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thenach

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Everything posted by thenach

  1. Thanks! any idea if you it is planned to add m203 support?
  2. Hi L etranger I tested the new version and I will needs some help to understand what it does. -New Features : vts_isclue to give object meaning to players I tried this one in objects and players but I don't have any interactions or change, can you explain what this script d -Change : Replaced order UPS ambush by UPS Hold Area This acts as the Defend UPS script, right? There is a UPS Hidde script What it does? because at this moment it only move to the location and stay there standing without moving.
  3. Maybe someone can help me... I already have rscTitles in my description.ext how should I append it? Here is description.ext I have: class RscTitles { titles[]={"vtsimg"}; class vtsimg { idd=-1; movingEnable=0; duration=5; fadein=2; fadeout = 1; name="vtsimg"; controls[]={"GR"}; class GR : VTS_RscPicture { style=48; text="JTF2.jpg"; sizeEx = 0.4; x=0.25; y=0.3; w=0.5; h=0.4; }; }; };
  4. Hey did someone try to add this revive script to VTS 4.0? If someone was able to do it can you please explain how you did it? because I was able to get some functionality but with errors and is not working consistently.
  5. Nkey any idea when you are going to release the next version with the fixes and improvements? .
  6. Hi, is this MOD in play with six? If it is, can please let me know the name? Thanks.
  7. As usual, thanks for the detailed and quick answer!
  8. Is not going to be easy because you will need to mix all the scripts on each one. If you want to merge two missions you will need to un-pbo each one. Open it in the editor WITHOUT mods and merge and SAVE AS a mission. Then you will need to put all the script of both VTS and Life in the same folder that you did the "SAVE AS" and somehow merge the Core files. Description.ext, init.sqf .... ---------- Post added at 13:28 ---------- Previous post was at 13:16 ---------- Thanks, my questions is the following. - I set up VTS for revive but no respawn. - Time limit to revive 10 min. Results: If someone died and 10 min is reached the player can still talks as if was alive. The player will change the position from "hurt" lay-down, facing upwards, to prone position and his body will rotate in place. For Arma the player never goes to the "dead" that is why using TFAR he is able to talk on direct and also on Radio like he is still alive.
  9. Execute the .bat that is included.
  10. And here is another one, is there a way to disable the custom killed messages ?
  11. thenach

    Will someone explain the whole Zeus game mode to me?

    Zeus is a copy of an idea and implementation done by 2 community groups. VTS and MCC. Zeus let you "edit" in 3d and in real time mission that are on going. Still this editing is limited and with less functionality than the 2d editor.
  12. Thanks, I thought is not going to be easy for my scripting knowledge level. This is the problem I'm having using default VTS revive mode. We are using TFAR as the only mod I set VTS revive with the following parameters. No respawn - Anyone can revive. 1 revive. Revive timeout 2 mins. If someone is killed for the second time it does not put it in spectator mode. The body lay in prone mode and they are able to talk to everyone. The only option I have is to set the unit damage to 1 so they actually are killed. Also the team is not able to revive it because is out of lives.
  13. L etranger, If I want to add my own wounding system instead of using VTS, should I modify the description and the Init? Or this could break something else in the scripts? Like the revive that is used int the GM console? Last question, is there a way to make the a chopper land without shutdown the engines?
  14. This is a BI bug since the last update, campaign
  15. I only found it here: http://www.armaholic.com/page.php?id=24080 And one someone directed me here: http://arma-sr.bzbit.com/
  16. Yup I put FFIS as example actually we are using bCombat and I'm going to check ASR_AI ---------- Post added at 16:15 ---------- Previous post was at 16:08 ---------- These are really good questions. It will be good if we have someone from the DEVs to respond.
  17. What are you talking here is Friendly AI that I have under my command and I spawned? If all AI in CQB are client side it means that the AI I see needs to be streamed from the client to all the rest of the clients and the server itself? Also could this mean that If I see an AI behaving correctly you will not see it? I have been using bcombat and FFIS only server side and so far all the AI SPAWNED by the server behave correctly. Now if the client spawn the IA, in this case the AI will not have the IA mod.
  18. As usual thanks for the quick reply!. Yes what I did is un pbo the VTS and merge it.. VTS is working fine but I don't see anything of the things I put in my mission. Don't worry I will keep testing.
  19. I have one question, if try to merge mission.SQM from a mission that I have with the mission.SQM that come comes from VTS I'm able to see in the editor the objects I placed but when I preview the objects are no there anymore, that is a normal? VTS is preventing to have anything other than the HQs? Thanks.
  20. From what I saw in the videos RTE for VBS is more aimed to topography while VTS and MCC are more aimed with functions that expand the game and make it accessible to a normal user with a good mission idea. http://products.bisimulations.com/vb-edit The power of MCC and VTS is to implement community based scripts that expand the vanilla functionality of ARMA. Zeus does not expand anything other than the lighting. On other hand I do understand that Shay does not want to go compete with them but as of today... Zeus is only competing in the 3d editor... but still is lacking. If I want to add a watch tower / build a new airport I can't. In MCC and VTS I CAN. ---------- Post added at 15:06 ---------- Previous post was at 15:03 ---------- Great post and thanks for all the effort and the hours. Glad to read the you will keep working on this as long Zeus does not cross your line. BTW I hope BI is not going this way because if there is a Bug in ZEUS it will take at least 2 months to solve it and they will brake something else.
  21. Yes that would be great! But Did you try make the mission without the addon and modify the init? I don't know if the allowaccess module needs to be present in the map for this to work. //--------------------- Who can access MCC leave "all" for everbody -------------------------------- //Should be MCC_allowedPlayers = ["12321","1321123"]; //Host or server admin will always have access if (isnil "MCC_allowedPlayers") then {MCC_allowedPlayers = ["all"]}; Al
  22. Thanks for the quick reply!!! I'm learning while testing with my Clan. Thanks and excellent job !
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