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CASCA ANDRE CONVOYS - TAKELONG V1a: V1a ON 01 of September of 2015 NEW ON TAKELONG V1: New Skill Settings: _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings: _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew) Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body. Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill? //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500; Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false; //false or 0 is INVUNERABLE true or 1 is VULNERABLE NEW ON TAKELONG V1a: Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill. NEW ON TAKELONG V1b: Coin rewards: Fixed coins rewards not happening due to a typo. Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650]; If it works for you consider a donation. Thankyou. $USD $EURO INSTALATION: TAKELONG V1b Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0 Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf. No BE filters tweak needed. INFISTAR USERS: If your infiStar have this option: /* EXPERIMENTAL CU FIX */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
hey guys, so me and my friend wanna add 50 .cal to DZMS. I tried to spawn in the machine gun as a building(vehicle) in missions, and they do spawn in, but seems like the AIs don't use it. Is there a way to spawn it with an AI using it or can't do this on DZMS? This is what I add in each mission sql: i add in "_gunner" in private private ["_missName","_coords","_base1","_base2","_base3","_base4","_base5","_base6","_base7","_base8","_base9","_base10","_base11","_base12","_base13","_base14","_base15","_base16","_base17","_veh1","_vehicle","_crate","_gunner"]; then i add in spawn in gunner as a building before spawn in AI units //gunner _gunner=createVehicle ["M2StaticMG",[(_coords select 0) - 7.5078, (_coords select 1) + 7.2578,0],, 0, "CAN_COLLIDE"]; Once again, the machine gun do spawn in, and player can use it, but the AI don't use it
Hi everyone, I think I notice a bug : When I go as a gunner in CH_47F_EP1_DZE or in UH60M_EP1_DZE my first person camera is buged, I can't move it. This is not a really big deal because you just have to right clic to go to the machinegun's camera (wich works perfectly fine !), but my Anti hack detect that there is something wrong with player's camera and start ban them! I managed to get rid of this AH's feature so no problems. But I think the camera bug is link to CH_47F_EP1_DZE's class and UH60M_EP1_DZE's class in CgfVehicules.hpp because UH60M_EP1_DZ, and CH_47F_EP1_DZ models works fine I'm not sure the bug come from that file because I use many script but I disabled all scripts linked to helicopters (switchseats and fast roppe) and the bug remains so if someone can confirm that I will be thanksfull. Thank you for reading me and sry for my english Best regards, Granok