william1
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Everything posted by william1
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planes are not detected by infantry via "detected by" in triggers options
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try adding in the init line -> this setbehaviour "safe"
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some issues i found : -i have noticed that the trees move with the wind from the trunk , not only the branches. -the textures on the snow zones are too Symmetrical , i think it would be more reallistic to make just plane white textures , it also would make a sensation of depth to the snow. - it would be cool to make white dust for the vehicles when they go offroad - and it would add a lot of atmosphere to replace the sounds when you step on green zones (now snowed) for sounds of Trodden snow , i think in OFP there were good sounds like that . just constructive suggestions , keep up the good work !
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Scripted landings and takeoffs
william1 replied to mandoble's topic in ARMA - MISSION EDITING & SCRIPTING
hey mandoble, i have a litle problem with the landing , i've made a little example mission in wich 3 planes have to take off and land in the same airport, north saharani , they do the take off correctly , but in the landing , they follow the procedures as marqued in the radio messages , but they only fly over the runway with the angle i give them but don't lose altitude and don't touch the ground. i think i have make all correctly beacuse i have used your example mission like reference , but without cameras . (the marquers for landing and take off are placed correctly an named correctly ) -
Scripted landings and takeoffs
william1 replied to mandoble's topic in ARMA - MISSION EDITING & SCRIPTING
absolutely stunning pack of scripts , i don't know why they are passing so unnoticed because they are a piece of art , thank you very much P.D. could you make something so that the salvage boat don't show when the pilots eject , it's a little weird , maybe when they reach the sea ... i think it would be more realistic P.D 2 : i would suggest you to put this thread in addons and mods complete , that way so many more people would be aware of it, like Kronzy made with his dynamic mine script i assure you it's worthy to stay there -
no , hand thrown
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choppers in 1.07fix patch are worthless, pure fetish , completely useless ... even a baby with a stone can shot them down
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exactly the 18 june 2007 at 10:24:47 GMT , be ready !
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chopper (uh 60) --> setfuel 0 = the crew disembark . chopper setfuel 1 ---> the crew enters BUT like driver , gunner and CARGO (not second gunner )
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Is anybody doing anything to fix the tracers
william1 replied to Jblack's topic in ARMA - ADDONS & MODS: DISCUSSION
people has all the right to ask whatever they want to improve the game , that's what the comunity is for , to make Arma better than it is now , and no way that's a childish attitude . if we can't have VBS2 tracers , surely we can have a betters ones made by the talented modders -
and combat mode- never fire ?
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Custom Sounds in game
william1 replied to -21stSAS- Major's topic in ARMA - ADDONS & MODS: DISCUSSION
Shouty - he speaks like a sargeant -
Custom Sounds in game
william1 replied to -21stSAS- Major's topic in ARMA - ADDONS & MODS: DISCUSSION
the program is in english as you can see in the tab idioma , just press the button descargar and then descragar switch gratis (green tab ) -
Custom Sounds in game
william1 replied to -21stSAS- Major's topic in ARMA - ADDONS & MODS: DISCUSSION
i think you've got to have quicktime installed to play them here a fantastic free program to convert mp3-wav-ogg and many more files switch it ! -
speechless...
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Custom Sounds in game
william1 replied to -21stSAS- Major's topic in ARMA - ADDONS & MODS: DISCUSSION
or you can use a voice synthesizer like cepstral voices , you can use them for free here , (the shouty one is specially recomended) cepstral voices and downoad the samples , although they say a comercial reminder in the phrases , you can edit them and remove them with a sound editor -
woah ! amazing video , that secuence of the four harriers bombarding at a time is the most awesome i've seen in a long time
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Non Blinding sun/ Damage textures upgrade
william1 replied to sakura_chan's topic in ARMA - ADDONS & MODS: COMPLETE
nice video , the six stars is my Preferred -
i have done a beautiful script that works well in the editor with a few units on the screen , but when i try to use it in a mission with many units, waypoints and triggers it doesn't work properly. it is not my fault because i have revised all 1000 times so , what the *** is going on ? the scripts only work when they want to or what ?
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Are scripts affected by CPU stress ?
william1 replied to william1's topic in ARMA - MISSION EDITING & SCRIPTING
Baddo ,the script only needs 3 waiponts with 2 or 3 parameters on them to work , really easy and there is no possibility you can make a mistake,, i have tested it in the small island with 9 units and works always i have tested it . when i tried to implemet it in my mission , i played and twicked until it worked . but the most strange is that after exit the game and playing again exactly the same saved mission , this time didn't work , without having made any change to the misison. more strange issues in the editor : -most of the times the missions don't work well at first try , but after restarting it , it works perfect at second try -i have 3 choppers that have to take off simultaneosly , well two of them raise until the normal take off altitude (50 meters) and the third of them just stays a few meters below, without any reason because all of them have the same configuration. -from these 3 choppers , randomly when i start the mission , 2 of them start their engines when they should and the third a little later, and i say "randomly" so i think it has not to do with the script but with the Arma engine itself -
awesome work , err i think the link leads to the object placer ?
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Are scripts affected by CPU stress ?
william1 replied to william1's topic in ARMA - MISSION EDITING & SCRIPTING
mmm, that's not the cause because i make the missions step by step , when something works i save it and then i make the next change , and the changes required for the script to work are few and easily done . maybe because i have almost all graphic options in very high it may consume too cpu power , afecting the capability of the engine to manage the AI ? because in not only the script , some AI groups don't follow the waypoints i make for them , sometimes they just stay there and do nothing -
BOS project versions2 RELAISED
william1 replied to Kristian's topic in ARMA - ADDONS & MODS: COMPLETE
what i said , you can make diferent missions for different zones of the map , that way you will never reach the 140 limit P.d: i think you should choose carefully the location and direction of the static cannons , how are they called , bullwizers ? some of them are pointing unrealistically ( with houses or hills in front of them ) just a sugestion -
BOS project versions2 RELAISED
william1 replied to Kristian's topic in ARMA - ADDONS & MODS: COMPLETE
how do you do it ? copy just an area of the editor ? edit : ok i found it in the wiki , didn't know it could be done -
BOS project versions2 RELAISED
william1 replied to Kristian's topic in ARMA - ADDONS & MODS: COMPLETE
it would be cool that you put each base in a different mission example so the mission makers could use them as pattern , at least those situated in the major cities or villages