Last edited by Bon; Dec 16 2011 at 12:15.
Thanks for the help with editing the files and the new map updates can't wait to give them a go!
Bon, please make it on Lingor and Panthera2 too!
This was very epic mate, Great job :P
small question in bon_ieds
ied_defusion_handler has this:
Make sure lines 3 to 7 in defuse.sqf are not commented out.
however, they are commented out in defuse.sqf
Imagine you want something to happen on the server machine when a player defuses an IED. Then you would have to uncomment the lines in defuse.sqf and extend the ied_defusion_handler.sqf with your code.
For my mission I commented out these lines because I had no use for this feature and could save another publicvariable call.
Btw, I updated the IED script available on dev-heaven.net. You may want to give it a look.
hf.
Ah, how dumb of me. Thanks
What did you change to the ieds? I think that's the one I'm using
Glad to see it updated to 1.07! I've got a fairly sizable complaint though. Using the ACE version it seems medics, medical tents, ambulances, etc do not work as they used to. When you disable the ACE wounding system it works great, but then you lose the detailed ACE wounding system. Also I seem to be unable to drive any vehicles already existing in the game world. (Civilian Vehicles, UH-60, MTVRs at base for example)
Last edited by JuggernautOfWar; Jan 7 2012 at 15:23.
Phenom II X4 955 45 nm OC 3.6 GHz
GeForce GTX 570 Classified
12 GB Dual-Channel DDR3
M4 Solid State Drive
This is by far one of the best multi-stage "sandbox" coops out there and has been a favourite of our squad since its release. I have a short question regarding the "Clear the street of a location of AT mines." task in the ACE version of TFOR.
Bon, you wrote earlier:
Apparently the indestructibility of the AT mines still persists in the ACE version of the latest TFOR, or am I mistaken? We tried several explosives on them, to no avail. AA radars and the likes are fine.There had been some incompatibilities to the ACE satchel charges. In other words, my "can only be destroyed by satchel charges" script made target objects indestructible instead (thanks to roy86 for pointing that out).
Thanks for sharing this mission with us, by the way! Especially together with ACE & ACRE we keep having a damn nice multiplayer experience - many, many thanks!![]()
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