ATC Rogue
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I never thought the phrase " Guns don't kill people, wabbits do!" would be so spot on.....
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I think you've done some damn fine work here and I'm going to start using it a lot more, the only thing I don't quite think is right is the amount of time the sound of debris lasts, I think it's a little too long, I did destroy a big tower so I know there would have been a lot of debris but it was going on for quite a while longer than I expected.
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I've been using these BAS framework packs since 0-0-25 and they've really helped my mission making become a lot more efficient. There was one thing I was wondering though, would it be relatively simple to take a mission I've written using the 1-0-0 version of the BAS F and transfer it over to the newer version of the bas f, if so would it just be a case of taking the description, mission and briefing files and putting them into the new 1-0-3a folder ( obviously after changing the folder name to the same as my original mission)?
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I made a quick MP mission today and gave it a bash tonight with a couple of the other team mates, it was all going pretty well until I got hit by a zombie giving me 5 minutes to find the cure I'd placed a few miles away, we got there with 30 seconds left and I applied the anti dote. We were celebrating a minor victory then I died. I guess the antidote didn't work but what's worse is when I respawned as a zombie my game crashed back to desktop. I thought I'd post the bug in the hope there's an easy fix because I'm quite impressed with the work so far.
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I downloaded the 2.0 version and I gotta say I'm seriously impressed. I made a mission a while back for OFP and it involved the use of anti aircraft missles which became a pain in the ass to figure out all the tracking and timing of everything. Your mod should make my life a lot easier in re-creating the mission from ofp into ArmA, cheers matey!! Now I've just gotta figure out how to impliment these scripts into my mission.
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Faun Franziska SLT56 v3.0
ATC Rogue replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: COMPLETE
I downloaded this today and I must say it's superb. I tested it in multiplayer and got some bugs so I thought I'd let you know. I think it's possible out of sync somehow because the back part of the trailer once connected kept slipping out of sync with the front part while driving along, at times it became completely seperated and almost drove itself in random directions. This all happened with empty trucks so I know it wasn't anything I added. -
I've been waiting for something to come along that would involve an underground tunnel system and now it's here, it looks stunning so far and I'm very eager to give it a blast when it's released.
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That was an outstanding movie, it must have taken so many pain staking hours to get everything so damn perfect. The music set the mood straight away and the whole idea behind the movie was very moving. The little details in every scene turned this into one of the best movies I've ever seen from any game....Absolutely Flawless! Can't wait to see more. A little off my primary line of thought here but can't some of you guys see what the movie was meant to make you think and feel?? Don't forget we're all human at the end of the day.
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As there's so many things being created by some talented people I wouldn't mind knowing what projects are going on and how they have come along. For instance, the puddle jumper, I've got the beta version and it's pretty good so far however I'd love to have the finished version so I can add it to a mission I'm currently working on. That's just one example I can think of from the top of my head but I'm sure there's much more.
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Not a bad plan Boo-Dro....but going through 90 pages of stuff would take quite a while.
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Well said Placebo, thankfully someone in here has some common sense and wants to eliminate the pointless comments.
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That's something I hadn't noticed as I usually shoot to kill and not to stun.
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Cheers Boo-Dro..I'm trying to get to grips with it and appreciate the help. I'm damn sure I read the readme several times and didn't find anything along what you suggested.
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ok I've tried the init line I mentioned but it tells me there's no script with that name there....what should I be putting instead?
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I'm using version 1.1 of the stargates and I was wondering as you've put the init line for the 1.2 version, would it be very similar to do for version 1.1 except for the DSF_SG_DHD bit would be SG_DHD. eg - [this,"Earth"] exec "\SG_DHD\sqs\NamedGate.sqs" Would that be correct??