Jump to content

lordfrith

Member
  • Content Count

    330
  • Joined

  • Last visited

  • Medals

Everything posted by lordfrith

  1. this looks very cool, i like how you have to throw smoke/light for heli to land. i look forward to being flown around by this later ;)
  2. lordfrith

    JBOY_PumpkinHead

    thanks @johnnyboy always an inspiration for inventive scripting, i like how the pumpkin men are all wearing their hats backwards 90's white rapper style ;)
  3. [[1366,768,870,653,1.77865,0.85],[12.8,12,12],[12.8,12,12] hows it looking?
  4. lordfrith

    Missile to specific position

    yep, with unnerving accuracy, serious, you can't hide from this thing! try running it with yourself as a target then try fleeing! I'd use it for scenes or AI support calls, for players its more realistic to use the original laser pointer target one
  5. lordfrith

    Missile to specific position

    check my revised script in my last post i added it already ;) , its the line
  6. lordfrith

    Missile to specific position

    well i needed to do this too at some point so i've been messing about, see revised function below, i've highlighted in red the lines which set where the missile spawns and how long it flies up for this is in my init.sqf to test, i forgot to add the line 'LF_missileAvailable = true;' in init or the function will kick off with an unknown variable error seems to work pretty sweet now, heres my test scenario, enjoy!
  7. lordfrith

    Missile to specific position

    well put the function above in your init.sqf so its loaded then try calling it with something like: but as i added above you might need to make the missle fly upwards first before moving towards target as i was writing that to be launched from plane so missile already has altitude
  8. lordfrith

    Missile to specific position

    i actually adapted that script so it was spawned with an offest to the source vehicle (i.e. a plane) and the target is just passed in params so no laser designator required. For my use it was to allow missiles to be used by AI side but it might have some ideas for you then it is spawned like so: EDIT: this works ok when fired from the air but if its being launched from ground then you might still need to insert your lines to make the missle fly upwards first
  9. hi folks i've written a while loop to scan for nearby buildings as player moves around. on mission load everything is working beautifully but on loading a save game the loop doesn't continue. the structure of the loop being spawned is as follows, in the mission init there is: which has a bunch of variable/function defines and then at the bottom: which contains the while loop: is there anythings obviously wrong with the scheduled/unscheduled environment thing here? I'm a bit hazy on it still... i thought when the save is loaded the while loop state would be loaded and continue
  10. @Dedmen yeah i'm confused too given what you've just told me
  11. SOLVED: switching the functions in the while loop from 'call' to 'spawn' seems to allow saving and loading to work as intended i.e.
  12. hmm well i don't but i think given our discussion above i need to go back and relearn a bunch of stuff anyways, thanks for your helps, if i get this sorted i'll post back here
  13. sorry dude, i have no background in this stuff so i find it real hard to describe what i'm trying to do correctly, getting this far has been a bit of a journey ;) i have read the page you linked before and.... soooort of understood it so the script is scheduled as its execVM... but within that i'm using unscheduled 'call' to start other functions... this isn't an issue then?
  14. i don't think so, save/load seems to work ok for other stuff, this is defined in description.ext right? i'll check in the editor settings too, i wouldn't have it in any of my scripts as being save compatible is a big part of what i'm trying to do. as seen in my example above there are unscheduled function calls within the while loop, would this be causing it? once you've run something in a scheduled environment does everything within that function also have to be unscheduled? cheers, i was actually reading that very thread looking for answers. When AZcoder says: thats what made me believe it was possible... thanks for your answers folks :D P.S. as a test i removed the while loop and just spawned the function again as it ends, this works ok with save load so i've botched it to work but would be nice to figure out this while loop thing... EDIT : can anyone think of a bomb proof example of a save proof while loop i could have a look at? i've been checking through other scripts i have but not found an obvious good example
  15. each 'client' is each connected player, you want remoteExec command, have a look at the section marked 'target'. remote exec can run a local script for each client
  16. lordfrith

    Time inside a while

    wouldn't the 'sleep 10;' only apply to the code in the 'spawn {code}' part? my money is on the loop will repeat every second. if you add a debug hint you should be able to see:
  17. hmm, i was sure i've had AI units in my squad run out but never noticed about non player group AI's... interesting
  18. lordfrith

    Handicapped player

    i feel like jumping is given a strange emphasis in video games anyway, dunno if theres any pro-jumpers on these forums but personally i find RL jumping is far less useful than games would have me believe, and thats before carrying all the gear. that said i like the enhanced movement mod, the jumps are realistically small hops.
  19. hi, was looking for this awhile ago (infinite mags rather than infinite bullets), i'm trying to find the script, i think its this one from the armaholic forums:
  20. maybe you got a solution for this already ... you can run BIS_fnc_findSafePos first to define the position (the objDist argument allows you to define how close the nearest object can be) then use this to spawn the units onto. so something like for vehicles i also found finding a random pos and then running BIS_fnc_nearestRoad works pretty good too
  21. lordfrith

    I want to learn how to make new units

    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!
  22. lordfrith

    I want to learn how to make new units

    you mean source images for making textures? there are sites like texturemax which is free but you gotta create an account and get limited textures per day. It has a huge variety though, of fabrics, metals, etc to build textures from. there are other good sites like this, have a search for texture libraries this is it, if its just a retexture mod then you should be able to inherit nearly everything in mod config from a parent class and then just change the textures. for adding new vehicles etc you're likely inheriting from a baseclass and writing a lot more yourself
  23. lordfrith

    I want to learn how to make new units

    thats pretty much it, other than maybe some image software like GIMP or PS for working on the textures. the cool thing about arma tools is there is an option to extract all the main arma game files so you can look through the configs/files fr nearly everything in the game. For me it really helped, aside from reading what is on the WIKI, to see examples of how things like the RVMATS get set up. Check out the arma samples as well as that has examples of all kinds of mods.
  24. lordfrith

    I want to learn how to make new units

    do you have arma tools set up? i found it was best to have a look at the actual arma 3 files. Pick a uniform and find the config, rvmat and its file, its the best way to get an idea of what you're going to need to create
  25. hi folks i was making a scenario and rewrote an old patrol function that i had. it made arma 3 crash! so i tried isolating the function in a test scenario and while arma didn't crash the function did absolutely nothing. i've been staring at this for over an hour now trying to see what really stupid thing i've done wrong... anyone help? what the function is supposed to do: if no enemies are detected move either to random position or random building position. if there are enemies present group should move to intercept. In a loop. to test, create a new mission and place an AI group near any town. create an init.sqf and paste in: EDITED now working: hopefully someone can see what i'm missing here...
×