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tmortensen

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Everything posted by tmortensen

  1. tmortensen

    MRAP MaxxPro Modification - Release

    Hi dudes, First off wicked addon. One noticed bug / issue: When dismounting from rear seats when the door has been opened, units seems to get stuck floating in the middle of the hold in the rear. Driver has to slowly nudge forward to push the unit out. Something is just off causing the unit to clip into the body of the vehicle. Eject/ dismount location(s) from rear seems to be the bug.
  2. tmortensen

    ArmA 2 Stryker Pack

    Cheers Delta really awesome mod. Love bringing back what is needed to a3 from a2.
  3. tmortensen

    Virtual Ammobox System (VAS)

    ArmA has introduced, more fixed, their virtual arsenal for multiplayer usage. Script Function
  4. Cheers MD. Let me know if you run into any errors and pm me.
  5. UPDATE: Ammo box scripts removed, REPLACED by ArmA3 ingame Arsenal Minor squad changes Previous revive script removed due to script clashes, replaced by BTC revive
  6. UPDATE: Old revive system replaced with new system (Grime's) fastrope script replaced (Zealot's)
  7. UPDATE: VAS replaced by ASOR HC slot removed due to confused responses.
  8. tmortensen

    [MP] RHS ZEUS TVT 30v30 Chernarus

    I am in discussion with RHS at current, as to release times, and this mission in context of MANW. I have A3MP permission. I additionally have TFAR permission.
  9. tmortensen

    [MP] RHS ZEUS TVT 30v30 Chernarus

    Won't be using steam workshop to distribute, if its a submission method so be it I will leave my comp to upload. Post MANW it will be client side mod with a server mission to join to. I am crediting who I am making it for, if this conflicts with their (not yet released) usage policies I will happily remove what is needed (if so the whole entry to MANW). I will continue to create a game mode with the usage of the mod, as from my understanding it will be publicly released, so people can use it. If I need to put a fineprint of how I am not affiliated with RHS then so be it, because I am not, I am nothing to do with them and there is my disclaimer. Additionally there are probably a large amount of submissions to MANW that are in such an Alpha state. From my understanding MANW is for people to enter their ideas to share to the ArmA community to help develop the game of ArmA, and posts on forums like this is to help spread the idea to generate further ideas, if people like it I will continue to produce it. If you don't turn around and enjoy whatever hole you seem to reside in :) Why would that rule be there then MikeTim? I am crediting the authors of said mod, and adding it to the submission as a third party product and crediting as the rules say. My framework is ready, I have to place units in editor, if its buggy, its buggy, but I am cool with that because I understand the time in which is takes for the developers at RHS to make something work. If it effects this entry so be it, it is still an idea of mine (and my communities) so I will continue unless otherwise some sort of legal pressure is put apon me, however I don't see that coming any time soon. This is the only overhaul I think that is keeping me interested in ArmA, so go back to playing ArmaLife. If you are to offer criticism please do in a constructive manner, if you don't like my idea please voice why. Constructive rather than destructive.
  10. tmortensen

    [MP] RHS ZEUS TVT 30v30 Chernarus

    http://makearmanotwar.com/entry_uploads/13819/screenshots/9hplFjwsceRKd8v3sGJOGDjtj6bSD9dP8pX6dznv60Zop94lDN.jpg (171 kB) New screeny of alpha template http://i.imgur.com/8tmzVf4.jpg (314 kB) Development roadmap
  11. That's good to hear. I think I speak for most people when we say don't rush, please take your time, perfection takes time, and by god is this conversion looking perfect so far!
  12. UPDATE: IgiLoad added to develop a large mission possibility VAS added instead of previous ammobox type
  13. Fantastic, can't wait. I look forward to finally being able to smash out my TvT and blitzkrieg with some Russian tanks!
  14. In relation to this, we have all seen the bradley, the m1a1, the apache, the m4 etc. Are we to assume that those screenies we have seen on your fb page are ready to roll out, or are they being withheld from release? Gah, buzzing with excitement! BR, Tom
  15. tmortensen

    Russians

    Good to see some 'Russians' I have just the mission for these! Thanks for the release!
  16. Introducing a new game mode based specifically on RHS, in Chernarus, Zeus v Zeus TvT 30v30 sector control. Have a read tell me what you think, and give me a supporting like if you like what you read! (Link) BI Forum post But most of all support RHS!
  17. Really looking forward to this pack! We will be hosting a public Zeus TvT server specifically geared for this mod. And additionally rolling a Coop game mode out. Got it all ready just need dis mod!
  18. tmortensen

    Shoter's disarm script

    hint "Disarm Successful";
  19. tmortensen

    eurocopter tiger

    *heavy breathing*
  20. tmortensen

    Whitelisting Zeus Slot

    script: [] spawn { if(isServer)exitWith{}; // Prevents server from running the code _UID = getPlayerUID player; _reservedUIDs = [ "PLAYERID", "PLAYERID", "PLAYERID", "PLAYERID", "PLAYERID" ]; //Admin UIDS _player = getAssignedCuratorUnit NAMEOFCURATORMODULE/ZEUS; if !(getPlayerUID _player in _reservedUIDs) then { for "_i" from 0 to 20 do { hint format["This slot is for Members only - leave it within %1 before your input gets frozen.",(21 -_i)]; sleep 1; }; disableUserInput true; }; }; Replace capitalised words with specifics call from your init. It works like this: IF Server close script (i.e. doesnt loop and lag server) ELSE Get playerID ARRAY playerID's (you put these in) _player= Whoever is assigned as the mission curator (i.e. Zeus or #adminLogged) IF Curator player UID doesnt match ARRAY THEN hint message AFTER 20secs of warning LOCK user input. CLOSE Hopefully this makes it more understandable, it is a harsh way of locking the slot to disable the client to then only allow ALT+F4, but you can change the time in which the meesage shows.
  21. tmortensen

    AI Difficulty

    Well for a start you need to get access to the official zeus game modes/ missions, and from there you then need to un-pbo the mission and add the ai parameters script to the mission directory, and make sure the init.sqf runs it. Then once done open in editor in game and save the mission again as multiplayer and run done!
  22. As in current state Zeus can alter and change vehicle(s) health and fuel. Zeus is also able to edit an individual unit's health or skill. Would it be possible to look into specific ammo counts or an ammo selection bar for units, to make it more editable for Zeus. For example, giving an AA unit 3000 main gun ammo but 0 missiles? Based on either a drop down dialogue per weapon, or a scroll-bar such as current. Allowing for a further tweaking into the specific attributes of an unit OR vehicle aside of the current fuel/health functions, allowing for another depth into AI parameters.
  23. tmortensen

    Missing Factions in objectives editing screen.

    Basically the difference between zeus game masters are as follows: Zeus (BLU/INDI/OPF) Have a restriction on what can and cannot be spawned/ and or edited in relation to the SIDE of the Zeus. Zeus (standard global entity(No Faction assignment)) Do not have restrictions on objectives or classes/factions to be spawned. This is doable via zeus slot or virtual entity with no SIDE(Faction) assignment.
  24. tmortensen

    Zeus Remote Control Error

    We have been having an error lately, When in Zeus the game master would place a remote control module down over a units head for it to only 'place' the module on map. Normally this should zoom you into the units control and let you cause havoc. BUT with this 'placing' error, from coming out once back in Zeus a black screen appears block view, the Zeus HUD is still present, controlling the camera still works (i.e N/S/E/W spinning panning height etc.), this can be seen via pressing Escape when in the blacked out Zeus slot, as when escape is pressed the black disappears allowing you to see your blind camera movements. I have checked the client .rpt file to see no issues or errors. Has anyone else had this issue? Regards, Tom _____________________________FURTHER INTEL______________________________________ Scenario Module placed. Modules>Scenario Flow>Scenario Name Possible disruption to remote control? Stab in the dark, however further testing is being done.
  25. tmortensen

    CAS on mapclick

    I wouldn't know the script off the top of my head, but in process terms you could do a addAction option for team leads only, to get a map click function to happen. From there the script can call a spawn of jet (by side type/faction of player) to then spawn 2k away from clicked area to then set a way-point to CAS/gun run where TL may have clicked. There are mods out there like MCC in which you can call CAS through, or ALiVE where CAS and transport is available via the mods menu. Which in context MCC can be ran in a scripted form. Or just implement Zeus. Basic answer; mods Complex answer; doable with work Over all answer; use mods.
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