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trini scourge

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Everything posted by trini scourge

  1. 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:
  2. 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.).
  3. You're absolutely right. However I don't know nearly enough about how closed circuit systems work to simulate their function.
  4. trini scourge

    Arma 3 animation list?

    put: [] call BIS_fnc_animViewer in trigger's activation (on act) line.
  5. This looks amazing! Hats off to you sir.
  6. 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.
  7. Is there a specific way to make/name a character or is it just tied to your playerID?
  8. trini scourge

    The trouble with getting people into Arma

    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?
  9. 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.
  10. 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
  11. 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;
  12. 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; };
  13. instead of : not alive (Antiaa) use: !(alive Antiaa)
  14. Yes. If you've already updated TS, then get the previous version from here: http://ftp.4players.de/pub/hosted/ts3/releases
  15. trini scourge

    Wargame: European Escalation Gameplay

    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.
  16. trini scourge

    Arma II & OA User Video Thread

    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!
  17. trini scourge

    MCC Sandbox - The Mod

    Create an addons folder and drop the files in there. Why not use Six Updater? The mod's author supports it.
  18. trini scourge

    MCC Sandbox - The Mod

    Thanks Shay, your work is greatly appreciated!
  19. trini scourge

    MCC Sandbox - The Mod

    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
  20. trini scourge

    MCC Sandbox - The Mod

    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).
  21. trini scourge

    AI Heli Control 1.0

    Ahh yes. It works with the vanilla aircraft. Great addon!
  22. trini scourge

    AI Heli Control 1.0

    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?
  23. 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.
  24. 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.
  25. trini scourge

    Project Reality Development

    Editing was done in Premiere, color grading and effects were done in After Effects.
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