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TheGeneral2899

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Everything posted by TheGeneral2899

  1. TheGeneral2899

    TheGen's Guide to Mission / Campaign Making

    Hey ineptaphid! Would love to get this stickied if possible. Made it just to benefit the community and help people breach the fear of delving into mission making. Cheers!
  2. TheGeneral2899

    [Terrain] Chernarus Winter A3

    Dude I cant beleive I didnt even consider this to be an option. It worked like a charm. Appreciate it!!
  3. TheGeneral2899

    [Terrain] Chernarus Winter A3

    Hey guys, Great map but Ive got a quick question. Placing the time at midnight, the overall "brightness" of the map makes things very very visible. Almost to the point where there is no need for nightvision. Via which parameters would be best to make the lighting/visibility darker? Fog / Overcast? Combination of both? Thanks in advance!
  4. TheGeneral2899

    MKY Blizzard and Snow script

    Hell yea! M0nkey you are the best. Appreciate the hard work man. Looking forward to the new release.
  5. TheGeneral2899

    MKY Sandstorm script

    Hey guys can anyone assist? I'm having trouble adding the snow effects to Chernarus Winter map. init.sqf MKY_arSnowEFX = [[0.23,0.021,60],"",true,false,true,true,true,3]; nul = [] execVM "MKY\MKY_Sand_Snow_Init.sqf"; ** And I tried ** MKY_arSandEFX = [[0.23,0.021,60],"",true,false,true,true,true,3]; nul = [] execVM "MKY\MKY_Sand_Snow_Init.sqf"; Copied the MKY folder in the main mission folder as instructed. I even tried moving adding "chernarus_winter" under the sand worlds in the MKY_fnc_getInfoWorld.sqf file. Got the sand to work on the map, but when I move it back to snow, nothing. Anyone able to provide some insight? Thanks in advance!
  6. TheGeneral2899

    MKY Blizzard and Snow script

    Hey Monkey, I've managed to install the snow script for my missions without any problems, however no matter what I've tried, I cannot find a way to change the amount of snowfall that you have listed in the MKY_Snow_Client.sqf under: MKY_fnc_set_Drop_Intervals = { // _this: 0 - "type of snow" private ["_arEmitters","_arDropMax","_intStart"]; switch (_this select 0) do { case "flurry": {_arEmitters = arFlurry_Emitters;_arDropMax = arFlurry_Drop_Max;}; case "light": {_arEmitters = arLight_Emitters;_arDropMax = arLight_Drop_Max;}; case "blizzard": {_arEmitters = arBlizzard_Emitters;_arDropMax = arBlizzard_Drop_Max;}; case "whiteout": {_arEmitters = arWhiteout_Emitters;_arDropMax = arWhiteout_Drop_Max;}; }; hint format ["changing snow -- %1 -- %2",(_this select 0),random(99)]; if !(arCurrent_Emitters isEqualTo _arEmitters) then { { _x setDropInterval (_arDropMax select _forEachIndex); } forEach _arEmitters; sleep 3; // stop the current (old) effect {_x setDropInterval 0.0;sleep 1;} forEach arCurrent_Emitters; // set the global variable to the new current emitters arCurrent_Emitters = _arEmitters; }; (true); }; I've also messed around with the various variables in the "0 = [[0.23,0.047,15],0.8,true] execVM "MKY\snow\MKY_Snow_Client.sqf";" with no avail. Any chance you can drop me a quick line and help? How can I control which gets applied: "flurry, light, blizzard, whiteout"? Thank you and loving the script!
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