Nekron
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Odpowiedzi dodane przez Nekron
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Może dziś ktoś byłby chętny do spalenia kilku tygrysów?
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Chętnie pomogę.
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Dawne dzieje jeszcze sprzed klęski pod Czernogorskiem
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Google i forum Bisu mówi coś takiego na temat tego błędu:
http://forums.bistudio.com/showthread.php?t=122433
Inne wyszukane informacje na temat tego błędu też dotyczą Army więc raczej nie jest to błąd RAM lub karty graficznej.
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Można by zagrać tylko nikt się nie pytaW każdym bądź razie już nie gracie w mowa ;(
Można by zagrać tylko nikt nie mówi że chce
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Podobno był jakiś patch który dodał nowe mapy?
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W betę można pograć jedynie przez Origin ?
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Spitfire co było lepszego w tym że noob który grał w do dość długo mógł z łatwością pokonać kogoś zdolnego ale dopiero zaczynającego?
Bo 4 grach rzuciłem to w cholerę i wróciłem do zwykłego Coh
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Jeśli będzie rola dla starego przepitego bełkoczącego Rosjanina ze zdartym gardłem to chętnie pomogę
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Od Hellsinga zaczynałem przygodę z anime
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Wolę jednak wyrywane kończyny i wnętrzności w Claymor
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Oglądał z was ktoś może Claymore?
I jeśli tak to czy warto to obejrzeć?
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Nie wydaję mi sie.
Kupiłem oryginał w sklepie internetowym.
Najpierw zainstalowałem jak normalną grę wpisałem cd key i klucz SecuROM i wszystko działało tak jak trzeba.
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Takie głupie pytanie.
Jest jakaś różnica pomiędzy wersją steam/non steam?
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Proponuje umówić się na dokładną godzinę,bo jak jestem na TS to zazwyczaj wszyscy grają albo nikogo nie ma
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Znajdą się jacyś chętni do wspólnej gry?
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Nie lepiej kupić przez internet?
Zero kombinowania,taniej niż na steam i możesz mieć nawet następnego dnia po zakupie.
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Miałem ten sam błąd,zaktualizowałeś TS do zbyt nowej wersji.
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A właśnie że nie prawda
Było w interwencji o sklepie z militariami który sprzedawał takie wino jako eksponat kolekcjonerski.
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Przy włączeniu komendy -showScriptErrors po włączeniu misji ze skryptem pojawia się komunikat o błędzie
Sprawdzałem go kilka razy i nigdzie nie zauważyłem żeby brakowało ;
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A próbowałeś wstawić jakąś dodatkową frakcje czy sprawdzałeś na tych co już są w skrypcie?
Bo tylko po zmianie jednoski na taką której frakcja jest standardowo w skrypcie wszytko działa tak jak powinno.
A takistańscy partyzanci nie działają dalej :|
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Tutaj masz jak zrobić taką bombę.
http://nonsensopedia.wikia.com/wiki/Por ... omow%C4%85
Tylko nie baw się nią w nocy bo możesz wkurzyć sąsiadów.
A na serio to przeszukaj armaholic,albo forum bisu.
Ja znalazłem na szybko coś takiego:
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// RUIS script (Random Unit Invasion Script) v1.2
// changed attak waypoint to function as array - allows for spawned group to randomly select a position to move to
// example: nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, spawntimer, Scripttime] execVM "RUIS.sqf"
// unit - this unit will be checked for what side and faction to spawn
// [spawn1, ...] - gamelogics for units to spawn on
// attackwp - an array of positions spawned units will move to (chosen randomly per group)
// spawntimer - amount of time to wait until the spawning of a new unit
// scripttime - the amount of waves this script will run (1 wave = 1 iteration of script spawning stuff)
if (isServer || isDedicated) then {
private ["_spawntime", "_logicS", "_logicE", "_temptime", "_scripttime", "_unit", "_perc", "_faction", "_side", "_MaxInf", "_MaxV", "_MaxLA", "_MaxArm", "_MaxAir", "_PInf", "_PV", "_PLA", "_PArm", "_PAir", "_EmptyGroups"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_spawntime = _this select 3;
_scripttime = _this select 4; // this sets the amount of waves the script will do
_faction = faction _unit;
_side = side _unit;
_EmptyGroups = 0;
// EDIT THESE VARIABLES TO CUSTOMIZE RUIS
_MaxInf = 10; // Maximum amount of infantry that can be spawned in a single wave
_MaxV = 0; // Max amount of vehicles to spawn
_MaxLA = 0; // Max amount of light armored in a single wave
_MaxArm = 0; // Max amount of armor
_MaxAir = 0; // Max amount of air
_PInf = 100; // Percentage chance of Infantry being spawned (100% = everytime, 0% = never)
_PV = 0; // Percentage chance of vehicles spawning
_PLA = 0; // Percentage chance of Light vehicles being spawned
_PArm = 0; // Percentage chance of Armor being spawned
_PAir = 0; // Percentage chance of Air being spawned
// DO NOT EDIT PAST THIS
// check what side was chosen, and assimilate proper values
// blacklisted: "RU_SniperTeam", "USMC_SniperTeam", "USMC_FRTeam", "USMC_FRTeam_Razor"
// A2 Russian faction
if (_faction == "RU") then {
_unit setVariable ["infantry", ["RU_InfSquad", "RU_InfSection_MG", "RU_InfSection_AT", "RU_InfSection_AA", "RU_InfSection"], true];
_unit setVariable ["vehicle", ["RU_MotInfSection_Recon", "RU_MotInfSection_Patrol"], true];
_unit setVariable ["lightarmor", ["RU_MechInfSquad_1", "RU_MechInfSquad_2"], true];
_unit setVariable ["armor", ["RU_TankPlatoon"], true];
_unit setVariable ["air", ["RU_Mi24VSquadron", "RU_Mi24PSquadron"], true];
};
// A2 USMC faction
if (_faction == "USMC") then {
_unit setVariable ["infantry", ["USMC_InfSquad", "USMC_FireTeam", "USMC_FireTeam_MG", "USMC_FireTeam_AT", "USMC_FireTeam_Support", "USMC_HeavyATTeam"], true];
_unit setVariable ["vehicle", ["USMC_MotInfSection", "USMC_MotInfSection_AT"], true];
_unit setVariable ["lightarmor", ["USMC_MechInfSquad", "USMC_MechReconSection"], true];
_unit setVariable ["armor", ["USMC_TankPlatoon"], true];
_unit setVariable ["air", ["USMC_AH1ZSquadron", "USMC_UH1YSquadron", "USMC_MV22Squadron", "USMC_F35Squadron", "USMC_AV8BFighterSquadron", "USMC_AV8BBomberSquadron"], true];
};
// OA US Army faction
if (_faction == "BIS_US") then {
_unit setVariable ["infantry", ["US_RifleSquad", "US_WeaponsSquad", "US_Team", "US_TeamMG", "US_TeamAT", "US_TeamSupport", "US_HeavyATTeam", "US_SniperTeam", "US_DeltaForceTeam"], true];
_unit setVariable ["vehicle", ["US_MotorizedSection", "US_MotorizedSectionAT", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV"], true];
_unit setVariable ["lightarmor", ["US_MechanizedInfantrySquadICVM2", "US_MechanizedInfantrySquadICVMK19", "US_MechanizedReconSection"], true];
_unit setVariable ["armor", ["US_MGSPlatoon", "US_M1A2Platoon", "US_M1A1Platoon", "US_M1A2Section"], true];
_unit setVariable ["air", ["US_A10Flight", "US_AH64DFlight", "US_AH6JFlight", "US_AH6XFlight", "US_MH6JFlight", "US_UH60MFlight"], true];
};
// OA Takistani Army faction
if (_faction == "BIS_TK") then {
_unit setVariable ["infantry", ["TK_InfantrySquad", "TK_InfantrySection", "TK_InfantrySectionAT", "TK_InfantrySectionAA", "TK_InfantrySectionMG", "TK_SniperTeam", "TK_SpecialPurposeSquad"], true];
_unit setVariable ["vehicle", ["TK_MotorizedInfanterySquad", "TK_MotorizedReconSection", "TK_MotorizedPatrol"], true];
_unit setVariable ["lightarmor", ["TK_MechanizedInfantrySquadBMP2", "TK_MechanizedInfantrySquadBTR60", "TK_MechanizedSpecialSquad", "TK_MechanizedReconSection", "TK_MechanizedReconSectionAT"], true];
_unit setVariable ["armor", ["TK_T72Platoon", "TK_T55Platoon", "TK_T34Platoon"], true];
_unit setVariable ["air", ["TK_Mi24_DFlight", "TK_Mi_17Flight", "TK_Su25Flight", "TK_UH1HFlight"], true];
};
// OA Takistani Insurgents faction
if (_faction == "BIS_TK_INS") then {
_unit setVariable ["infantry", ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_AATeam", "TK_INS_ATTeam"], true];
_unit setVariable ["vehicle", ["TK_INS_Technicals", "TK_INS_MotorizedGroup"], true];
_unit setVariable ["lightarmor", [], true];
_unit setVariable ["armor", ["TK_INS_MotorizedPatrolBTR40"], true];
_unit setVariable ["air", [], true];
};
// Takistani Locals
if (_faction == "BIS_TK_GUE") then {
_unit setVariable ["infantry", ["TK_GUE_Group", "TK_GUE_Patrol", "TK_GUE_ATTeam"], true];
_unit setVariable ["lightarmor", ["Your Vehicle Classname here"], true];
_unit setVariable ["armor", ["Your armor classname here"], true];
_unit setVariable ["air", ["Your air classname here"], true];
};
// Functions for spawn
if (isnil "DZ_Spawn_INF") then {
DZ_Spawn_INF = {
private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxInf", "_locA"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_side = _this select 3;
_faction = _this select 4;
_MaxInf = _this select 5;
// spawn infantry a random of 5 times
for "_i" from 1 to (ceil(random _MaxInf)) + 5 do
{
_unitarray = (_unit getVariable "infantry") select floor(random(count (_unit getVariable "infantry")));
_loc = _logicS select floor(random(count _logicS));
// spawn random units
_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> (str _side) >> _faction >> "Infantry" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
// move units to waypoint
_locA = _logicE select floor (random(count _logicE));
_wp = _spawned addWaypoint [position _locA, 0];
_wp setWaypointType "SAD";
_wp setWaypointSpeed "NORMAL";
[_spawned, 0] setWaypointBehaviour "AWARE";
sleep (random 20);
};
};
};
if (isnil "DZ_Spawn_V") then {
DZ_Spawn_V = {
private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxV", "_locA"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_side = _this select 3;
_faction = _this select 4;
_MaxV = _this select 5;
// spawn vehicle random times
for "_i" from 1 to (ceil(random _MaxV)) do
{
_unitarray = (_unit getVariable "vehicle") select floor(random(count (_unit getVariable "vehicle")));
_loc = _logicS select floor(random(count _logicS));
// spawn random units
_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> (str _side) >> _faction >> "Motorized" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
// move units to waypoint
_locA = _logicE select floor (random(count _logicE));
_wp = _spawned addWaypoint [position _locA, 0];
_wp setWaypointType "SAD";
_wp setWaypointSpeed "NORMAL";
[_spawned, 0] setWaypointBehaviour "AWARE";
sleep (random 20);
};
};
};
if (isnil "DZ_Spawn_LA") then {
DZ_Spawn_LA = {
private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxLA", "_locA"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_side = _this select 3;
_faction = _this select 4;
_MaxLA = _this select 5;
// spawn light armor random times
for "_i" from 1 to (ceil(random _MaxLA)) do
{
_unitarray = (_unit getVariable "lightarmor") select floor(random(count (_unit getVariable "lightarmor")));
_loc = _logicS select floor(random(count _logicS));
// spawn random units
_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> (str _side) >> _faction >> "Mechanized" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
// move units to waypoint
_locA = _logicE select floor (random(count _logicE));
_wp = _spawned addWaypoint [position _locA, 0];
_wp setWaypointType "SAD";
_wp setWaypointSpeed "NORMAL";
[_spawned, 0] setWaypointBehaviour "AWARE";
sleep (random 20);
};
};
};
if (isnil "DZ_Spawn_ARM") then {
DZ_Spawn_ARM = {
private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxArm", "_locA"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_side = _this select 3;
_faction = _this select 4;
_MaxArm = _this select 5;
// spawn vehicle a random of 3 times
for "_i" from 1 to (ceil(random _MaxArm)) do
{
_unitarray = (_unit getVariable "armor") select floor(random(count (_unit getVariable "armor")));
_loc = _logicS select floor(random(count _logicS));
// spawn random units
_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> (str _side) >> _faction >> "Armored" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
// move units to waypoint
_locA = _logicE select floor (random(count _logicE));
_wp = _spawned addWaypoint [position _locA, 0];
_wp setWaypointType "SAD";
_wp setWaypointSpeed "NORMAL";
[_spawned, 0] setWaypointBehaviour "AWARE";
sleep (random 20);
};
};
};
if (isnil "DZ_Spawn_AIR") then {
DZ_Spawn_AIR = {
private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxAir", "_locA"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_side = _this select 3;
_faction = _this select 4;
_MaxAir = _this select 5;
// spawn vehicle a random of 3 times
for "_i" from 1 to (ceil(random _MaxAir)) do
{
_unitarray = (_unit getVariable "air") select floor(random(count (_unit getVariable "air")));
_loc = _logicS select floor(random(count _logicS));
// spawn random units
_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> (str _side) >> _faction >> "Air" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
// move units to waypoint
_locA = _logicE select floor (random(count _logicE));
_wp = _spawned addWaypoint [position _locA, 0];
_wp setWaypointType "SAD";
_wp setWaypointSpeed "NORMAL";
[_spawned, 0] setWaypointBehaviour "AWARE";
sleep (random 20);
};
};
};
//player sidechat "getting into loop";
while {_scripttime > 0} do {
_perc = round(random 100);
_scripttime = _scripttime - 1;
_temptime = _spawntime;
//player sidechat format ["percentage: %1", _perc];
if (_perc <= _PInf) then {
_infspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxInf] spawn DZ_Spawn_INF;
};
_perc = round(random 100);
if (_perc <= _PV) then {
_vehspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxV] spawn DZ_SPAWN_V;
};
// check if an index in the array exists
if (count (_unit getVariable "lightarmor") > 0) then {
_perc = round(random 100);
//player sidechat format ["percentage: %1", _perc];
if (_perc <= _PLA) then {
_laspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxLA] spawn DZ_Spawn_LA;
};
};
_perc = round(random 100);
//player sidechat format ["percentage: %1", _perc];
if (_perc <= _PArm) then {
_armspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxArm] spawn DZ_Spawn_ARM;
};
sleep 1;
// check if an index in the array exists
if (count (_unit getVariable "air") > 0) then {
_perc = round(random 100);
//player sidechat format ["percentage: %1", _perc];
if (_perc <= _PAir) then {
_airspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxAir] spawn DZ_Spawn_AIR;
};
};
waitUntil {sleep 1; _temptime = _temptime - 1; _temptime < 1};
{if (({alive _x} count units _x) == 0) then {deleteGroup _x}} foreach allGroups;
{deleteVehicle _x} forEach allDead;
};
};
Urealnianie medykowania
w Tworzenie misji
Napisano
W jaki sposób można tak ustawić moduły leczenia żeby pełne odzyskanie zdrowia było możliwe tylko w szpitalu polowym?