Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

unipus

Member
  • Content Count

    10
  • Joined

  • Last visited

  • Medals

Community Reputation

11 Good

About unipus

  • Rank
    Private
  1. unipus

    Understanding clock when enemy spoted.

    Reporting bearings (in real life) is always supposed to be from the unit's overall facing or direction of movement. I do not know exactly how Arma is doing the math on that, but it's clearly what they are trying to model.
  2. Haha, amazing. Looking forward to this one!
  3. unipus

    Looking for Callsigns

    You want these in English, or Russian? Here's some Russian ones: URUGAN ("Hurricane") TISHINA ("Silence") TOCHKA ("Point") BELUGA (the whale) TAIGA ("tundra forest") KULAK ("affluent farmer") AMBAL (a big strong man) Or I like girls' names, also: KATYA IRINA ALINA ZOYA KSENIYA OKSANA NIKITA ... etc
  4. unipus

    Iraqi-Syrian Conflict

    I was just starting to plan a Syrian crisis pseudo-campaign for my tiny coop group! This is excellent, I will follow its progress.
  5. unipus

    RHS Escalation (AFRF and USAF)

    I have no actual investment one way or the other as far as Arma is concerned (or otherwise, I guess), but FSB do in fact really use Glocks quite a bit. There's more than plenty photo/video evidence to prove it.
  6. Great, I will check that out!
  7. I love the simplicity of the Sites module, but getting it to work how I want has proven challenging. I haven't been able to find concrete answers to these questions: 1) if I wanted to make Sites work on a map other than Stratis/Altis, what would that require (if at all possible)? 2) how can I change the list of classnames that it will call upon, so that I might get (for instance) RHS or CAF guys instead of insane future warriors? I've tried a couple Garrison scripts that can at least deal with issue #2, but issue #1 still comes up. For instance I cannot get men to man the towers at the various military outposts in Zargabad. (AiATP) Any help appreciated!
  8. I'm not sure if this is what you're looking for, but I've found it useful: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim /* Description: Play set of ambient animations on given unit. Remarks: * Can handle several different anims and auto-switching between them. * Detects nearby units with the same animation set and tries to select different animations. * A game logic is created on units position and animated unit is then attached to it, to prevent possible problems, like player pushing units around. * The unit can be snapped to a set snappoint to prevent game from repositioning the unit. * The snappoint is automatically detected, snap distance is 2 meters (in top-down view, ignoring vertical info). * To position unit vertically, move its snappoint up/down. * A snappoint is a (cyan colored) helper "Sign_Pointer_Cyan_F". * This is extremely handy if the unit needs to be placed near object(s) - like on chair near a table. Parameter(s): 0: OBJECT - unit the anim & gear changes are going to be applied to 1: STRING - animation set id, describing what the unit's action looks like. > "STAND" - standing still, slightly turning to the sides, with rifle weapon > "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon > "STAND_U1-3" - standing still, slightly turning to the sides, no weapon > "WATCH1-2" - standing and turning around, with rifle weapon > "GUARD" - standing still, like on guard with hands behing the body > "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle. > "LEAN_ON_TABLE" - standing while leaning on the table > "LEAN" - standing while leaning (on wall) > "BRIEFING" - standing, playing ambient briefing loop with occasional random moves > "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high > "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high > "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table > "SIT1-3" - sitting on chair or bench, with rifle weapon > "SIT_U1-3" - sitting on chair or bench, without weapon > "SIT_AT_TABLE" - sitting @ table, hands on table > "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle! > "SIT_LOW" - sitting on the ground, with weapon. > "SIT_LOW_U" - sitting on the ground, without weapon. > "SIT_SAD1-2" - sitting on a chair, looking very sad. > "KNEEL" - kneeling, with weapon. > "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon > "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon > "KNEEL_TREAT" - kneeling while treating the wounded > "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle) > "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel) > "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing 2: STRING - equipment level id, describing how heavily is the unit equipped. > "NONE" - no goggles, headgear, vest, weapon > "LIGHT" - no goggles, headgear, vest > "MEDIUM" - no goggles, headgear > "FULL" - no goggles > "ASIS" - no touches to the gear > "RANDOM" (default) - gear is randomized according to the animation set 3: OBJECT - object unit to snap to; function won't try to search for the closest snappoint and will use this snappoint instead 4: BOOL - function will try to interpolate into the ambient animation, if the interpolateTo link exists - it is not officialy supported, so it's disabled by default - works only for transitions from (some) default A3 stances to sets "STAND", "SIT_LOW" and "KNEEL" Returns: - Example: [this,"SIT_HIGH2"] call BIS_fnc_ambientAnim; */ //surpress the debuglog output
  9. unipus

    pook_SAM Pack v1.0

    Apparently I am only posting on your threads... I guess because you're making rare cool stuff that I love! Anyway: any plans to port this over to Arma 3?
  10. Hi hcpookie, this looks excellent! I realize you said these are designed for player use, but is it possible to trigger the activation stages? These would be awesome to use for SP/Coop missions as targets for Scud-hunter missions and so on, and the urgency of seeing the launch rail elevating would be great... ideally without fear of it deciding to fire at some inappropriate target!
×