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1212PDMCDMPPM

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Posts posted by 1212PDMCDMPPM


  1. Huh, if there is a function to detect if there is a roof it could be easy to do. (Like water)

     

    You can try that:

    intext = false;
    
    if (lineIntersects [
                        eyepos player,
                        [
                            eyepos player select 0,
                            eyepos player select 1,
                            (eyepos player select 2) + 10
                        ]
                    ]
                ) then {
                    //hint "may be inside"; 
                    myobj = (lineIntersectsWith [eyepos player, [eyepos player select 0,
                                            eyepos player select 1,
                                            (eyepos player select 2) + 10
                                        ],objNull, objNull, true]) select 0 ;
    
                    intext = myobj isKindof "house";
                    }
                else {
    
                    //hint "outside";
                    intext = false;
                };
    
    
    hint str (intext); // true = inside, false = outside
    

    it's a quick hack I've done from a script used by an old version of JSRS that one of the author published a long time ago in this section of the forum IIRC.

    • Like 1

  2. Nice !! :)

     

     

    Now the challenge with animated gun pods is that I'll have to make a "master safe" weapon so the pods are not able to fire in the "stored" position.  OR, possibly a better solution, will be to make a user action that equips the weapons such as "set mode to Armed" only if the pods are deployed.  That's going to take some research to get right and not overly-complicated.

     

    Can't you link both to the same action ? "Deploy pods" would actually deploy the pods and set master safe off while "Retract pods" would set master safe on then pack the pods.


  3. hcpookie, I'm amazed by how fast you're fixing things !! To me, all those configs on model is just magic. :) 

     

    Quick question about the dropship: is the arma engine capable of handling the deployment of the weapon pods (for a lack of better word):

     

    1000?cb=20140803013750

     

    if you need some reference material, you cand find some here (but you most probably already are aware of those links):

    http://avp.wikia.com/wiki/UD-4L_Cheyenne_Dropship

    http://avp.wikia.com/wiki/Bug_Stomper


  4. I spent the better part of yesterday researching the drop ship overall shape and understanding the landing gear and how it deploys.  Looks like the model they used in the movie was pretty simple, so the gear just swiveled down on a hinge.  Not much you can do inside the drop ship other than sit in the pilot seat.  So it should come together with ease.  The sheer number of weapons on it is going to be interesting.  I don't think it should have much armor, making it easy to shoot down, but the weapons are going to take some refinement since they will make it so overpowered.  I am finding "blueprints" of the drop ship online with interesting details, so the weapons should have a sense of at least adhering to the movie's standards although we never saw them in use. 

     

     

    Yeah that was it!  Playing MP matches with Alien Doom was "the" best MP experience one could enjoy.  So many memories.  Hidden rooms behind "alien walls".  Low ammo and low health.  He made it feel like you were desperate to finish the map and save your ammo no matter what you did.  "Short controlled bursts" LOL   So much fun.  I remember going from the "this patrol on this map is boring" to the elevator down to the alien infested level, and just standing in fear in the elevator.  "Woah didn't expect this".  SOOOO much fun!  Damn.  Getting sentimental now :)

     

     

    Weird, when quoting you, your writings about the dropship are appearing.

     

    About Aliens TC: and remember that in Doom vanilla, every sound was linked to a monster, it was impossible to have ambience sound so he created fake invisible unkillable not damaging monster that would play their activation sound when seeing you on the first time. That's where "check those corners" and other alien scream sounds were generated. The guy was just brillant ! I even created additional levels to play with Aliens TC... And yes, now I'm sentimental too !!! 

     

    Count me in if you're looking for alpha testers !! Afterall, it's one of the first time my avatar is on topic ! ;) 


  5. Where's the code or script used in this video?

     

    Initial code is coming from here: http://rte.jonasscholz.de/blog/rte.jonasscholz.de/blog/2009/11/05/new-to-arma-2-fsm-a-sample.html

     

    You can find my version there: https://www.dropbox.com/s/2q37ntlcw8ct0ip/surrender2.fsm?dl=0

     

    Add that in the init line of your unit: this dofsm ["surrender2.fsm", position this, this];

    and make sure to call the bad guy VIP

     

    the fsm is rather crude as I had to hack it to make in MP compatible (working on a dedi), handle some issues with animations in A3 and make it compatible with the handcuff part of ACE.

    it clearly needs polish (and if the flyby bullet part is still there, it needs to be deleted).

    • Like 2

  6. Something akin to leights opfor/project opfor. Those obviously use RHS though.

     

     

    I would like anything really, but especially some middle eastern rebels and real life based armies. Also they should use ONLY CUP, im trying to keep my mod list short. Thanks!

     

    CPC_Factions:

    https://forums.bistudio.com/topic/184432-cpc-factions/

     

    you can remove the only pbo that is RHS dependant.

     

    For screenshots, you can look here:

    http://www.armaholic.com/page.php?id=29440


  7. gemini, the music in ACE is managed by ACE3/addons/common/functions/fnc_setHearingCapability.sqf

    https://github.com/acemod/ACE3/blob/f69142dd45a9aaa8a318237a5b78185caa9c8c0b/addons/common/functions/fnc_setHearingCapability.sqf

     

    look at line 50.

     

    If you want to manage the volume by yourself you need to compile your own version of ACE without this line or ask the ACE team to remove it/make it optional through a parameter (or code it yourself for the ACE team).

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