rwillis
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It looks like in 1.03 thatyou'll be able to turn off the grass by lowering terrain detail to it's lowest setting. From the patch notes:
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but it affect the overall terrain details too i think(i wish to play with normal terrain details which makes the island more life like yet didnt lags that much due to the stupid grass) It doesn't seem to make the game look bad for me. I just turn terrain detail on very low, texture detail on very high, object detail on very high, and give it a 2500 draw distance, and the game look very good.
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Sounds like a good deal then.
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check if entire group is dead
rwillis replied to rwillis's topic in ARMA - MISSION EDITING & SCRIPTING
thanks -
How do I check if an entire enemy group is dead through script? I tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{!alive _x} count enemysquad == 0 where enemysquad is the name of the group, but it seems to want an array to check there. Is there a way for me to check if the group is dead without having to name every soldier in the group?
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ok
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I had the same problem, not sure if it's a bug but it looked like it was getting stuck in a house for me. Â To fix it I just deleted it and highlighted the waypoint sequence it was in before, then made a new waypoint, then give it the wp number it had before
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COOP- How to start playable units in choppers
rwillis replied to jimbojones's topic in ARMA - MISSION EDITING & SCRIPTING
thank you sir To the original poster: Putting <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x moveInCargo vehiclename} forEach units this; into the group leader's init field will automatically make their group enter into the cargo of vehiclename -
COOP- How to start playable units in choppers
rwillis replied to jimbojones's topic in ARMA - MISSION EDITING & SCRIPTING
Does <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x moveincargo choppername" foreach units this not work anymore? -
Useful tips for script editing
rwillis replied to sbsmac's topic in ARMA - MISSION EDITING & SCRIPTING
where do I put the -window flag to make the game run in windowed mode? -
all of those you listed and more
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you seem dedicated to making one so sure -signed
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SQF call error and a waypoint question
rwillis replied to rwillis's topic in ARMA - MISSION EDITING & SCRIPTING
thank you -
I have a trigger that's set to do this when activated: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">trigger1 = execVM "firstTrigger.sqf"; in which the file firstTrigger.sqf contains: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? vehicle player != player : hint "Player is in a vehicle"; When the trigger becomes activated it gives me a generic error of having an invalid number in the expression or something. It DOES work when I use this instead in the trigger when it's activated: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">exec "firstTrigger.sqs"; in which firstTrigger.sqs contains the same exact information as firstTrigger.sqf from above How do I make it work using the .sqf format? Â Is there something else I have to include in the sqf file?
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SQF functions over SQF scripts?
rwillis replied to rwillis's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks! Â This is what we need more of in the biki... Â more examples. So that checks every 30 seconds to see if that unit died?