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mk82

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Everything posted by mk82

  1. mk82

    OFP Addon request thread

    You're in the wrong section dude. This is for Arma:CWA. You can submit addon requests for Arma II here: Arma 2 Addon request thread. It will benefit the forum if you post further requests in the right places in future.
  2. mk82

    OFP Addon request thread

    The archive should contain the final version of Jacker's "BHD_Leave NoOne Island": https://www.file-upload.net/download-15219580/BHD_LeaveNoOneIsland.rar.html
  3. mk82

    Modern War(fare) Crisis

    The link is down. Can someone help out? Thanks in advance!
  4. mk82

    Fighter 1985 **CAMPAIGN RELEASE**

    If you have converted it by now, would you share it with me?
  5. mk82

    AC130 and question

    Hi, any news on that topic? Idea sounds great.
  6. mk82

    OFPr.info / ofp.gamepark.cz

    OFP / Arma CwC has been one of my all time favorites since 2001. I just realised that most of the mirrors shut down. Cannot express how grateful I'am, you saved them! Still downloading.
  7. Hello, just a suggestion, but is it possible that you gave the scripts file path a "\" at the beginning? Such as "\subfolder\myscript.sqs"? This might cause a problem, because in the editor you can preview the mission, but packed and imported as a *.pbo into SP or MP, it won't find the file. So you have to change it into: "subfolder\myscript.sqs" I just had this problem, when I imported some custom flags into Arma.
  8. Hello, I want a condition to be true, if a specific number of units of an array is dead. How can I do this?
  9. Thanks. Works well. Which condition do I need to get an announcement if any of the arrays units die?
  10. Little addition: Besides the inq_httv.pbo, also the ICP_bmp.pbo contains two texture files who cause a server crash. Took me one night to find out, but now it's finally running.
  11. Which tool did you use to unpack the HTTV? As read here, I still fail. On the other hand I was able to delete INQ_HTTV from Y2K3-Config but failed to get it replaced by original BIS jeep w. machine gun - instead of HTTV BIS standard JEEP appears. :(
  12. Editing the config file was my idea to make Y2K3 stop using inq_httv as a replacement BIS jeep w. machine gun... I tried to unpack the PBO with Amalfis PBO Decryptor 1.5, works fine normally, but on this addon I still get the message: "Unabble to unpack file". Could you send me the modified Addon/Download via PM? I'm desperate...
  13. Sorry for digging up an old thread but I got a similar problem. Using Y2K3-mod I always got the message: "Invalid texture aspect ratio (512x32)". Here it is said that INQ_HTTV.pbo causes the problem, but I failed to unpack and fix it. On another forum I read that Inquisitor (INQ) added some kind of encryption to his .pbo-files, so this is a dead end for me. Another way could be to exclude the HTTV-addon from the mod-config, where it is initialized to replace the BIS jeep w. machine gun. I also like the BIS Jeep more since it fit's into more of the scerarios I am developing in the editor. class JeepMG : Jeep { displayName="$STR_DN_JEEP_MG"; model="\INQ_HTTV\INQ_HTTV_WOOD"; picture="\INQ_HTTV\httv-pic.paa"; ejectDeadGunner="false"; maxSpeed=140; terrainCoef=1.1; turnCoef=2.5; gunnerAction="ManActJeepGunner"; hasGunner=1; armorWheels=4.120000; armor=40; castGunnerShadow=1; ejectDeadGunner=1; castDriverShadow=1; driverIsCommander=1; scope=2; weapons[]={"INQ_M113_M2"}; magazines[]={"INQ_M113_M2","INQ_M113_M2","INQ_M113_M2","INQ_M113_M2","INQ_M113_M2"}; gunnerOpticsModel="optika_empty"; unitInfoType=unitinfosoldier; transportSoldier=2; cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBackHTTVw"}; soundEngine[]={"\INQ_HTTV\s\httv",0.400000,1.400000}; class Turret { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-5; maxElev=40; minTurn=-360; maxTurn=360; body="OtocVez"; gun="OtocHlaven"; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.700000; minFov=0.420000; maxFov=0.850000; }; class MGunClouds : WeaponCloudsMGun { }; }; I'm not very experienced in modifiing configs and had serious problems by installing and executing the BIS-software that is needed to convert .ccp into config.bin, so I couldn't test if I deleted the right parts of the config. Could anobody help me? Is there a chance to unpack and fix the texture of the INQ_HTTV.pbo or could someone help me deleting it from the config-file and modify it from .cpp to .bin?
  14. Hello, I'am trying to setup a dedicated server for lan-games (ArmA 1.99), using linux and wine. Works finde so far but I find no way to add a mods (Y2K3) to the dedicated server. Even tried to replace original game files such as the content of BIN and DTA in the original game folder, but the server/game left inoperationable after that. Most OFP-launchers don't support Arma 1.99 and I didn't find one compatible to 1.99 plus Wine which includes the opportunity to setup a dedicated server with mods. Any ideas? ---------- Post added at 16:22 ---------- Previous post was at 14:50 ---------- Okay, I think the mod is running now. I replaced the original game files with it and the server is running. The reason why it didn't before seems to bee a lack of memory - when I deleted some unused addons it changed and now there is a new problem such as discussed here but i have no clue which addon it could be.
  15. Hello, I wan't to make a mission where you have to observe an enemey outpost until a high ranking officer ("guba") apperas on the scene by jeep ("uaz"). The officer will leave the jeep and inspect the outpost. After that he'll go back on the jeep and proceed on his route. Player has to eliminate the officer, when he insepects the outpost. But there is an obstacle: When the enemy detects you before the officer arrives, he'll cancel his visit, turn around and get back to his first location. I think that it would be the best solution to make a script that creates the officers waypoints. How can I give my officer ("guba") a simple "move"-waypoint? How can I give him a waypount "getout" / "getin" vehicle "uaz"?
  16. Great. Never stop learning. :)
  17. I tried 1.b, but did'n work. What do you mean with "make sure it is of the 'switch' type"? Maybe I'll try to script everything, but waypoints would make thinks easier, I think.
  18. Hello, I made a small scripting that decreases the accuracy of enemy units. It is initialised by a trigger that covers the battlefield. Works fine and gives more intense firefights without implementation of a new addon. {[_x] exec "HighDispersal.sqs"} forEach thislist Now I would like to exclude sniper units from this script because they usally have a low fire rate and so they will never hit a target with this parameters. If possible I would prefer one of two ways to define what a "sniper unit" is: units armed with specific weapon (such as "svddragunov") or units of a array. But both ways actually are out of my knowledge, so I need help. _sniper = _this select 0 if {_sniper == [u]armed with specific weapon[/u] [b]/[/b] [u]part of a sniper array[/u]} then {goto "ende"} else {} _sniper addEventHandler ["Fired", {_bullet = (nearestObject [(_this select 0), (_this select 4)]); _bullet setVelocity [(velocity _bullet select 0) + random 10 - random 10, (velocity _bullet select 1) + random 10 - random 10, (velocity _bullet select 2) + random 10 - random 5]}] #ende exit
  19. 'if {_sniper in SniperUnits}: |#| exit': Error Unknow operator
  20. Hello, I'm working on a multiplayer mission where dead players get replaced by an object. I would like to add the players weapons and magazines to that object but don't know the syntax. Something like: "_object addMagazine[u]cargo[/u] _x" forEach magazines _player "_object addWeapon[u]cargo[/u] _x" forEach weapons _player
  21. _player = dummy _container = crate1 _weap0 = weapons _player select 0 _weap1 = weapons _player select 1 _weap2 = weapons _player select 2 _weap3 = weapons _player select 3 _weap4 = weapons _player select 4 _mag0 = (magazines _player select 0) _mag1 = (magazines _player select 1) _mag2 = (magazines _player select 2) _mag3 = (magazines _player select 3) _mag4 = (magazines _player select 4) _mag5 = (magazines _player select 5) _mag6 = (magazines _player select 6) _mag7 = (magazines _player select 7) _mag8 = (magazines _player select 8) _mag9 = (magazines _player select 9) _mag10 = (magazines _player select 10) _mag11 = (magazines _player select 11) _mag12 = (magazines _player select 12) _mag13 = (magazines _player select 13) ~1 _container addweaponCargo [_weap0,1] _container addweaponCargo [_weap1,1] _container addweaponCargo [_weap2,1] _container addweaponCargo [_weap3,1] _container addweaponCargo [_weap4,1] _container addmagazinecargo [_mag0,1] _container addmagazinecargo [_mag1,1] _container addmagazinecargo [_mag2,1] _container addmagazinecargo [_mag3,1] _container addmagazinecargo [_mag4,1] _container addmagazinecargo [_mag5,1] _container addmagazinecargo [_mag6,1] _container addmagazinecargo [_mag7,1] _container addmagazinecargo [_mag8,1] _container addmagazinecargo [_mag9,1] _container addmagazinecargo [_mag10,1] _container addmagazinecargo [_mag11,1] _container addmagazinecargo [_mag12,1] _container addmagazinecargo [_mag13,1] Causes error message for example in some cases when there are empty slots or pieces of ammo carried who take two or more slots (such as lawlauncher). On the other hand it adds all weapons and magazines to the box but the error message indeed isn't nice... '_mag13 =(magazines _player select 13)|#|': Error Zero divisor
  22. I think I'll try it. First I was uncertain beacause on hilly areas the ammo case might be seen but on second though, seeing a coffin unter the grave is not that bad.
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