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Alert23

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About Alert23

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  1. Alert23

    User Mission Request Thread

    https://steamcommunity.com/sharedfiles/filedetails/?id=2664935106
  2. can't we just create a Community poll for it, and let the community decide? XD
  3. Alert23

    Project: Psykers!

    blabla
  4. im not sure if i understand your problem right but im using this to check if a unit is visible to another unit checkVisibility BIS_fnc_inAngleSector tested like this [] spawn { while {sleep 1;true} do { if ( [getposATL spectator1, getdir spectator1, 80, getposATL player] call BIS_fnc_inAngleSector && [ObjNull, "VIEW"] checkVisibility [eyepos spectator1, eyePos player] > 0) then { hintSilent "he sees you";} else { hintSilent "he can't see you";}; }; }; ps: if not helpful please ignore 😅
  5. Super Mario Kart 1vs1 I made this purely for fun, as a proof of concept and released as LOL provider and it was something i always wanted to create just due to the fact that within ARMA nearly anything is possible. STEAM POWERUP'S
  6. Alert23

    ARMA 3 Addon Request Thread

    hello, just an idea for a mod-request that would definitely make cinematic camera scenes much more easier for the arma community. Feuerex has recently uploaded a demo-video where he shows how to create "Smooth camera pans with Bézier curves" he even provides an example script, of course all credits goes to him for making the script available for the community. example video: so if anyone with scripting/modding knowledge would do this then im pretty sure the whole community would love it and appreciate it.
  7. this post is also a good solution
  8. Alert23

    Condition OR

    i had the same issue, see this post
  9. is this even possible? or is there an command like "mouseButtonHoldDown" similar to "keyDown". how does fullauto shooting work in arma maybe that would solve my question. any help would be greatly appreciated.
  10. hello, in this example code it is possible to fire your weapon in a custom camera view although it says currentWeaponMode player it does only fire single shots regardless of the currentWeaponMode private _cam = "Land_HandyCam_F" createVehicleLocal [0,0,0]; _cam hideObject true; _cam attachTo [player, [0,0,10]]; _cam setVectorUp [0,0.99,0.01]; _cam switchCamera "Internal"; findDisplay 46 displayAddEventHandler ["MouseButtonDown", { if (_this select 1 == 0) then { player forceWeaponFire [currentMuzzle player, currentWeaponMode player]; }; false }]; findDisplay 46 displayAddEventHandler ["KeyDown", { if (_this select 1 in actionKeys "ReloadMagazine") then { reload player; }; false }]; is there a way to make it work for "burst" and "FullAuto" too?
  11. correct me if i am wrong... but as far as i have experienced you only need a dlc if you use,wear or drive a dlc content right? but using other content such as objects inside a mission won't necessarily make you buy the dlc right?
  12. hey, i call a fullscreen image like this class RscTitles { titles[] = {"SCP5"}; class SCP5 { idd = -1; movingEnable = 0; duration = 4; fadein = 1; fadeout = 1.9; name="SCP5"; controls[]={"Picture"}; class Picture { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text="SCP5.jpg"; sizeEx = 1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="puristaMedium"; }; }; }; call with: Syntax: layer cutRsc [class, effect, speed, showInMap] example 1 cutRsc ["SCP5", "PLAIN"];
  13. Alert23

    Environment burning

    Something like this?
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