PCanas
Member-
Content Count
60 -
Joined
-
Last visited
-
Medals
Everything posted by PCanas
-
About UAVs The autopilot only allows for a fixed list of altitudes. As far as I remember the list is: COPY GROUND - 20m LOW PROFILE - 50m TRAVEL - 200m HIGH -500m VERY HIGH -2000m The gap between "High" and "Very High" is too big. For the Greyhawk I've noticed that in most cases "High" is not high enough since enemies will easily detect it, and "Very High" is so high its past most players' view distance. For the Darter, "High" is usually enough, since its reduced size makes it almost invisible for the enemy. Anyway, it would be nice to have more steps in the list, like every 500m starting from "High" (500-1000-1500-2000), or, better yet, make it completely editable, so the player can type any height he/she wants.
-
Hey o/ Let's say I a have a CQB training scenario, a small town/city. It starts empty, with no one in there. The player starts somehwere outside that town, and there's a desk with a computer (or any other object/s). By aproaching it, you can open a menu where you can choose how many enemies you want to add to the town, the type (infantry and/or vehicles), and their skill level. You may also have an option to reset the scenario, in which case it'd delete all opfor. "You can do this with MCC" Yes, I can. The thing is not everyone in the squad knows how to use MCC. Basicaly, I wanted to create an easier MCC, where you just say how many infantry, how many vehicles, and their skill level. Then it would ramdomly place those elements in the town area. Is this possible, and how hard would it be? Thanks for the help :)
-
"Randomly Populate Area" On Demand
PCanas replied to PCanas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll give it a look :) -
This might be impossible, or really hard, but...
PCanas replied to PCanas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the answers :) I've been out these days, but I've finally managed to try the solution for point 1, the alarm. I made the alarm go off only x seconds after detection, and managed to activate it only if a there's still any member of the squad alive. Now the problem is, turning off the alarm. The alarm sound is annoying as hell, and I want it to sound for only a few seconds. How can I make it happen? Plus, how can I make it play a custom sound? -
This might be impossible, or really hard, but...
PCanas posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! So several questions... 1 Let's say there's an area A. This area is patrolled by several opfor teams/squads, let's say Squad 1 (S1) and Squad 2. (S2) Blufor comes in, as stealthy as possible. Engages S1. S2 does not react because it's in the other side of the area and blufor is using silenced weapons with subsonic ammo (or whatever reason). Obviously, S1 detects blufor. Now here's the thing: if x seconds after beeing detected by S1 any member of S1 is still alive, an alarm is triggered. In other words, you have x time to kill the squad that detects you, or they'll sound the alarm. Is it possible? 2 Explosions will be heard in the region, so grenades, mines, explosive charges, etc will sound the alarm, with no or little time delay. Is it possible? 3 After the alarm has been activated (it will only sound for a few seconds), every opfor in the region becomes permanently alerted. Also, the detecting squad will communicate blufor position to an artillery team, wich in turn will attack blufor in that position (until blufor is dead, or for x seconds, or while blufor is in area A). Is it possible? Thanks in advance :) -
Thanks you both :) The script from Armaholic works just fine ;)
-
Hi! o/ I'm new to this mission editing stuff, but I'm making a new one for my squad. Meanwhile I came with the idea of cut the power to a city/village when a generator is destroyed. The idea is I place the generator(s) in a certain location, players have to destroy it and when that happens, all lamps in the nearby city or an area specified by me (the editor) go off. It might be possible with user placed lamps (is it?) but what about the lamps that are already in the map, as if they were part of the map itself? Thanks for the help :)
-
smallarms NIArms Release Thread
PCanas replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And it's a part of this mod, I suppose... -
smallarms NIArms Release Thread
PCanas replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! As many of you are aware, the supressors in ArmA (and IRL) only supress the sound of the shot itself. If you're using supersonic ammo, you'll still hear the crack of the sound barrier being broken by the round, as we do in Arma. To achieve a "completely" silent shot, you need, together with the supressor, a sub-sonic ammo. (right...?) So, my question is: are there any subsonic rounds for the MP5 SMGs? -
Not sure if this is the right place ofr this but... 1- there's a "bug" when using bipods in weapons, speacilly when you are in a prone position.When "activating" the bipod, your charecter moves slightly towards/backwards. This can be pretty anoying when you're a sniper, and you get in that perfect position that allows you to see everything, even with the movement constraints of the bipod, but then that slight movement ruins that position. I suggest someone solves that problem. The ideal would be for the bipod not causing any movement, just add the stabilizing factor to the weapon. 2- Also about bipods... it has ajustable legs, right? So why doesn't it self-ajust to keep the weapon horizontal (or as close as possible) when used in inclined terrain, instead of placing the weapon parallel to the terrain?