[QUOTE=Bbarnes005;48752561]Aden is up on Dev Branch if you don't know, I wish they they had included a feature that lets set the posture of a infantry unit so you can have them crouched behind walls or prone.[/QUOTE]
Can't you do that by configuring combat behavior? They automatically determine if they want to crouch or go prone however.
you can use setUnitPos
[t]http://i.imgur.com/atmKyOj.jpg[/t]
HAPPENING
I assure in the following updates to Dev it'll happen for all weapons.
Heck i'm just happy it doesn't drop your magazine out like it used too.
also I'll be updating ace tonight probably, fixes some bugs we don't want
also remember to update the repo, it's a huge update
1.50.132627 profiling & performance v12 server and client, windows, linux
+ more crashfixes (the backpack inception exploit), wasteland related, and yes that exile performance problem sorted too
[url]https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm[/url]
[t]http://i.imgur.com/AWDK2JF.jpg[/t]
[t]http://i.imgur.com/atmKyOj.jpg[/t]
I am okay with this.
All they gotta do is the MX and MK20s now and i'll be AAAAA.
They may actually fix the hand bug on the MK20 GLs too.
[t]http://i.imgur.com/2bT1BgI.jpg[/t]
So, as you've probably noticed, we've been adding custom content to our repo
I, for one, have been working on factions to use in zeus and with the template. I've had fun doing it, but there is one problem: it takes time. So, I've decided to give you people a bit of fun (maybe?) and also to conscript you into doing my work.
Essentially, I need whoever want to contribute to build a faction in Arma and I need you to supply me with the classnames for it. The config I use is pretty easy to adapt, so I just need the classnames. However, I can also configure groups (in whatever structure you want) and vehicles (to a limited degree). The faction can be whatever you want within reasonable bounds (no space aliens, /k/ militia are alright), and we might also be able to pick up limited amounts of content from other packs.
Here's a txt file containing all the things I need to know, you can write whatever the hell you want on it, I just need the classnames: [url]https://www.dropbox.com/s/c15qzei8ynb35w7/YourFactionClassnames.txt?dl=0[/url]
So go wild! PM me the completed files, and I'll try and get them ingame so missionmakers can (or not) use them!
can anyone help me spawn the LHC again? if it's not on the modpack i just need a threatening looking ship to stick in some distant fog
[QUOTE=croguy;48751250]I could dig up a CCIP script a few dudes I know injected into the A10 for their missions. Really nifty stuff since it makes targeting actually possible.[/QUOTE]
Oh dear god yes please
This could be something I could use in the Cav as well.
[QUOTE=IrishBandit;48757535]What's wrong with tf47?[/QUOTE]
Smaw was bugged and it threw script errors.
A shame, but those scripts error were annoying.
it decided to have diarrhea in my error log
gonna take a look if we can fix it and it'll be added back
Also needs to made compatible with new RHS I believe
[editline]25th September 2015[/editline]
and those errors came when I was testing something else, not even using anything from tf47
[QUOTE=Destroyox;48751349]It worked!
Thank you all very kindly. My mission will be ready by tommorow (or today technically, woops).
Only thing is that it was designed from the start to be a easy to set up gamemode that takes little time. So a pre or post OP mission to play in. Don't know if there will ever be a time for it, but at least it'll be my first mission done.
I might as well spill the beans too, its a S.T.A.L.K.E.R. mission.
[T]http://i.imgur.com/nGfe5ml.png[/T]
[T]http://i.imgur.com/pVgVxhn.png[/T]
[video=youtube;eBhh23-paLU]http://www.youtube.com/watch?v=eBhh23-paLU[/video][/QUOTE]
Whoa... is that.. is that Wild Valley? JESUS CHRIST SAUCE NAO
Its the north of Proving Grounds, which already has a very Stalker vibe. I just made the weather to look like typical Zone.
[QUOTE=inebriaticxp;48755779]can anyone help me spawn the LHC again? if it's not on the modpack i just need a threatening looking ship to stick in some distant fog[/QUOTE]
[url]https://www.dropbox.com/s/ro8gqjwjpbsiey6/LHDspawnscript.sqf?dl=0[/url]
[QUOTE=Mallow234;48758024][url]https://www.dropbox.com/s/ro8gqjwjpbsiey6/LHDspawnscript.sqf?dl=0[/url][/QUOTE]
This one is pretty good, too: [url]https://gist.github.com/anonymous/6621097a17e97c333611[/url]
It comes with a rearming script, auto-places jets for you, and player spawn coordinates iirc
edit-- here's the rearm script: [url]http://gist.github.com/anonymous/72d304f2610d54933059[/url]
and here's the player spawn coordinates script (both for above deck and below deck): [url]http://gist.github.com/anonymous/b78d218dc5795b2f46ce[/url]
-snip, didn't realize tasks were so easy-
the latter
Anyone know a script I can do that gives a certain amount of lives for players on both teams?
IE:
Blufor gets 2 lives for each player, Opfor gets 1 live for each player.
[editline]25th September 2015[/editline]
Also how would I set up a different briefing for each team using our template?
[QUOTE=Destroyox;48758334]-snip, didn't realize tasks were so easy-[/QUOTE]
Tasks aren't easy, they will break in mp. Tasks a aren't fun anyway, it's an instant way to know you're done.
I didn't know they were so broken. I just want players to easily be able to know that the Defenders have to have at least 1 person alive in the objective area.
[QUOTE=Tinter;48758470]Tasks aren't easy, they will break in mp. Tasks a aren't fun anyway, it's an instant way to know you're done.[/QUOTE]
Are you sure they still break?
I thought that was a release bug.
[QUOTE=Destroyox;48758427]Anyone know a script I can do that gives a certain amount of lives for players on both teams?
IE:
Blufor gets 2 lives for each player, Opfor gets 1 live for each player.
[editline]25th September 2015[/editline]
Also how would I set up a different briefing for each team using our template?[/QUOTE]
the template you're referring to is the coop template. sadly the tvt template has't been updated in a while
you can edit briefing.sqf to this
[code]
private "_sideBriefing";
switch (side player) do {
case blufor: {
_sideBriefing =
"Good luck killing people blufor! <br />
Here is a new line!
";
};
case opfor: {
_sideBriefing =
"Good luck killing people opfor!<br />
Here is a new line!";
};
case independent: {
_sideBriefing =
"Good luck killing people independents!<br />
Here is a new line!";
};
case civilian: {
_sideBriefing =
"Good luck not dying civvies!<br />
Here is a new line!";
};
};
/* Add side specific briefing from above*/
player createDiaryRecord
["Diary",["Briefing",_sideBriefing]];
/* Briefings available to all teams*/
player createDiaryRecord
["Diary",["Execution","
You have to kill each other
"]];
[/code]
regarding lives, i'm currently working on that. soon ready
[editline]25th September 2015[/editline]
[QUOTE=Destroyox;48758491]I just want players to easily be able to know that the Defenders have to have at least 1 person alive in the objective area.[/QUOTE]
a task wouldn't solve this?
put it in the briefing or on a marker text
Well my mission will be done after Cuel is done working his respawn magic. In the meantime have some screenshots.
[T]http://i.imgur.com/p6rXcyi.jpg[/T]
[T]http://i.imgur.com/jHH41mi.jpg[/T]
[T]http://i.imgur.com/1qqgTyM.jpg[/T]
[T]http://i.imgur.com/2AsGT7B.jpg[/T]
[video=youtube;RUVHCqqI8Z0]http://www.youtube.com/watch?v=RUVHCqqI8Z0[/video]
[QUOTE=IrishBandit;48757535]What's wrong with tf47?[/QUOTE]
Every time you look at a dead body, you get a frozen screen for ~1 second, and a shitton of script errors.
Constantly looking at a dead body will make your FPS cry for help.
This also happened before RHS update.
I come across this errors in every mission I played with this mod, and it's annoying as fuck. Mod is great tho.
Never had that issue here. At least, not the freezes or FPS drops. Haven't checked for script errors.
I usually play with script errors on in case I come across something in my mod.
I don't know if it's in combination with another mod in the modpack, but I seem to be able to reproduce it every time I look at a corpse.
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