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thebarricade

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Everything posted by thebarricade

  1. thebarricade

    Assigning a FACE ID to an AI

    Set a man a fire and you have warmed him for the day. Set a man afire, and you have warmed him for life. :D
  2. thebarricade

    SSD for Arma 2

    I agree, an ssd is totally worth it for the "flow" it brings to ArmA2!
  3. thebarricade

    Removing rain!

    Beautiful! Works like a charm, thank you!
  4. So I have this mission where I like it to be completely overcast, but no rain ever (since I have this nice snow/ground-fog script running). I have this in my init.sqf: 0 setOvercast 1.0; sleep 2; 0 setRain 0.0; And it gives me about 30 glorious seconds of rain-free overcast. Any ideas or suggestions on what to do? I'm starting to go slightly crazy over this...
  5. thebarricade

    How to use this code?

    Removing the line waituntil {RMM_initdone}; Should do it... Or at least setting RMM_initdone = true; Somewhere in your init.sqf
  6. thebarricade

    TBR_Grenades_A2

    For fun one can add "huntingrifle" or "m40a3" to the muzzles-array... This forces a reload animation after each round... :p
  7. thebarricade

    TBR_Grenades_A2

    I have finally improved the auto-reload feature! You can now add your own gl-muzzles via userconfig (see the readme for more info) tbr_grenades_a2_v1-3.7z
  8. Enjoy: takeoff_su34.utes.7z Now the mission-author has more control over climb-angle, takeoff speed and some more things... _plane // the plane that is forced to take-off _release_height // the script will control the plane until it reaches this height (meters) _height // height the plane should fly in (meters, via flyInHeight, the AI should take care of this) _acc // some sort of acceleration-factor (0.25 is good for the C130, 0.35 seems to fit the Su34) _to_speed // the plane should take-off at this speed (in kph) _climb_angle // and use this climb-angle (in degrees, somewhere between 15 and 20 degrees, or the script seems to have problem ascending to release-height)
  9. I haven't tested it, but my take-off script might be able to do it... http://forums.bistudio.com/showthread.php?t=93921 (Use the RATO-switch for an extra boost)
  10. I have "improved" the takeoff script. Now it is capable to takeoff anywhere there is enough flat land (in the region of 300-400 meters, I think). Improved script (on Isla Duala) The new demo-mission is set on Isla Duala, since there are quite a lot of open space (and isn't too cluttered with trees and bushes).
  11. thebarricade

    Campaign maps

    The Manhattan base is created by a script. Take a look in the sqf-files in the mission, and you're likely to come across it (I'm not at my regular computer right now, so I can't point you to the right file).
  12. I had to place the plane out in the rough, or it would do a turn or two before finding its way down the "runway": Up, up, and away (with plenty of room to spare)... So, hats off then :) (if this was the correct runway) I had to adapt the script a tiny bit, though... tbr_takoff.sqf Line 15: _hgt = _hgt + 3; Without that change, the plane still takes off, but it starts flying out in the rough, which looks kind of funny... ---------- Post added at 05:32 PM ---------- Previous post was at 05:27 PM ----------
  13. There's an eventhandler called LandedTouchDown, which works great for this.
  14. thebarricade

    Changing elev of D30

    Or you could skip the item-creation part and do: d30name doWatch [getPos d30name select 0, getPos d30name select 1, (getPos d30name select 2)+80]; Put in a trigger or the d30s init-line.
  15. Are we talking about the same problem here?
  16. Check out http://forums.bistudio.com/showthread.php?t=93921
  17. You could check Mando Heliroute, the demo-mission does both a pickup and a drop-off. Mando Heliroute at Ofpec
  18. thebarricade

    TBR Shotgun Ammo

    Yep. I haven't touched any soldier loadouts, so you must add magazines yourself (via script or init). See the included demo-mission for an example.
  19. thebarricade

    TBR Shotgun Ammo

    I've been testing the addon some more, and while the AI have no problem firing and hitting, it does so at too long range (due to the Saiga and M1014 being slug-firing weapons in base ArmA2). I guess it is solvable by lowering midRange and maxRange in respective config, but that would have the disadvantage of changing those for slugs too. Anyone got any ideas on how to solve this (if at all possible)?
  20. I've put together a small script that allows mission-makers to equip their players (and other units) with shotguns that actually fires pellets. TBR_shotgun.utes All relevant code in TBR_shotguns.sqf Usage: In init.sqf (or wherever you feel like putting it, as long as it gets called before the eventhandler) [] call compile preprocessFileLineNumbers "TBR_shotguns.sqf"; _evidx = player addEventHandler["fired", {_this call TBR_shotgun_fired}]; (where player can be any unit, basically). Use or abuse however you like. It's fun to set TBR_shotgun_pellet = "G_40mm_HE", try, you'll like it :) I suppose it could be turned into an addon, but then you really should make another ammo/magazine type for the shotshells, and I can't be arsed to make the effort...
  21. thebarricade

    TBR Pale GUI

    Yes, in a way. The tbr_pale_gui_no_hints.pbo removes the text at the cursor position (the text that is basically a repeat of what is in the action-menu). Compare to This also goes for "Get in as driver" (or whatever is says) and similar texts... The cursors in themselves are altered/removed by the tbr_pale_gui_cursors.pbo
  22. thebarricade

    TBR Pale GUI

    New version available in first post. "No hints"-addon included.
  23. thebarricade

    TBR Pale GUI

    Well... will you look at that :) I'll try to do a release tomorrow. I'll need to check so it doesn't break anything important...
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