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exall

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Everything posted by exall

  1. Hi, Soul. I've heard that you're making your toolset for Blender. Do you have plans to do the same for Modo 401??
  2. It's a good question. I don't know exact version. It is 0.4 but after the 4 there're no numbers. The ACE compatibility was just enabled in this version Last time it was happened on tuesday and my CBA was from weekend. Yesterday i've upgraded via six updater but i didn't test the tent yet. Only desert mercenaries. No. Inspite of all those my problems I find your script one of a few arma community diamonds. I use it in almost all of my missions. By the way, do you plan to localize Revive in different languages? If so, I can help you to make a translation of it into Russian. Furthermore, I've already done this but in code without stringtables.
  3. I also have a problem with mobile respawn. Half of a mission it works fine. But then no matter where you place a tent the marker keeps standing at previous position and doesn't get deleted furthermore. And then you can keep moving the tent but players will be respawned at the same wrong position and it won't change anymore.
  4. exall

    1.03 Performance

    Agreed. Have the same
  5. First of all, thanks for this addon. Are you planning to give it normal textures? Like in RL? And more detailed? That red star on sides breaks all the immersion. And will the cockpit be more detailed in future? Anyway, you've given a lot of pleasure for my russian soul with your effort.
  6. Does it have a support for Russian language as it was in BAS f?? I mean is there a manual in Russian??
  7. try to use all "high perfomance" settings in nvidia control panel. It helped me with same problem. It caused by "override" settings of your videocard
  8. In rl mi-24 has armored glass on cockpit. At least for a caliber up to 7.62.
  9. Russian side needs an air superiority fighter. SU-27 or SU-30 like in ACEmod. USMC has two jets, and SU-34 is bomber really.
  10. Unfortunately, now I face problem with using it in mp.. First, the actions are dublicated in actions menu when I use them sometimes. Besides, if they are dublicted they keep staying in action menu, so the "remove camp" work everywhere. Second, I can't save actions for this player after respawn. I serfed for two days around arma forums and didn't get normal script for this. So I'm trying to use smth like this: actionspawn.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0; _actionname = _this select 1; _actionscript = _this select 2; If (!isplayer _unit) exitwith {}; _nul = player addaction [_actionname, _actionscript]; while {true} do { if (!alive player) then { waituntil { alive player; sleep 1; }; _nul = player addaction [_actionname, _actionscript]; }; }; As for this actionspawn it works normally for other players with actions (in my role-based mission the radio operator has 2 actions - artillery and air control, and they are spawning with him). But I don't have idea why it doesn't work with this player.
  11. Hello everyone )) I think I'm in the dead-end with my scripting knowledge. The idea is that a group leader can make a camp, and if the camp exist other group members can respawn there or at the base at choice. Then, if the camp respawn point need to be moved, group leader should go to it and pick up/dismantle the camp. The spawn point is a marker which follows the camp So I made some scripts for it. But they don't work of course or I won't be here ))) camp.sqf (the main script) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> CampCA = p1 addAction ["Make Camp","campcreate.sqf"]; if (alive Camp) then { p1 removeAction _CampCA; _Trg = createTrigger ["EmptyDetector", position Camp]; _Trg setTriggerArea [2, 2, 0, False]; _Trg setTriggerActivation ["NONE", "PRESENT", true]; _Trg setTriggerStatements ["this", "ok = true", "ok = False"]; _camppos = position Camp; _p1pos = position p1; if (_p1pos==_camppos) then { CampDA = p1 addAction ["Remove Camp","campremove.sqf"]; }; } else { deleteVehicle _Trg; p1 removeAction CampDA; p1 addAction CampCA; }; campcreate.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Camp="ACamp" createVehicle position p1; campremove.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deleteVehicle Camp; campspawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #start "Respawn_Camp" setMarkerPos getpos Camp ~5 goto "start"; What i've achieved for now: player make camp and make and make.. the action keeps accesible. And there's no "Remove Camp" at all. As I can see the whole that scripting is wrong
  12. I've got it at last!! Thank you very much, YO!! I've just got little help from flashpoint.ru, so I've mixed your help and his help, so here what we've got (3 scripts): campcreate.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pos = [(getpos p1 select 0)+5*(sin getDir p1),(getpos p1 select 1)+5*(cos getDir p1),0]; Camp="ACamp" createVehicle _pos; p1 removeAction _makeCamp; campremove.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((_this select 1 != p1)) exitWith {}; deleteVehicle Camp; p1 removeAction _remCamp; _makeCamp = p1 addAction ["Make Camp","campcreate.sqf"]; campspawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _action=false #start if (!isNull Camp) then {"Respawn_Camp" setMarkerPos getPos Camp} else {"Respawn_Camp" setMarkerPos markerPos "Respawn_Start"} ?(p1 Distance getMarkerPos "Respawn_Camp") < 5 && !(_action) :_remCamp = p1 addAction ["Remove Camp","campremove.sqf"];_action = true ?(p1 Distance getMarkerPos "Respawn_Camp") > 5 && _action :p1 removeAction _remCamp;_action = false ~2 goto "start" Notice that all actions not in "_this select" construction (in version from flashpoint.ru the were) and are named so it will be useful with "respawn with actions" scripts. Maybe it will help other guys like me which are new to scripting. Thanks again, YO!!!!
  13. And where I should implement it?? I tried it in campcreate.sqf with "if-then" construction but it doesn't work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Camp="ACamp" createVehicle p1; p1 removeAction CampCA; if ((p1 distance Camp) <= 5) then { CampDA = p1 addAction ["Remove Camp","campremove.sqf"]; } else { p1 removeAction CampDA; }; I'm not convinced in the syntax of condition
  14. Thanks again!! All is working like machine. I've just changed your campspawn.sqs a little: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#start if (!isNull Camp) then {"Respawn_Camp" setMarkerPos getPos Camp} else {"Respawn_Camp" setMarkerPos markerPos "Respawn_Start"} ~5 goto "start" There was an error (I don't know why) with "?:". I've just tried and now it works. All that I need now is "remove camp" activation only in near of a camp
  15. Thanks a lot, YO!! I'll definately try it out. I believe that it will be much better )) Just one thing that I didn't tell in topic is that I want to add the action "Remove Camp" only when the player is near the camp. What do you think?? Will the script about trigger in camp.sqf work?? I think that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camppos = position Camp; _p1pos = position p1; if (_p1pos==_camppos) then is not what will work but I can't imagine smth else with it
  16. exall

    Liberation 1941-1945: Patch 1.08

    The mod is awesome. It's just perfect. But I have a little problem with mp40s. When I shoot out all the magazine without reload to end first time, everything seems to be fine. But when I shoot out the second to 0, the sound of firing keeps going. Then I move but the "soundspot" holds in the place where the last shot was. And it firing and firing and firing.. For info: I have Duron 750 with 256Mb Ram. Privet iz Rostova-na-Donu )) Spasibo za luchshiy mod dlya ofp na svete!!
  17. Hello everybody!! I need something like this A group of men are running to their base. A horde of zombies or enemies are following them. When soldiers will be in 50-100 meters near the base an APC with support of 3-4 soldiers will move out of base gates forward to 20 m and support fleeing soldiers. When fleeing soldiers will reach base or when 3 of 4 supporting soldiers will be down, the APC will go backwards to base gates (in the rear gear). It will be very useful script for city battles for me Sorry for my English ))
  18. exall

    Support script

    chris330, please, could you place the file somewhere else, I can't download it. Thanks Metal Heart, I've already made the thing with triggers but vehicle of course doesn't move backwards. If Chris give me the link, I'll do that. Btw, should I make a new topic or I can ask you bout the thing here?? I want an arrest script. A team engage a rebels team or else. And when for example 3/5 of rebels are down, others drop their weapons, surrender and become captives. Of course, it will be best with anims and vocals )) Please give just half-script or smth )))
  19. exall

    Support script

    How about "setvelocity"?? It can make a tank/car move backwards. If I do this all with triggers and wps it will be a half mission limit for such a computer that my is )) I'm just asking exactly about script. Maybe not so perfect script but just something.
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