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Undeceived

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Everything posted by Undeceived

  1. Undeceived

    Development Blog & Reveals

    Time isn't over yet, guys. Still approx. 2,5 hours.
  2. Thanks for the update, Celery! And I personally don't mind in which language the script is written. It also did a good job in sqs. Cheers!
  3. Undeceived

    CLY Holster

    Hi Celery, I have a bug to report. When you have the pistol holstered and then go to an ammobox and mess around with other weapons (e.g. take a rifle), all pistol magazines will disappear. This can be "deadly" as you somewhere down the road need the pistol but there are no mags left. Is this possible to fix? Would be great. Btw. the script is well used in the campaign, I'm making atm. :)
  4. Undeceived

    Development Blog & Reveals

    Thanks God!
  5. http://www.gamestar.de/spiele/operation-flashpoint-3/news/operation_flashpoint_3,46341,2316579.html A quick free translation: Operation Flashpoint 3 - Codemaster is working on the sequel of Dragon Rising War goes on in Operation Flashpoint 3 British publisher CM is working on a new part of the military simulation Operation Flashpoint. The game, which still doesn't have an official name, is the third part of the series. Codemaster's chief Jamie MacDonald confirmed that OFP3 is being produced in the british studio Guildford. The antecessor Operation Flashpoint: Dragon Rising, which was released in October 2009, also was produced here. McDonald did not give further details, only that a completely new version of the Ego engine will be used. The graphic engine, programmed by Codemasters itself, is in constant developement.
  6. Undeceived

    Wish: Improved movement in buildings, through doors

    Wasn't there an addon (from dyslexci?) that solved this movement clunkyness inside of buildings? BI could take a look at that one.
  7. Undeceived

    Group/Squad limit to 144

    I also had to improvise in one mission because of this limit... And it was not a zombie mission! :) It is possible of course, but no limit would still be better. :)
  8. Hi guys, is it possible to know if the AI actually sees another unit (e.g. the player)? I'm not talking about knowsabout and the trigger option "detected by ...". What I mean is that there is a moment where the AI switches to raise the gun if it sees an enemy. Knowsabout can be at max already but the AI still will do what it is told normally. Until it really sees an enemy. Then it will raise its gun and fire. And I want to know if it is possible to know if this is happening. I would use this information for something like this: if ((AIenemyunit [b]sees [/b]player) AND (playerIsArmed)) then {player setcaptive false;}; Do you have any idea? :D EDIT: In case someone finds this thread, looking for the answer: -----> Line Of Sight --> http://forums.bistudio.com/showthread.php?135252-Line-Of-Sight-%28Example-Thread%29
  9. Is there a way to use this dialog to make already existing units join your group? Like if you e.g. have 10 people at your disposal which are around in the base and you can select who you want to take with you for certain tasks. Thanks for the info!
  10. Btw., what do you mean with ambient?? Resistance? Do you know about W0lle's armed civilians? These are civs with weapons which are on the resistance side. Maybe this can help you. Here is the link: http://www.armaholic.com/page.php?id=7951&highlight=ARMED%2BCIVILIANS
  11. Undeceived

    Arma2 faces

    cly_faceviewer is what you need, bro. There you can see everything you need, including all expansions. http://www.armaholic.com/page.php?id=11685
  12. It works, I'm impressed, Strikor!! Thanks a lot. :) Only the 500 meters feature doesn't fit completely in my scenario. I want to make possible the following situations: - The player (a civilian in the group of a resistance unit that has probably of presence = 0%) has a gun and peaks behind a corner of a house and sees an enemy. The enemy still hasn't seen the player. So the player can drop down his gun (or "holster it with Celery's holster script - which removes it too) and go out of the cover without being suspicious for the enemy. In the eyes of the enemy he is just a harmless civilian. - But if the player is seen by the enemy unit with a gun in his hands, he will be known as enemy in the region (e.g. village) where he is at the moment. - On the other side, if the player (who is now known as enemy) can escape the village and goes to another village, I want that the enemy in village 2 doesn't know that he is enemy in village 1. I think that this way we will have to work with detection, yes. But I was wrong with the "Detected by East" thing, because if whole East knowsabout player, the Russians in village 2 will also immideately shoot the player. Is it possible instead to implement "Detected only by soldiers of village 1" whereas village 2 is still friendly to the player? Again - thank you very much for your help so far!
  13. Undeceived

    My trip to BIS at Gamescom 2011- Great!

    This feature list is just awesome!! BI only needs to release a bug free game with all these things and Arma might get a lot of attention! Wow, I'm excited! Thanks PP and BIS!
  14. Great, Strikor! This works!! :) I removed the magazines part of your script because I want to make it possible for the player to have hidden mags or grenades. Only visible weapons should effect the loss of the setcaptive. Thanks a lot so far! Well, I would modify it further if I could, but I fear that my logical thinking abilities are everything but not sufficient for coding... :o How would it look like after the first part that you already gave me, if I want to make it possible for the player to regain captive mode again, when he drops his weapons and the enemy has no sight of him? Maybe something like: If ((player drops all visible weapons, except the _safeweapons and magazines) AND (the enemy doesn't know about him)) then { player setcaptive true; go to first part of the script again; }; :D :D Thanks a lot for your help! ---------- Post added at 06:54 PM ---------- Previous post was at 05:11 PM ---------- I found another approach in the OFPEC forums - it's quite simple but does the job (at least I didn't discover any disadvantage): Create a trigger and put in its condition field: (primaryweapon player != "") or (secondaryWeapon player != "") On activation: player setcaptive false; Then I tried and got a solution for the second part (set the player captive again when he drops the weapons): Create a second trigger and put in its condition field: (primaryweapon player == "") AND (secondaryWeapon player == "") On activation: player setcaptive true; Now I only need to implement the part that the enemy has to lose him out of their sight / mind for the setcaptive true part to take effect... I guess that it would look something like: Condition field of the second trigger: ((primaryweapon player == "") AND (secondaryWeapon player == "")) AND (enemy knows about player 0) Or something like that... (?) :)
  15. Yes, and there even will be science fiction railguns!!!! :eek: :D
  16. Undeceived

    [SP] For The Life Of A Friend

    GoOB and Jedra, thanks a lot for your feedback! :)
  17. Undeceived

    Media Coverage | No discussion here!

    An article about A3 on German PC Games. It features the Cynical Brit video and contains no new information. http://www.pcgames.de/Arma-3-PC-236876/News/Arma-3-Umfangreiche-Gamescom-Praesentation-mit-Unterwasser-Gameplay-und-Kampf-Jet-840408/
  18. Undeceived

    Development Blog & Reveals

    :D That's right! :D And it's a good suggestion (with the "placement choice").
  19. Undeceived

    Development Blog & Reveals

    Why that? Considering that the NATO is quite overwhelmed in the game's setting, it could easily be that backpacks from different countries are used here and there. Don't forget that the NATO is not only the US (from which the coyote pack is from, if I remember correctly [at least its classname is US_Backpack_EP1 :D]).
  20. Undeceived

    Diving Animation too fast?

    Exactly! :D But it's not comparable - I didn't see anything OFPish there. The only thing that is equal is the shape of the island, when you're 100 km over it. ;) :eek: Ok, I don't care if it's offtopic - how that?? Tell me da story, man! :)
  21. Undeceived

    Development Blog & Reveals

    Here are all of today's Facebook screenshots: 123456
  22. Undeceived

    BIS at the GC: Very kind!

    Did I miss PP's presentation somewhere or is pettka's "press blockade" still up? :)
  23. Undeceived

    Diving Animation too fast?

    :D Nice! :) We were in Istria and Krk, but (trying to not get offtopic) water is the same in all seas, isn't it? ;)
  24. I'm for a demo too, but I personally don't have anything against a demo after A3's release. Therefore I agree with you: BI should concentrate on the main game now. I'm only thinking that a demo (with high quality content, as said by others in this thread) will give BI more people interested in the game and thus more customers. An Arma 3: Free would be good to, but I think that a demo with high quality content is irreplaceable. But of course it's up to them to decide.
  25. Undeceived

    Diving Animation too fast?

    I was snorkeling in Croatia recently (ok, it might be a bit different than diving actually) and also have the impression that the movement of the legs is too fast. I had even smaller flippers and didn't manage to move as fast as the player in the game, but maybe this is also related to leg strength and training. But overall, just observing, it seems to be a bit too fast. And, of course, ScratcH is also right, the movement, when getting out of the water, is too fast too. But I'm sure BI will improve this - game is still in alpha stage. So far, so good! EDIT: I agree with Tonci though - such a fast movement of course is possible, but I would say that it would be the speed when I press the sprint button - resulting in getting slower after some seconds.
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