trini scourge
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Everything posted by trini scourge
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Diver Stats: A light simulation of depth, pressure and air consumption rates
trini scourge replied to trini scourge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I updated the script and added a download link to the first post. Update includes: New custom display, new useful information, more accurate (stable) depth readings, auto turn on/off at surface. Feedback always welcome. Here is what it looks like: -
Diver Stats: A light simulation of depth, pressure and air consumption rates
trini scourge replied to trini scourge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on an improved version (with a display) that gives more information (such as ascent time, depth change, Nitrogen absorption levels under pressure etc.). -
Diver Stats: A light simulation of depth, pressure and air consumption rates
trini scourge replied to trini scourge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're absolutely right. However I don't know nearly enough about how closed circuit systems work to simulate their function. -
Arma 3 animation list?
trini scourge replied to Daefera's topic in ARMA 3 - MISSION EDITING & SCRIPTING
put: [] call BIS_fnc_animViewer in trigger's activation (on act) line. -
Underwater Diving Module - Arma3
trini scourge replied to Feint's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This looks amazing! Hats off to you sir. -
Diver Stats: A light simulation of depth, pressure and air consumption rates
trini scourge replied to trini scourge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whoa. I see it's being handled by someone much more capable than myself. Kudos sir. Joined the group. I just got certified a few months ago, so let me know if you need help testing/developing etc. -
DayZ Zombie RPG (Unofficial Mod) Alpha
trini scourge replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a specific way to make/name a character or is it just tied to your playerID? -
The trouble with getting people into Arma
trini scourge replied to instagoat's topic in ARMA 3 - GENERAL
Bypassing your immature generalization of more casual players. Why wouldn't they want to cater to the broadest audience? The opportunity cost for producing a game with higher userbility is low and could possibly generate a lot of new business. Make no mistake, BIS would love new business. Who wouldn't? -
Problem with a .sqf script
trini scourge replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put this as your script: _unit = _this select 0; _hostage1 = _this select 1; scopeName "main"; while {true} do{ if (_unit distance _hostage1 < 5) then { hint "You found the hostage!"; breakOut "main" }; }; then in the Act of your trigger put this: null = [rescuingUnit,hostageUnit] execVM "hostageRescue.sqf" Of course 'rescuingUnit' and 'hostageUnit' will be the names of those units in the editor. -
Problem with a .sqf script
trini scourge replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I like to use scopeName and breakOut for stuff like this. I am sure there are other ways to do it, but here's how I would write it: _unit = _this select 0; _hostage1 = _this select 1; scopeName "main"; while {true} do{ if (_unit distance _hostage1 < 5) then { hint "You found the hostage!"; breakOut "main" }; }; Also from what you've written you want to use [b]_unit distance _hostage1 <= 5 [/b] instead of _unit distance _hostage1 > 5 -
Trigger with "not alive" not working
trini scourge replied to snaiperskaya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was curious and ran your script with some added debug msgs. count always returns a value of 0, which may explain why your other group is being deleted after the timer runs its course. This may be because you are using fnc_spawnGroup to create the UAV Terminal (I'm not sure). Use createVehicle instead. Try this as your script: Antiaa = "USMC_WarfareBUAVterminal" createVehicle getMarkerPos "patrolAA"; patrol = [getMarkerPos "patrolspawn", EAST, ["RU_Soldier_AT", "RUS_Soldier_TL", "MVD_Soldier_GL", "RU_Soldier_MG", "RU_Soldier_AT"]] call BIS_fnc_spawnGroup;patrolwp1 = patrol addWaypoint [getMarkerPos "patrol_marker", 50]; patrolwp1 setWaypointType "Destroy"; task1 = player createSimpleTask ["Bla bla blaa"]; task1 setSimpleTaskDestination (getMarkerPos "patrolAA"); hint "Bla bla bla"; Then in your trigger (with timer of your choice): Cond: !alive Antiaa Act: {deleteVehicle _x} forEach units patrol; -
Trigger with "not alive" not working
trini scourge replied to snaiperskaya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
kylania is correct. My old brain is becoming a liability these days. As per kylania's advice, try using this: _aliveCount = {alive _x} count units Antiaa; if (_aliveCount == 0) then{ {deleteVehicle _x} forEach units patrol; }; -
Trigger with "not alive" not working
trini scourge replied to snaiperskaya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
instead of : not alive (Antiaa) use: !(alive Antiaa) -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
trini scourge replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes. If you've already updated TS, then get the previous version from here: http://ftp.4players.de/pub/hosted/ts3/releases -
Wargame: European Escalation Gameplay
trini scourge replied to Cripsis's topic in OFFTOPIC - Games & Gaming
I've been racking my brain trying to remember where I'd heard the name 'Eugen Systems' before. They made a fantastic game called Act of War that was like a cross between C&C and the Commando series. This is definitely going to be a purchase for me. -
My old friend Kenwort I see you're still prolific as ever. Good work as usual :) I can't wait to see what everyone comes up with for Arma 3!
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MCC Sandbox - The Mod
trini scourge replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Create an addons folder and drop the files in there. Why not use Six Updater? The mod's author supports it. -
MCC Sandbox - The Mod
trini scourge replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Shay, your work is greatly appreciated! -
MCC Sandbox - The Mod
trini scourge replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Arma CO v 1.60 (not beta), ACE v 1.13. I've tried Utes, Chernarus, Takistan, Tora Bora and CLAfghan all on singleplayer. I used SU to download and update. Here is my Mod list: @JSRS1.4; @CBA; @JayArma2Lib; @ACRE; @ACE;@ACEX;@ACEX_USNavy;@ACEX_RU; @Blastcore_Visuals; @fallujah;@ToraBora;@CLAfghan; @stmovement;@zeu_AI_ACE; @mb_objects;@opx_objects; @JTD; @mcc_sandbox; @SMK -
MCC Sandbox - The Mod
trini scourge replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm having the same problem. The ACE-specific features don't work (Gun runs/BLU etc), but the Rockets and JDAM work. Also, sometimes the planes don't spawn. UAVs don't work for me either (using the manual). -
AI Heli Control 1.0
trini scourge replied to fredkatz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ahh yes. It works with the vanilla aircraft. Great addon! -
AI Heli Control 1.0
trini scourge replied to fredkatz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have newest ACE and 1.6 installed and I don't get a menu. I have all of the requirements any ideas about what's wrong? -
Hello folks. Here is the first Arma 2 trailer for Red Dawn: Endgame. QwxTKWpyM2o For those of you that are not familiar with my previous videos, if you are interested go HERE for part one, and HERE for part two.
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W.I.C.T -- World In Conflict Tool for ArmAII and OA
trini scourge replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont know if this question has been answered, but is there any way to stop the automatic supply drop and reinforcements from happening? I've looked through your tutorials but I can't find a solution. Thanks in advance. -
Project Reality Development
trini scourge replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Editing was done in Premiere, color grading and effects were done in After Effects.