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ekin06

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Everything posted by ekin06

  1. yo guys! is there any tool or preset out yet, which lets you create a dialog quick and dirty or do i have to build the dialog from scratch on my own? i'd appreciate any ideas/suggestions. thank you! does anyone have a tutorial how to build a dialog? kind regards, ekin06
  2. Thanks that worked. Next time you should mention that a lil bit earlier. I am not very skilled in mindreading ;D. http://www.youtube.com/watch?v=qlTROLe5ngc
  3. That is what i came from. When I press F1 nothing is happening, except a radio-window is popping up in the upper left corner. :( Disabled all mods as well, didn't help.
  4. Hm, unfortunately this is not working for me. Is that a dev-build thing only?
  5. ekin06

    [COOP]Operation : Treasure Hunt - 16

    when i join i get the message you are missing a ";" in the file selectUnitciv.sqf @ line 30.
  6. Found Bugs: 1. I bought a medkit and got funded with 2000$ + got a gps instead the medkit. PS: why medkits are that expensive? 2. I cuffed a civ and arrested him, after he respawned, he could not move anymore, he had to rejoin the server. 3. It doesn't let you check civs inventory. 4. You can't switch sirene on/off properly. And sirene can be turned on by several cops for each car. 5. While playing cop I get three errors popping up. http://www.pic-upload.de/view-18724737/2013-03-29_00001.jpg.html http://www.pic-upload.de/view-18724755/2013-03-29_00002.jpg.html http://www.pic-upload.de/view-18724759/2013-03-29_00003.jpg.html
  7. then you should increase the amount of caches at one spot. 2 or 3 caches in addition should do it :).
  8. what revive features did you think about?
  9. Just add this code to Scripts\SP\ExplosionFX.sqf and enjoy... I just don't like blowing up weapon caches without BOOM! ;) _object = _this select 0; _mags = [ "Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB", "Bo_Mk82", "HelicopterExploBig", "Bo_Mk82", "Bo_Mk82", "Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB" ]; _count = 0; if ((isServer) or (isDedicated)) then { for "_i" from 0 to (count _mags) do { for "_j" from 0 to 1 do { switch (_j) do { case 0: {if (random 1 == 1) then {_xVel = -1*_xVel }}; case 1: {if (random 1 == 1) then {_yVel = -1*_yVel }}; }; }; _xVel = random 10; _yVel = random 10; _zVel = random 20; _xCoord = random 15; _yCoord = random 15; _zCoord = random 5; _chosen = (_mags select _i); _bomb = _chosen createVehicle getPos _object; _bomb setPos [(getPos _bomb select 0)+_xCoord,(getPos _bomb select 1)+_yCoord, _zCoord*_i]; _bomb setVelocity [_xVel,_yVel,_zVel-50]; sleep 1; addCamShake [1+random 5,1+random 3, 5+random 15]; }; }; This sample vid will show you the visual effect:
  10. can you add 3 or 4 opfor who can plant ied/explosive?
  11. ekin06

    Hostage Rescue: Extreme Edition

    zooloo, i just set the mission public on our dedi. there must be still something malfunction. if i create the server and each player select its appropriated team, only cops seem to spawn and then it says "Round initializing..." + does nothing anymore. help ;)
  12. ekin06

    Hostage Rescue: Extreme Edition

    uhm, we tried the mission with 3 person. each one selected 1 team of course. it is not starting in that way it should. what do you mean by this?
  13. ekin06

    Hostage Rescue: Extreme Edition

    how does the mission start? all 3 teams start at the island with 2 jeeps. wtf.
  14. @Ascorius Yes, I know. It is working fine. I am not doing any mistakes. ;)
  15. Some footage with my guys. Sorry that we are not talking english. @ogudak Sure, I can write a little Step-by-Step. Will take me some minutes, brb. EDIT: Revive Integration: Get the Spartan Shield mission. Get the =BTC= Revive script. Extract the mission .pbo with PBOview to folder A. Extract the content of the revive .zip to folder B. Move folder =BTC=_revive from B into folder A. Edit the description.ext in A and delete all stuff but loadScreen = ""; onLoadMission="Your Description here"; Respawn = "3"; RespawnDelay = 1; RespawnDialog = 0; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 8; }; #include "=BTC=_revive\=BTC=_respawn.h" At the beginning of the init.sqf file, insert the line call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; You don't have to change anything in your mission.sqm. If you wan't your team, just can get revived by a medic, open up the =BTC=_revive_init.sqf at the =BTC=_revive folder and set the parameter BTC_who_can_revive=["B_medic_F"]; Repack folder A with PBOview. So far... that's all I did. If I missed something, I will let you know. PS: If you inserted the script, you will get a respawn button. I would not recommend you to use it, thus you will respawn kilometres away in the ocean (without a respawn point). The respawn option can not be deactivated yet... just don't push the button.
  16. well, you still can die any time. if both medics die, you can't get revived anymore. have in mind, the medics have limited firstaid-kits as well. gamefeeling is still great.
  17. what arma version are you running on? any mods in ye folder?
  18. First, this is a freaking awsome mission and we aleady restarted it like 100 times and had a lot more fun. Thanks! For my mates I updated the mission with this http://www.armaholic.com/page.php?id=18955 Revive-Script (I am an absolute noob with scripting and mission editing). We played yesterday a lot of hours, but we didn't get through the mission due to a servercrash. Anyway it was a little bit too easy, thats why I decided now to only give medics the limited (FirstAid-Kits will be needed) ability to revive. We will test this today.
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