nikita320106
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Everything posted by nikita320106
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while/ it is impossible.. // nobody knows how it to make
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what about completely new sound engine? with supporting reverb, pitch, doppler effect? with supporting all x-fi_sound_features? with supporting sounds_change in dependence on distance? with separatly 1_person_sound, 3_person_sound, distance_sound?
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SLX MOD public release
nikita320106 replied to paragraphic l's topic in ARMA - ADDONS & MODS: COMPLETE
o) thanx for really great job) -
thanx for great staff)) what you plan to make for arma further?
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Sound intensity setting
nikita320106 replied to armored_sheep's topic in ARMA : CONFIGS AND SCRIPTING (addons)
o) thanx) -
wow)) thanx alot for hard and long-awaited job)) downloading now)
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AI Suppressive Fire Reactive
nikita320106 replied to Rommel's topic in ARMA - MISSION EDITING & SCRIPTING
can i add my 2 cent? i'm not clear understood scripting but....i read wiki too)) then// for finding cover for AI - "findcover" is not enough// it is necessary to us to find ""getHideFrom" -"Returns the hiding Position. If enemy is null it is some position in front of the object or enemy position"" //and after that send AI to cover by ""setHideBehind"-"It sets the data for hiding. objectWhereHide can be taken using findCover. hidePosition can be taken using getHideFrom."" =======can i add another 2c??)) and what about ""combatMode "YELLOW" instead of "RED" ?? when the soldier runs under fire it looks too silly even for AI// He is going to enemy to frighten him or to shoot down?)) imho "RED" mode is suitable only for check enemy position after firefight ending)) ==================================== do not try to persuade you to correct something - i'm simply seems this theme interesting and perspective in enough - will force AI's to think and to move by more_team_spirit)) then we can realize importance of machinegunners on and snipers on a battlefield// ===================================== wow))alot letters)) sorry my engliz )) -
Extended Voice Addon. v0.9.1 WIP
nikita320106 replied to nikita320106's topic in ARMA - ADDONS & MODS: DISCUSSION
hmmmm// this addon only my independent job).... -
AI Suppressive Fire Reactive
nikita320106 replied to Rommel's topic in ARMA - MISSION EDITING & SCRIPTING
WOW) that that is necessary! thanx alot)) i'm dont have scripting skill-2q -then what about standalone addone version? - how to make it?-how add check for assigned vehicle-then run something like this LECH_dimount-then prevent for mounting under fire? once again - thanx for hard work) -
Mando missiles and Flares replacement addon
nikita320106 replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
so) can i add my 5 cent? i want to say that for me, as I do not have sripting skill, very much satisfies replacement version, which replace default BIS missiles... thanx alot/// to william1 whether I can change class Extended_Init_EventHandlers-from class_All to separately_each_class or vehicle_name? -
o)thanx alot sorry my
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to xnodunitx o)yes.... sorry my engliz// I had say that the "real")) abrams should be above than BIS's default (but I have understood that while - scales same as BIS) thanx for clear reply)) to King Homer yours OFP M1 work is best_of_best)) thanx alot from armour's fun))
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no no no not packet flares launch/// sorry my engliz instead of flares countermeasures on every incoming missiles- IR-head missiles do not have radar-then i dont want countermeasures on every incomung..//// i want countermeasures on timer(two flares every 30 sec in combat zone(or "combat" behaviour)-then at air(helis or planes) and anti-air (strela or stinger) will have equal chances both on hit and on evasion).... then whether there is - opportunity to auto flares launch - till two every 30 seconds without dependence on incomung missiles?
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Finaly support pack 2 is ready for beta testing
nikita320106 replied to zonekiller's topic in ARMA - MISSION EDITING & SCRIPTING
to Zonekiller what about AI_revive_script? Can u give more details? I very badly understand in scripting) but I search for a way to add in default group_AI-medic job (then 50% killed AI mast be returned to fight (with the lowered aiming skill)) something like this plan 1-have killed AI(or havy wounded - 90% -then "moves" disabled - enable wound_anims) 2-medic throws smoke between body and enemy 3-medic comes nearer 4-medic drags "wounded" in cover (is very well realized script of search of real cover using dsfault arma engine (written by Second)) 5-in cover medic long tries to heal(very long) 6-50% success -then AI raspawn near medic - otherwise medic call to medevac -madevac vehicle raspawn and arrives only after ending firefight..... hmmmmmmmm.... about my help with all this plan- i can help only on config work))) -
to Mandoble can u give some help? im try this and have 1q? how make that in a combat mode all attacking helis and the planes shot flares by auto (on 2 at regular intervals) and bloked packet flare's launch on start thermal head missile(like strela and stinger)?
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How about a scale of abrams model? It should seems that abrams to be much higher than default in arma?
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Mando missiles and Flares replacement addon
nikita320106 replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
thanx alot) -------------------------------------------------------------- Can someone prompt to me how make that in a combat mode all attacking helis and the planes shot flares by auto (on 2 at regular intervals)? --------------------------------------------------------------- the answer is received from Mandoble thanks -
to Maddmatt for myself I have made some tweaks of tank_dust, heli_dust, moving_dust// more natural then default// if you plan to continue the next version I can send you this part.....
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to Maddmatt thanx for help)) //------------------------------------------------------- I'm sorry for my haste i'm just added to all Impact_effect colorCoef_string from tankdust_effect <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">colorCoef[] = {"1 + 0.02 * dustColor", "1 - 0.08 * dustColor", "1 - 0.34 * dustColor", 1}; //very nice effect ///-------------------------------------------------------
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Can someone give me some help about command "SideRadio "msg" In WIKI is written that "msg" takes from discription.ext that is. then this is will be work only in concrete mission........ and who can knows how to add in script, in my addon, radiomessage (like " 1, underfire ") that it was playing in any missions without any additional mission scripting??? only as standalone addon?
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can i add some sugesstion? could you think about add to all light sources (cars headlights, street lamps, traccer) some halo with sizes depending on light's force??[]
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to Maddmatt can you give me some help?? where change dust colour of grounds hits and walls hits ? I would like for myself to change white colour to brown/grey... //------------------------------------------------------- I'm sorry for my haste i'm just added to all Impact_effect colorCoef_string from tankdust_effect <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">colorCoef[] = {"1 + 0.02 * dustColor", "1 - 0.08 * dustColor", "1 - 0.34 * dustColor", 1}; //very nice effect:p ///------------------------------------------------------- and do you know where i can change wind speed for clear weather?? (in ca.config speed paramether for weather change only moving speed of clouds)
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Extended Voice Addon. v0.9.1 WIP
nikita320106 replied to nikita320106's topic in ARMA - ADDONS & MODS: DISCUSSION
to Ateryu82 weapon and vehicle sound submitted in video has no any relation) to voice addon)) so sorry) -
Extended Voice Addon. v0.9.1 WIP
nikita320106 replied to nikita320106's topic in ARMA - ADDONS & MODS: DISCUSSION
I shall think about this/ but this is will add the same above posted problem to crews and in stealth-missions// -
wow) very very interesting) what about standalone addon version?