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  2. The diary menu and its children are just listBoxes and can be selected as such by using the commands lbSetCurSel. You can also query them for their text to make sure you have the right one. There should be a couple of post of mine where I have provided examples before. Not on my main pc atm but will try to find them later for you if you cannot find them.
  3. Hopefully the next iteration will bring improvement in that area, though I'll still be skeptical and won't buy it depending on how AI turns out in the first place. Seeing how walkable moving objects are done in a plethora of games from 10 years ago should leave anyone positive. Cheers
  4. Just to add at that it surprise me how we have only 2 walkable ships in game and they can't really be "walked" by AI efficiently. BI should really work on that.
  5. Autonomous Render Manager

    Thank you very much for the feedback! I am glad to hear that the Arma Community is open minded for stuff like this!
  6. SCRIPT Cruise missile

    Yes.....I have done that.... as soon that I'm home I'll give you the snippet.
  7. RHS Escalation (AFRF and USAF)

    I know you tweaked the dispersion of the YakBu but it is still quite big. Fighting infantry with the YakB is a pain in the ass because the bullets land all around them although the gun is supposed to be used against infantry. At the moment though it is very ineffective and the gunner wastes tons of ammo to hit something. For comparison: The Mi-8 turret with the PKT has much better precision and is a lot more efficient in killing infantry than the YakBu. The other weapons like rocket pods, gun pods, missiles etc. (KMGU-2 is awesome!) play very good but the YakB as the main weapon is a bit of a letdown.
  8. When i do something like this: {_array set [_forEachIndex, _x + 1]} forEach _array It throws me an "Type Any expected Number" error. After further investigation i revealed that _forEachIndex is scalar bool array string 0xfcffffef, which means that there's no variable named _forEachIndex. How to fix it?
  9. Today
  10. i think its a gary's mod forum, just some guy started a thread to share camo's online... still the best place on the entire internet for camo textures!
  11. Ravage Mod

    Script is on Armaholic too! Abandoned Roads Abandoned Roads is a script that creates trash, garbage and wrecks around the roads on the map to increase players immersion. http://www.armaholic.com/page.php?id=34455
  12. NIArms Release Thread

    Right, panic day over, Time for launch. Image Gallery The development of the HK416 platform is a strange anomaly in the world of 2018. If judged by it's design intent - an AR15 with some of the issues H&K found with the system removed- the HK416 is by and large stands on it's own merits. However, in the context of the flood of AR-15 pattern projects since (both Civil and Military spec), the end product 15 years on seems out of date. How did it come to this? The Genesis of the platform was a confluence of sorts: In the early-to-mid 90s Heckler und Koch was in the midst of multiple US-DOD weapons development programs (most notably the XM29 OICW), which was the same time that then R&D officer for Delta Force Larry Vickers was consulting and evaluating. During the consultations, Vickers made a formal request of H&K on behalf of Delta for improved carbines.The reasoning for these was straightforward: Delta and other SF units were using non-standard CAR-15s in a variety of designations, often in barrel/gas system lengths that made them wholly unreliable and ultimately impractical. The general fix of what was now the H&K M4 was to adopt the G36 Short-stroke gas system, it itself an adaptation of the AR18 system.In 2004 the project was complete, and after a legal scuffle with Colt over the name, Delta Force took acceptance of their requested carbine: a more reliable and durable 5.56mm CQB weapon with better suppressed capability. The cost of that extra durability and performance however, came at a weight premium,and it's one of the criticisms made of the system to this day. Still, with the Commercial launch, the system saw solid interest. By 2008 it was clear to H&K that with the dead-ends of the XM8 and XM29 programs, combined with the limited interest globablly in the G36, the rising interest in the 416 made apparrent what the market wanted. No place was this more apparent than when the Nowegian Military selected the rifles, in a 16.5 inch barrel configuration, as their standard rifle- replacing 40 year old G3s.The REAL windfall though came later in the year with the US Navy SEAL raid in Pakistan, where the tell-all propaganda tour afterwards made ample highlight to "the guns that got it done", replete with personal customisations like Magpul CTR stocks, Overmold Grips, RAHG lightweight fore-ends, and an impressive LLM stack. The last major adopter of the what could probably be now considered first pattern HK416 system, was the USMC- As a companion and/or replacement for the M249 SAW in an infantry Squad. The idea has merit, and while some of the accessories the Corp decided to adopt as part of the system were questionable in their selection, the rifle itself was a good fit. Heavy barrel with a long service life, little to change in the way of battery of arms or maintenance, can deliver better Automatic performance than an M4, but retains better mechanical accuracy over longer strings. As a whole, as far as service rifles go, this is one of a few viable open-market options left. For military purposes, it's more than good enough, and that at the end of the day is what clenches the deal. Variations include(where applicable): 5 Barrel Lengths 6 Stocks 5 Fore-end variants End-user applied camo patterns Grenade Launcher Variants Various minor ergonomic custom parts For a total of 28 HK416s As a note: the RAHG and SMR foregripped weapons do not currently support VFG/AFGs. The support will be enabled as part of a future Core update. Apologies for the inconvenience. Downloads: NIarms HK416s V1.01 Also available on Steam Workshop NIArms Core V1.51 NIarms All-in-One V11 IMPORTANT NOTE: Currently there is an issue with reloading 416 variants with grenade launchers where changing primary mags will eat the round in the GL, and auto-load a new one(Meaning you can switch STANAGs 5 or 6 times and find yourself out of GL rounds). Currently working on the issue, but in the meantime, I'd advise against using the GL variants.
  13. SCRIPT Cruise missile

    Could this be made to force a VLS launcher to fire the missile rather than have it spawn in midair?
  14. Is it possible to change where a map opens in the Editor?
  15. Task Force Arrowhead Radio

    For anyone who is still having issues with getting their custom radio key sounds working, export your custom sounds as 48000hz instead of 44100hz, this has fixed it on my end as I was using Audacity to export the sounds and it kept exporting as 44100hz even when I manually changed the setting to export as 44800hz, so I opened the sounds in sony vegas and exported as 48000hz and it worked perfectly.
  16. Static Animations - How to

    Thanks a lot @Zhivets ! I've finaly manged to do it ! Once you manage to understand Blender it just flows , hopefuly soon i'll release an animation pack sneak peak:
  17. How can I make the player unit use all the uniforms I need ?! I have to modify something from your script or directly in the .ini file?
  18. merge missions scripts

    That's a nice idea ! Check also here:
  19. Helicopter tactics and technology

    Probably this, but in swarms of things.
  20. I want to learn how to make new units

    I dont't know to tell you much but as also i see , yes ! This forum helped me a lot , I have found a lot of usefull stuf there !
  21. Bon's Infantry Recruitment Redux

    I remember I encountered the very same problem in the A2 OA version... I solved it by deleting the condition 'no player, AI dead' in the unit_lifecycle.fsm file... - I'm pretty sure that will work too in the A3 Redux version :-)
  22. Helicopter tactics and technology

    Considering arma, I'd say it's: Head dive onto the enemy and pull up when altitude < 25m. Cheers
  23. The Armaholic mirror has been updated with the new version: TypeSqf Editor v0.62
  24. @pierremgi @reyhard Does modifying the class 'custom' also affect the user profile difficulty settings? If yes, can I add another custom difficulty class (say 'MyDifficulty') to the existing ones too?
  25. A note to everyone. All script commands are in a perfect readable format in the file ScriptCommands.xml. This is so that user can fix errors and add commands by themselves if they want to. But of course I am also interested of eventual updates, so that I can implement them officially. :)
  26. Yes. Implement the ON_UNIT_CREATING (ON_UNIT_SPAWNING_CALLBACK for Engima's Civilians) callback and return false to prevent spawning of new vehicles. Something like this to prevent traffic during night: onUnitCreating = { private _createUnit = false; if (daytime > 7 and daytime < 22) then { _createUnit = true; }; _createUnit }; // Set traffic parameters. _parameters = [ ["SIDE", civilian], ["VEHICLES", ["C_Offroad_01_F", "C_Offroad_01_repair_F", "C_Quadbike_01_F"]], ["ON_UNIT_CREATING", onUnitCreating], ["DEBUG", false] ]; // Start an instance of the traffic _parameters spawn ENGIMA_TRAFFIC_StartTraffic;
  27. PLP Containers

    The Armaholic mirror has been updated with the new version: PLP Containers v0.8
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