more information about the application process. Read the information and then fill out the form then wait for either an acceptance email if we find you to be an acceptable applicant, or a denial email if we do not find your application acceptable. Return emails should be received around the week that you have sent them. Our group makes use of several mods, maps and applications to help with creating a more interesting and varied experience for our missions. Below are the mods, games and content requirements that we require each member to have in order to play with us. GAMES -Arma 2 -Arma 2 OA MODS -ACE mod -ACRE mod -@st_interact -@sthud -@st_lb_enhance MAPS -Thirsk -FDF Podagorsk -MBG Celle 2 -Reshmaan Province -Isola Di Capraia -Isla Duala SOFTWARE -Teamspeak 3 HARDWARE -Microphones Our group is based out of North America, so the time in which we play will be geared more towards those who live there, however that does not mean we do not welcomes anyone who lives overseas. Below lists the days and times that we play on. -Session Days We currently play on Tuesdays and Fridays. -Session Times Again, being a North American centered group means that the times that we play may not be appealing to those living overseas. Below are the times that we play, listed in several time zones 4pm PST, 5pm MST, 6pm CST, 7pm EST and 11pm GMT+0 Each session can last between 5 to 7 hours.
  5. Hello, I have recently been encountering a problem with the group position markers that appear on the map, or more specifically these markers Lately they have been not appearing on the map. If I start a mission in both singleplayer and multiplayer and then quickly look at my map, for a quick second they will appear on the map but then disappear right afterwards. My initial thoughts were that this was an ACE related problem, however I have not been able to find many articles dealing with the problem at hand so now I am wondering if this problem might also be from vanilla Arma 2 CO. Because of that I have decided to bring this matter to Troubleshooting first to see if it is indeed being effected by vanilla Arma 2 CO before bringing it to the ACE thread. Thanks, Zanlow
  6. Included that last bit, now the spectator works ! Thank you for the help.
  7. recently I have been trying to get the ACE spectator script working, though I have been having problems getting it running. To my understanding, "description.ext" and "onPlayerRespawnAsSeagull.sqs" files must be created and put into the mission's folder. In the description.ext file, I have put in the line respawn = "bird"; In the onPlayerRespawnAsSeagull.sqs file, I have put in the lines [true] call acre_api_fnc_setSpectator; _this call ace_fnc_startSpectator; ace_sys_spectator_playable_only=true; This is the mission folder that I have This is the description.ext file And this is the onPlayerRespawnAsSeagull.sqs So far the problem has persisted, so I finally decided to bring the matter to this forum. Is there something that I have forgotten to include / scripted wrong ? I would appreciate the help on this.
  8. Alright then, thank you for the help. Will post back to say if it works or not.
  9. would that also prevent other players from seeing it as well ?
  10. How would I go about disabling the messages "player x has been killed" or "player x has been killed by player y" from appearing in the multiplayer mission that I created?
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