nikita320106
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Everything posted by nikita320106
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Night lighting effects
nikita320106 replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
long waiting and most needfull job) thanx alot) -
sorry guys) wrong way) sound(weapons and others from voices) mod in video above is not my job) if you about eva(extended voice addon) i think in arma2 radio chat is good enough
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so) at finally a can say my WOW! OMG! an huge thanx for huge job)) at second 1q) how we're can disable default arma2 grass on arma1 islands?? o)
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Small AI Script Addon - Cent_Stick2gether
nikita320106 replied to mr_centipede's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanx alot) check later -
CBA: Community Base Addons public release!
nikita320106 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
wrong thread) -
WIP: Stuff you are working on 2!
nikita320106 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Binkowski can'twaitcan'twaitcan'twait)) infantry makes all job -
HiFi - Single Sound Modules (Weapons BETA released!!)
nikita320106 replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mega respect -
Editor based AI spawn script by trigger
nikita320106 replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanx for needfull job so) what about readme??? -
AC-130U spooky II gunship
nikita320106 replied to rjtwins's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
rjtwins really great and needfull job) than alot)) -
MH-53E addon released
nikita320106 replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Gachopin really really great work!! do you planing CH-53 Sea Stallion or CH-46 Sea Knight?? will be great) -
Removing hint on the flarelauncher.
nikita320106 replied to Howard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
as you seen i'm not scripter too then no basic copy-past solution you guys should be try to perform more effort and check the syntax and understand what is written two very simple solutions even for me so?? why not Is there a probability built into it that can be increased? by youself?? -
Endless Fire
nikita320106 replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
//Burning vehicles. By Maddmatt, for ArmA 2 //params: [unit,intensity,time,lifecheck,fade] /* How to use [unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn unit: the name of the object that the fire will be attached to intensity: the intensity of the fire. Recommended to use values between 0.7 and 10, higher values may be used if desired though. time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players lifecheck: if this is true then the unit will only burn as ling as it is dead (!alive unit). set to false to burn things like buildings and gamelogics fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. (affected by rain too). If you want to kill a fire you can delete the object it is attached to. hint: you can attach a gamelogic to a moving object via the attachto command, and then make the gamelogic burn. that way you can kill the fire without deleting the object. examples: To make a gamelogic named mygamelogic burn forever with a big fire: [mygamelogic,10,time,false,false] spawn BIS_Effects_Burn -
Removing hint on the flarelauncher.
nikita320106 replied to Howard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
something like this _list = getpos player nearObjects ["AIR",1000]; {_x addEventHandler ["IncomingMissile",{_this execVM 'flares.sqf'}]} foreach units _list; but may be) i' don't now correctly you can try addmagazin "FlareLauncherMag" addweapon "FlareLauncher" and some {_x fire "flarelauncher"} foreach units _list you should check wiki -
thanx for just very necessary fix)
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LandTex - Texture replacement for Chernarus
nikita320106 replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
unbelievable stuff!!)) thanx) -
so) this is great) I'm all at support yours idea now// but// whats a secret work??? whatsuuup??? @Alex72, @Mark XIII??? what you guys hide from yours) almost a friend friend) nikita's??? comunnity waits for some info/demo/promo/videos/screens))eta/reliasedate))
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How about documenting new particle FX?
nikita320106 replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
@Maddmatt thanx alot)) -
WIP: Stuff you are working on 2!
nikita320106 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
just great)) can't wait) -
Removing hint on the flarelauncher.
nikita320106 replied to Howard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
_plane fire "flarelauncher"; it's work for me try to add weapon for every air unit in (i'm add in main section(not in turret)) ======= anoter q) for those who understanding in basic trigonometry) _relpos=_v modeltoworld (_v selectionposition format["flare_launcher%1",_i]); _dirpos=_v modeltoworld (_v selectionposition format["flare_launcher%1_dir",_i]); _flare="FlareCountermeasure" createvehiclelocal _relpos; _dirpos=[(_dirpos select 0) - (_relpos select 0),(_dirpos select 1) - (_relpos select 1),(_dirpos select 2) - (_relpos select 2)]; //Calculate vehocity to launch flare at _div=abs(_dirpos select 0)+abs(_dirpos select 1)+abs(_dirpos select 2); _flarevel=[(_dirpos select 0)/_div*_muzzzlevel,(_dirpos select 1)/_div*_muzzzlevel,(_dirpos select 2)/_div*_muzzzlevel]; we're check for direction of flare_launcher and calculate him velocity)) but/problem here/ Im want to change direction to to plane's direction!!)) can someone add here some simple solution for those who badly studied in school)) another one q)) how change particle params that he's continued to fall not losing velocity so mach)) sorry ma bad engliz) -
INKO Simple Firing Script
nikita320106 replied to Inkompetent's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanx for good job) check later -
WIP: Stuff you are working on 2!
nikita320106 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Pauliesss i love you job for 1arma and wait for new)) and really great and so real stuff) -
Object drawing distance tweak
nikita320106 replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ingenious thing) thanx alot check later) -
cfgSound and values - what are they?
nikita320106 replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try to search -
Activating the Tomahawk cruise Missiles
nikita320106 replied to mankyle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@mankyle thanx) thanx alot can you share example mission with last corrections?? -
WIP: Stuff you are working on 2!
nikita320106 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
cool) Whether there will be customizable??