Advertisement

Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
1
Happy to see it back up. Downloaded quickly.  :yes:
2
Downloaded and will definitely test it out! Sounds great man.
3
Code: [Select]
If  ("drop command  masters" have nothing to say) then {sqf-scripter comes with suggestions};
1)
 It's  boring to test this system on unarmed captives.
 http://en.wikipedia.org/wiki/Geneva_Convention_(1929)

 My suggestion:
-use more typical island like Everon or Kolgujev;
-create some barricades on the hill top;
-Use JAM3 loadouts for your team and for  inbound enemy forces

 If ihe splattered blood will looks good on the green hill slope -->  it will looks
 good almost everywhere. IMO on medium range all OK.

2)
  During the CQB action I was surprised a bit with dark-red "hedgehogs")
  The paticles were splitted good enough and size distribution is well, but the form is strange.

  I took PRIMER.pbo from CSLA mod as a template  and created  more flat particle in O2,  based on "koule.p3d".
  See unpbo'ed sample (a scary one, but I made it for 2 minutes and it's not the ready decision).
  How 2 use: _drop = drop ["\FLAT\particle.p3d", "", "SpaceObject", ...

  PS
 "Chuck Norris frequently donates blood. Just never his own."
4
I would appreciate a response please, guys. Is there anything else you need me to do?
5
Fixed broken links and reattached file (now version 1.3).
6
Reattached file and fixed broken information links.
7
Reattached lost files (now version 1.3). Also fixed the information links.
8
If anybody happens upon this thread when searching Google, I'll be a nice guy and give you my answer, assuming you want every unit to have an unlimited amount of smoke grenades and chemlights. Here's what I'd do:

Code: [Select]
replenish = {
_unit = _this select 0;
_weapon = _this select 3;
_magazine = _this select 5;
if (toString _weapon == "Throw") then {
_chemlight = toArray _magazine;
_chemlight resize 9;
_smoke = toArray _magazine;
_smoke resize 10;
if (toString _chemlight == "Chemlight" or {toString _smoke == "SmokeShell"}) then { _unit addMagazine _magazine; }
};
};
{_x addEventHandler ["Fire", {_this spawn replenish}} forEach allUnits;

Something like that? Should work, haven't tested it though. You should probably privatize the variables too. Also, it might not be a good idea to run this entire thing everytime someone fires. I don't know.
9
OFP - Editing/Scripting General / Re: Fwatch 1.13 for CWA in action
« Last post by faguss on 29 Nov 2014, 01:55:54 »
You can access root dir like you would in standard OFP scripting (more info here). Target file must be plain text.

Code: [Select]
f:..\Campaigns\1985\missions\00training.abel\mission.sqm
10
OFP - Editing/Scripting General / Re: Fwatch 1.13 for CWA in action
« Last post by SoldierEPilot on 28 Nov 2014, 23:04:35 »
@Faguss,
is it possible somehow to implement ":class" commands 4 unpacked campaign?
I've tried the same things like with editor mission, it doesn't work.
Should I use some path or just wait 4 FW114 ???
Pages: [1] 2 3 4 5 6 ... 10