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Joona

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About Joona

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    Playing BIS games and Athelics
  • Occupation
    School

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    zzzzzzzz
  1. Hey!! I am trying to make a campaign where you are fighting guerrilla warfare against Taki militia, but i dont know how to make a player have the same car in start of the second mission as in end of the first mission. Making many ends to the first mission (making many 2nd missions) shoud do it, but there are just too many cars in game and too few ends. So anyone know how to do this???
  2. Joona

    Behind the scenes...

    PM please
  3. I think is not a serious bug, but its a bug. Problem is I can have hundreds of 'player' animals. This thou dosent happen with normal units and you cant play with hundred animals. It just shows in the editor. This is what you do to make it happen: When you put an ambient animal, place it as player and then copy & paste it. Patch 1.05.
  4. OMG! I dont understand how much work you have putted into this mod :eek: And all alone!? Only thing whats remainging is those vehicles and aircrafts.
  5. Joona

    mission ending

    This is very simple. 1. Make a trigger 2. Change the ACTIVATION to west (if your player is West) 3. Change the TYPE to end #1 4. Press OK and put the trigger where you want it and when your player enter the trigger area the mission ends. 5. You can change the size of the end area and put it rectangle if you want. There is also a other method if you want to end it by waypoint 1. Make a waypoint and write to its activation field this: end = true 2. Make a trigger and change its TYPE to end #1 3. Last write to its condition: end (remember to delete "this" from condition field)
  6. I found this weird script from Ofp Resistance campaigns first missions intro. What it does is that it attaches a camera to the car and looks at the driver. Sk is the name of the car. ;Zaber ze skody interstart3=true soused say "D01v05" _who = sk; _dx = 2; _dy = 0.0; _dz = 1.2; #LOOP3 ;=== 17:26:18 _camera camSetTarget sk _camera camSetPos [(getpos _who select 0) + _dx * sin (getdir _who) - _dy * cos (getdir _who), (getpos _who select 1) + _dx * cos (getdir _who) + _dy * sin (getdir _who), (getpos _who select 2)+_dz] _camera camSetFOV 0.300 _camera camCommit 0 @camCommitted _camera ? interend3 : goto "konec3" goto "LOOP3" #konec3 Problem is that the next camera script i make doesnt appear. I think its something to do with the things between ? interend 3 and #konec3. Since this keeps it attached to the car. The thing is i cant open the mission with my ofp editor. So i cant search there. And those dx thing i dont know what they mean and i dont care, but if it is something to do with them tell. There shoud not be any problem if it is "set" or "Prepare". Or is there? You can easily test this script by making a car named sk and a intro sqs with this script. And dont remember to make a camera. Surely you know what to do. If you think you can solve this problem. So if somebody knows what stops this script please tell. Sorry about my bad english And thanks I know this shoud be posted in ofp, but i tested it in arma 2 and I want it to work with arma 2.
  7. There are only 45 views and this a old thread. So doestn anybod know?
  8. Joona

    Patch 1.05 suggestions

    I think they shoud fix the AIs driving skills, before looking in to those smaller problems. They turn around, doesnt drive trough roads, suddenly stops (after this they often hit each other) and get away from each other. This happens in convoys and specially in convoys with different vehicles. Problem occurs mostly in tanks. Currently its very hard to make any mission fast where you want a convoy of tanks drive shmoothly through roads.
  9. Joona

    Kellu Island

    Great island, but that grey texture under the buldings is annoying specially in small villages or farms. And I know it looks good from map, but isnt it better to remove them since I think that the actual playing view is more important then the map. Someones may think this not annoying, but this is just my oppinion.
  10. I ported Operation Flashpoint Cold War Crisis campaign mission Combined Arms to Arma 2! It has a briefing, but it does not contain debriefing because I dont know how the **** I make one. That is not a major problem. It may have bugs since I did not use much time making this. It also doesnt contain much new since I wanted to release this fast, but it has First Aid Module and some cows and cars (Cows might be annoying since they are in middle of battle field eating grass:eek:). It is pretty much same as the original accept some enemys in east of the mission and I also putted the same text as in the original tiggers:) (it was some czech what I didnt understand). And in the end there is some sqs and other files wich may not work in Arma 2. Here is the mission You need SgtAce Everon what can be found here Its SP i forgot to add it in the tittle. Could some moderator change it? Enjoy!
  11. This somewhat reminds of Arrowhead. :D
  12. Joona

    Just want to say: Thank You BIS!

    BIS you made the best game ever!!
  13. How do I delay modules? That they woud be activated by trigger.
  14. Umm... Well how do I stop the player from moveing his body, but still able to move his head?:confused: Like in the campaing scenes. Does anybody know?:huh: Thank You:)
  15. It seems that Overdose is missing. I tryed this myself by unpboing the music file in my OFP directory, but music didnt work.:( It woud be nice to get resistance music as well. Thanks!:)
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