unipus
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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.
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Haha, amazing. Looking forward to this one!
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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
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Iraqi-Syrian Conflict
unipus replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was just starting to plan a Syrian crisis pseudo-campaign for my tiny coop group! This is excellent, I will follow its progress. -
RHS Escalation (AFRF and USAF)
unipus replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.- 16574 replies
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Great, I will check that out!
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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!
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Any tutorials on gesture animations.
unipus replied to hellceaser's topic in ARMA 3 - QUESTIONS & ANSWERS
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 -
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?
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SCUD with Artillery Computer Control
unipus replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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!