nuxil
Member-
Content Count
1606 -
Joined
-
Last visited
-
Medals
Everything posted by nuxil
-
no i mean the fog that appares close to the fuselage. if you look at this look closly at the root of the wings,, you see what i mean
-
well i'll read this post anyway.. i think i noticed something with the sonic fog.. it looks a bit pink to be.. "a girly sonic fog" .. dont know if you noticed it.. http://www.picfury.com/29/sonicfog-1.html and i think the fule usage when the afterburner is on should stay as it is "IMO".. Afterburners are not meant to stay on for long time,, as it drains the fule tank of a aircrafts in real life, but i think the aircraft accsalirate a bit to fast when the "AB" is on. i would also like to see others oppinion on this. eighter way. i like it verry much btw.. have you thought about adding that fog that appares when a aircraft does a sharp turn ?
-
just tested the new version now.. all i can say i like it,, espesialy the boost part where you use alot of fule when you have the afterburner enabled.. Q button is not of my choice since i use it for my left rudder.. i would say shift is more usefull "for me" but i guess that i can change myself
-
i just it i have just tested it.. you have done some really good work there lethal! keep up the good work
-
setUnitPos command does not work on rooftop
nuxil replied to RM GSTQ's topic in ARMA - MISSION EDITING & SCRIPTING
try something like this, instead x=10 ; this setpos [getpos this select 0, getpos this select 1, ((getpos this select 2)+ x) ] where x is the hight of the building -
what can i say,, im speach less.. it looks great for my eyes have you made hotkeys for the afterburner so it isnt on all the time? just out of curiosity, at what speed does the sonnic fog appare? and did you think about what i sayd. about using setVelocity to give the aircfraft a boost.? what would be so cool thers are some examples on the wiki, http://community.bistudio.com/wiki/setVelocity where you could put example _speed = _x+1; in a loop. so it acsalirate smooth to a max value..
-
im not sure about that,, but you can try out diffrent churches. take a look at this to get the class name http://www.armaleague.com/buildin....iLL.htm
-
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
It works fine for me,, http://www.picfury.com/29/AAmissile3-1.html http://www.picfury.com/29/AAmissile4-1.html -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
i didnt say for you to put the AA script into a trigger.. i dont know how that will work. since the script itself creats a trigger.. place that on a unit.. if it still it dosent work, it must be something other issues, -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
it should not mattre if its written like, _unit = (this select 0); but whats mattre is he wrote unit = (this select 0); -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
ok im gonna be nice and give you my aa script. // // This is an Anti Air craft script.. in alpha stage.. // dont get anoyed by my bad spelled english,, i could rather write it in norwegian :P // //need the mission to compleate the load.. sleep (1+(random 3)); _AAvehicle = (_this select 0) ; _i=0; //this script sleeps min 2 sec. which is 20000 sec before the termination of the loop. thats 5 1/2 houers. for [{_i=0},{_i<1},{_i=_i}] do { WestTriggerOne = createTrigger ["EmptyDetector", position _AAvehicle]; WestTriggerOne setTriggerActivation ["EAST", "PRESENT", true]; WestTriggerOne setTriggerType "NONE"; WestTriggerOne setTriggerArea [150, 150, 30, false ]; sleep 2; //get a list of enemy units inside the trigger. _whohere = list WestTriggerOne ; _nr=count (_whohere); _a=0; for [{_a=0},{_a<_nr},{_a=_a+1}] do { //make the trigger big.. //? WestTriggerOne setTriggerArea [1500, 1500, 0, false ]; _unit = _whohere select _a; _nameAA= name _AAvehicle; _HELI=30; _PLAIN=90; _Value=0; _locktime=0; _Eclass=typeof _unit; _Epos= getpos _unit; _Ename= name _unit; _Ehight = getpos _unit select 2; _Espeed = round (speed (vehicle _unit)); _Edirection = (round ((getdir _unit)/22.5)) mod 16; _Edistance=_unit distance _AAvehicle; _b=0; if ((_Eclass == "Su34") || (_Eclass == "Su34B")) then { _Value=_PLAIN; _locktime=6; } else { _Value=_HELI; _locktime=4; }; // end class if (( side _unit != side _AAvehicle) && ( _unit iskindOf "AIR" ) && (_Ehight > _Value) && (_Ehight < 800) && ((getdammage _unit) <0.8 ) ) then { _lockon=format["West: %1 locking on\nEast: %2,",_nameAA , _Ename]; hint format["%1", _lockon]; sleep (_locktime); hint ""; //check the hight again,,, we want to be able to avoid the AA vehicle.. if ( _Ehight < _Value ) then { _b=2; }; if ( (side _AAvehicle == side player) && (player distance _AAvehicle<25) ) then { _Edir = switch (_Edirection) do { case 0: {"N"}; case 1: {"NNE"}; case 2: {"NE"}; case 3: {"NEE"}; case 4: {"E"}; case 5: {"SEE"}; case 6: {"SE"}; case 7: {"SSE"}; case 8: {"S"}; case 9: {"SSW"}; case 10: {"SW"}; case 11: {"SWW"}; case 12: {"W"}; case 13: {"NWW"}; case 14: {"NW"}; case 15: {"NNW"}; }; //end switch do // give close by player info about targets etc etc.. _mystring=format["AA Targeting: %1\nHeading: %2\nDistance: %3\nSpeed: %4\nHight: %5\n", _unit, _Edir,_Edistance, _Espeed, _Ehight]; hint format["%1", _mystring]; sleep 1; }; //end "if" targeting info for player on AA side.. // we shoot 2 missiles.. 1 extra incase the first one didnt do enought damage.. :P while { (_b < 2 ) && ( _AAvehicle in _AAvehicle ) && (getdammage _AAvehicle < 0.7) && (getdammage _unit < 0.6)} do { // dowatch dosent work all the time.. _AAvehicle Dowatch [getPos _unit select 0,getPos _unit select 1,getPos _unit select 2]; // Presicion "5 meter +/-" _rnd=((random 10) -5); // Make sound & smoke around the vehicle //_AAvehicle say "AA"; //_AAvehicle execvm "missilesmoke.sqf"; //_AAvehicle execvm "smoke.sqf"; // time before missle impact ""RIM-7M/P Sea Sparrow"" we use this missle.. has a speed of 4256 km/h _distance = _AAvehicle distance _unit; _speed = 4256; _time= (_distance / _speed) ; sleep (1+ _time); // Creat the bomb and the shell; _obj="Bomb" createVehicle [0,0,0]; _Anade="Sh_120_SABOT" createVehicle [0,0,0]; // Place the explotion close by.. _obj setpos [((getPos _unit select 0)+ _rnd),((getPos _unit select 1) +_rnd),(((getpos _unit select 2) + _rnd) -0.1)]; _Anade setpos [((getPos _unit select 0)+ _rnd),((getPos _unit select 1) +_rnd),(( (getpos _unit select 2) + _rnd) +0.1)]; sleep 0.35; deleteVehicle _obj; _b=_b+1; hint ""; }; //end the while // resize the trigger after the shots WestTriggerOne setTriggerArea [5, 5, 30, false ]; }; // end if iskindOf "AIR" //check the status of the unit we just shot at.. if (getdammage _unit < 0.7) then {_a=_a;} else {_a=_nr; hint ""; }; }; // end 2nd loop //check if ower unit is dead.. and end the loop if dead. if (( _AAvehicle in _AAvehicle ) && (getdammage _AAvehicle < 0.7)) then {_i=_i;} else {_i=1;}; }; // end 1st loop its a messy script, meant to shoot down east side,, but just change the trigger if you want to shoot down others, WestTriggerOne setTriggerActivation ["EAST", "PRESENT", true]; to WestTriggerOne setTriggerActivation ["WEST", "PRESENT", true]; is you want WEST to use the script.. just place a unit,, ex a stryker, and in its initfeald put. AA=[this] execvm "AA.sqf" -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
i dont think it will work if you have a harrier flying in full speed passed that little trigger area, you can set down the harrier speed.. edit it, and put in its init feald. this setVelocity [200, 0, 0] i think thats about 200 km/t -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
oh and btw.. you should also add sleep 0.35; deleteVehicle _obj; to the file.. like _obj setpos [(getPos _unit select 0),(getPos _unit select 1) ,(getpos _unit select 2) -0.1]; _Anade setpos [(getPos _unit select 0),(getPos _unit select 1) ,( getpos _unit select 2) +0.1]; sleep 0.35; deleteVehicle _obj; else you will get a flame stuck in the sky after the bomb has gone off -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
ok i just check,, name the heli or plain.. give it a name example testpilot.. then on the trigger put, var=[testpilot] execvm "blowup.sqf" ps.. unit = (this select 0); should be _unit = (this select 0); -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
you named it sqs.. this was sqf style.. and try execute it like { _x execvm "blowup.sqf" } foreach thislist on the activation feald on the trigger, or just put as a said earlyer,. { _x setdammage 1} foreach thislist http://community.bistudio.com/wiki/trigger -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
but have you tryed something as simple as on act: { _x setdammage 1;}foreach thislist in a trigger ? it would surly bring down your plain! ps. if the trigger area is small and you are having a su34 flying verry fast by it,, it would not be registrert by the trigger,, -
thank you man
-
Hi all scripters.. im just starting to learn sqf. and i am wounderin about functions.. can i do it somelike i can in "bash" , "for thouse who know what that is" _myfunction1() { some code ; some more code; } ; _myfunction2() { some code ; some more code; } ; if (this == that) then { _myfunction1;} else { _myfunction2;}; i dont know how to explain it otherwise, anyone understand what i mean,, and is it posseble ?
-
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
Well you what you can do is.. make a trigger where you want the plain to explode. // think its thislist since its a trigger.. im confused myself about it. other wize try with [this] then put "on act:" blowup=[thislist] execvm "blowup.sqf" the script may look like : _unit = (this select 0); _obj="Bomb" createVehicle [0,0,0]; _Anade="Sh_120_SABOT" createVehicle [0,0,0]; _obj setpos [(getPos _unit select 0),(getPos _unit select 1) ,(getpos _unit select 2) -0.1]; _Anade setpos [(getPos _unit select 0),(getPos _unit select 1) ,( getpos _unit select 2) +0.1]; save this bowup.sqf file in your mission folder -
Mid-Air Explosion? Setdammage won't do it.
nuxil replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
i do this to make a mid air explotion,, i use it in my AA script _obj="Bomb" createVehicle [0,0,0]; _Anade="Sh_120_SABOT" createVehicle [0,0,0]; _obj setpos [(getPos _unit select 0),(getPos _unit select 1) ,(getpos _unit select 2) -0.1]; _Anade setpos [(getPos _unit select 0),(getPos _unit select 1) ,( getpos _unit select 2) +0.1]; -
Jepp the sonic boom would also be cool.. I think that would be simplere to make since ther are fewer colors to mess with.. but making that sonic boom at 1 225 km/t.. which is about the realistic speed. would be plain stupid since you need the hole map +++ to get up to that speed. some more like 500 / 600 maybe, would be more game realistic.,, just my oppinion. but dont rush yourself.. i think you have already done a great work
-
Most impressive... Indeed it is..
-
oh i thought you meant seach lights.. i need glasses
-
move the gamelogic as driver into the seachlight.. also look at: http://community.bistudio.com/wiki/lightIsOn http://community.bistudio.com/wiki/switchLight
-
to bad it crashes for you.. its a nice little tool. you do it something like this: shows the hole text as link <a href = "marker:markerA">objA destroy all units</a> only obj A shows as link <a href = "marker:markerA">objA</a>destroy all enemy