Blanco
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Everything posted by Blanco
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I rather have a character that dies at the right moment then a superfluid transition between a reload & a "die_when_I_reload" anim. A "die_while_crouching" anim will do for me.
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Dunno it's the same in ArmA, but here's a tutorial : http://www.ofpec.com/OFPResources/tutorials/MusicSoundRadio.zip
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Just a thought... Maybe FSM settings are taking over and maybe you have to use disableAI first, (there is also enableAI in ArmA, dunno it works) Just a wild guess cos I don't have ArmA yet.
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Can someone show a picture how this was done in Joint ops? I'm curious...
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I don't have the game yet and I'm getting desperate here reading all this...
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Smoke nades block their view, BUT smoke from exploded vehicles , nades and 40mm does not block their view but yours Thx, at least smoke nades are useful now. (me happy) Smoke from nades & 40mm doesn't last long anyway or am I wrong?
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http://www.flashpoint1985.com/cgi-bin....t=55248
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Can AI see through smoke?
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I think he got stuck behind a fence or so
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How do i make soldiers eject from a helicopter?
Blanco replied to rullstolskalas's topic in ARMA - MISSION EDITING & SCRIPTING
What's that error? It seems ArmA scripting is different, not only for the new commands but also for the syntax, I hope I don't have te re-learn everything -
How do i make soldiers eject from a helicopter?
Blanco replied to rullstolskalas's topic in ARMA - MISSION EDITING & SCRIPTING
[dropship] exec "helojump.sqs" Is there still no paradrop waypoint in ArmA? -
I just bought a - Intel Core 2 Duo E6600 2.4GHz 4mb - ATI Radion X1950XTX 512MB GDDR4 - ABIT AW9D-MAX - Corsair Twinx 2048MB PC2-6400 DDR2 800 MHz but I don't have ArmA yet, I'm dying to play it on my new rig.
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To all the guys who installed this patch : Do you notice other improvements beside the performance? What about the AI? - improved combat reactions - Improved AI reaction to soldier being hit nearby. - Improved AI reaction to friendly units observed being killed. - AI reaction improved for enemies disembarking vehicles. ...etc... Better now?
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How do i make soldiers eject from a helicopter?
Blanco replied to rullstolskalas's topic in ARMA - MISSION EDITING & SCRIPTING
This is the one I always use in OFP, I dunno it still works in ArmA. There might be some problems with the multiple gunners. Run it with [nameof the helo] exec "script.sqs" All passengers in the helo will eject except the crew -
Ë›, that would solve lots of helo collision bugs.
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Very nice. You could place another "kungfu" unit on the other side, so it looks like they're fighting.
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From what I've read on the forums, you have to use your mouse in the quick command system, so you don't have to watch your keyboard anymore. Everybody can press a spacebar without looking. Actually, in OFP, I don't use the F keys to select units, I only use the Ë› key to select all units. The cursor changes, and I can draw a rectangle with my mouse to select the units I need or I select them one by one and hold the shift key to select multiple units.
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Absolute, I'm not a newbie The problem with combatmode in OFP (dunno in ArmA, I'm ArmAless) is that the return is incorrect when you change the ROE via the commandmenu. Let's say you start in "aware" mode, check the combatmode, it will be "aware", but when you change the ROE via the commandmenu to holdfire and you check again with the combatmode command, return will still be "aware". You have to use the Setcombatmode command, then return of combatmode is correct.
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Use Switchmove or Playmove
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I think you misunderstand me, Nepumuk The holdfire mode I describe is one of my wishes, it's in OFP either. An only-fire-when-I-fire-mode is perfect to setup an ambush imo.
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AI in holdfire mode should hold fire until you open fire. They can still spot & report enemies & you can assign targets to you men, but the hold fire command should change automatically to open fire mode when the officer (=you) fires his first leading shot. Some kind of only-fire-when-I-fire-mode... I tried to script this in OFP with a "fired" EH and a combatmode check but in OFP the combatmode command is bugged.
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Request: Decent tailrotor failure script
Blanco replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
Create some bullets at the choppers tail -
Is this new or am I doing it wrong?
Blanco replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
Maybe you forgot one foe, Put a hint in your trigger to make sure : In activation: attack=true; hint "town's clear, send reinforcements" -
Can troops cross bridges in ArmA? If not, here's an idea... I don't think this can't be done via a modding or scripting, but who am i to say that? When we order our squad to board a vehicle or weapon , the icon with arrow & dot (at least in OFP) shows up, wouldn't it be nice to have an new cursor (cross bridge) when we approach the bridge? All we have to do is select your units, point at the first section of the bridge, the new cursor shows up and leftclick. A script puts your men automatically in collumn formation and forces them to follow predefined waypoints on the bridge. Something similar to buildingpositions. I dunno how this could work with AI tho...
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AI shooting at empty vehicles?
Blanco replied to Kilo Zulu's topic in OFP : MISSION EDITING & SCRIPTING
Nope, empty vehicles (east, west, whatever) are always on the CIV side (100% sure), AFAIK there is no such thing as "EMPTY" side. Even when you're in command you can't order your men to attack an empty vehicle, so there must be another reason. Dunno what's wrong, very weird problem you got there.