Jump to content

breeze

Member
  • Content Count

    522
  • Joined

  • Last visited

  • Medals

Everything posted by breeze

  1. I have seen a good amount of loading screens with text that looks like its computer generated and makes that noise kind of like you would see on that show JAG awhile back I have checked the description.ext page on the forum an wiki I don't see anything but the normal types f screens and when trying different parameters have no luck. Can anyone point me to where I can find some of the newest options that I can not seem to google?
  2. Thank you I dont know why but I can not move the throttle no matter what I do,,,,Is there anyway for me to shoot missles from the screen I saw in video if I am pilot? can I go into a hover and access the radar an missiles for the targets that are far out?
  3. That is the one I used to use, I loved it but I have seen a lot of different AI modifiers and I do want the smartest and most realistic AI I can find
  4. breeze

    Fast Travel Script

    Could also just use mmc which works well and does alot of other good stuff
  5. Ahh thank you so I can set a chopper down and place that in activation line? Will I still be able to use the other instrumentation like the weapon screens and such? I should just ask you Aside from the start up do I lose any other functionality in terms of information or screens etc?
  6. Yeah well drop me a couple names with the pluses and minuses if you could
  7. Well you can place a trigger and such within the 3d editor if you need to at least you can in zues.. I have begun to make a copy of my mission with a different name in other owrds I use the Zues for the bases and decor then the player with way points and triggers I like the 2d editor after i make it and test is I drop into my map that I made within zues because the items made in zues do not show up in 2d editor actually as I am writing this there are missions I have taken apart and not though to go into zues to look because so much of it I was not able to see.
  8. Sorry I posted this in the OFP Forum by accident I have seen a good amount of loading screens with text that looks like its computer generated and makes that noise kind of like you would see on that show JAG awhile back I have checked the description.ext page on the forum an wiki I don't see anything but the normal types f screens and when trying different parameters have no luck. Can anyone point me to where I can find some of the newest options that I can not seem to google?
  9. Gcam doesn't really work though? I was able to get the cam to work but when I loaded the recorder instead of the cam for the recording aspects is just doesn't work right it kind of droops like your looking down and the menu wasn't opening. I thought Gcam was one of the best Arma addons ever because it allowed average guys to make a good video. Cam scripting is hard to just pick up and get and when you begin mission making it is overwhelming, because you have to learn so much. The editor, basic scripting, basics for animations, some sort of communications with the player, be it text, hints or the nice voice overs, the briefing intro screens and then throw cams in LOL....Gcam was a savior!! and yes mission making in the beginning is tough at least if you want to turn out a decent mission. I mean no offense to anyone here but I have seen some terrible missions lately. Some guys just upload to steam and their mission doesn't even work. Others haven't got tasks working or no waypoints. I think these types of missions deter from the game, what I mean is a new person comes in and tries Arma and then gets 4 or 5 bad missions and decides the game sucks because the learning curve is steep and half the crap he downloads doesn't work. so they stop playing. I have then again seen some fantastic missions I got one today "lone Survivor" I am a pretty horid player yet I am kind of slow in spotting opponents and prefer single player at this point and the AI usually has a field day with me. I have mad it through all of the scenarios and most of the campaign buit I found it to be tough. This mission he made it easier for the noob type of player the AI was kind of easy but the cutscenes and the way it was done followed the movie and was easy to follow what was to be done Great mission. I would pay money to get a good working copy of Gcam again I loved it!!!!
  10. Sure If you remember Jag they would always spit the time out and give a situation on this computer code that spun and made like a digital noise I had seen it in a couple of missions and thought it was something that would be done in the description.ext as a parameter as it turns out I was able to find another mission like that today so I took it apart and found that it was a function here is the code it also runs a small video before that screen appears and now that I have typed all of this out I am going to ask you all a question please???? [] spawn { scriptName "initMission.hpp: mission start"; ["rsc\ARMA_3.ogv", false] spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[2879.289,5618.516,0],"Alpha and Bravo have been engaged by hostile forces, provide backup"] spawn BIS_fnc_establishingShot; //OR , The above is a bit more user friendly and easier to control. //[getPos orbit1,"Alpha and Bravo have been engaged by hostile forces, provide backup",300,200,180,0,[]] spawn BIS_fnc_establishingShot; Question 1 When I look at this code my thinking is that he is running the video off the command spawn Bis_func_titlecard; then the waitUntil {!(isnil "Bis_fnc_titlecard_finished")}; This line means that isnil means is no more? The explanation mark means the opposite so that is really saying does not have to wait for video to finish? The command here is waituntil ? The Bis_fnc_titlecard here is not a command right? and did he need to include the {} because he needed to bracket the "!" inside of it?? The "()" were used because he had a string which needed to be enclosed right?? So if I displayed a video that I did not want a player to advance through I just take out the exclamation point? Last question The text I wrote about above I am thinking is this command Spawn Bis_fnc_establishingShot And the numbers are locations on the screen How can I figure out where these numbers start and end on the screen so I know or have an idea how to use them on my own?? What I did do was just copy the whole thing into my own mission and changed the text when I did change the text my text runs off the other side of the screen so I either need to use a line breaker command like that "/n" in my text but I still would like to know how to work those numbers and understand them all And one final question why in his code does he say you can use the other command but then it is harder??? If anyone can answer this thanks so much in advance!!
  11. I watched the you tube on this add-on and was blown away however I don't know how useful it can be for me? I try to add the crosshair action for inside the cockpit and I don't have track IR, Honestly I don't want it but when I try to bind a key with my alt key to turn things on and off I can get some of the things on but I cant seem to slide the throttle forward. Also with the startup parameter in place can this craft be run by AI??
  12. I found this it is a function command
  13. I was hoping to find out if I can hve the AI shoot at targets in a firing range? Also anyway to make them run the training courses?
  14. breeze

    AI Firing Range

    Are you offering to coach me through it because I am very new to this and I am up for anything if I can learn it.
  15. I am looking for a Bomb an addon for the game some sort of graphic that can be picked up and carried if possible I need to be able to put it in the inventory and have it look like a bomb when it is placed
  16. I am trying to create a script that lists the members of a squad Each soilder has a name and those names are listed in a file called sq1.sqf In the File Sq1.sqf is sq1 = [bill,joe,susan,etc] Now comes the confusion I have it listed as sq1 instead of _sq1 because when I put it into my load way point _sq1 is not allowed I am trying to create the group so within a trigger or waypoint I can quickly add a group name for load and unload However I keep tripping and falling over the local and global errors? So basically I want to create the group as an array name I can refer to... Also if I use incorrect terms within this post please point them out to me. As I am under the impression because I am referring to multiple objects within the bracket it makes it an array? Thanks in advance gentlemen
  17. Ahhh my chopper is empty the player gets in to move the group of infantry
  18. Are there any plans to port over the terrorist models from OA??
  19. I am having a problem with the hints when it comes to variables This is all placed in a hint.sqf file and being called from the addaction command of the player I am supposed to get back a value of the target being MikeJ The addaction works but the value comes back as ANY instead of Mike J What is not clear is where the 1st line goes in the tutorial it shows this line and I know this defines _this Then the variable having its 3 parts target caller and id are defined the hint format is to call one area of the object _this I am not sure what I am doing wrong here. _this = [MikeJ,MikeJ,1]; _target = _this select 0; _caller = _this select 1; _id = _this select 2; Hint format ["target = %1",_target];
  20. breeze

    Bomb

    I was hoping to be able to create a counter strike game within Arma 3 smaller maps limited weapons with the bomb defusing and limited vehicles I just thought if we had this type of a game mode with a little less damage per shot making the close combat a part of multiplayer we might have a larger population that played the game. so a good graphic would be necessary.
  21. Well yes it is very confusing but not due to your explanation but to my inexperience, your detailed explanation is fantastic and very much appreciated.. So if you do not mind I have some further questions. What I have retained so far is I think I am understanding the magic variable when using (_this) _this as a local variable can contain anything you give it which is why you call it the magic variable where other variables need to have a certain type of data returned such as a string, object, etc _this can have anything that's why it is the magic variable?? Some things that I do not follow yet that drive me crazy The use of { } vs the use of [] what the heck is the difference in the brackets? Also when I write a trigger and I put in any _variable it is local however if I put it in brackets it is not?? So if I take a group and place it with the editor and i call the group _squad1 place another group and call it _squad2 I do this by placing the _sq1 = this inside of the group leaders init line and declare it as a variable. here it does not require a bracket??? But now I use a trigger and want that group to do something?? now I use _squad1 it is now global and not local? (because I get that as an error.. So In a trigger I have to use {_squad1 with the command} and then it is local command? Also the handles all variables need a handle so how do I know when to use [] and not to? I see a lot of examples 0=[] {_squad1 do action or command}?? I am understanding the pieces I think in terms of identifying strings, objects and variables but I am not sure how to place them yet for instance.. If I go here to this link and want to understand the use of this command https://community.bistudio.com/wiki/moveInCargo It will show an example like here Example 1: _soldierOne moveInCargo _jeepOne; Example 2: _soldierOne moveInCargo [_jeepOne, 1]; However when I go to use this I run into I don't know an hour or so before it is right and that is because I come here and someone says do it this way but I am not following the handle they use and why they chose it. Also the use of %1 or %2 what does it mean? When is it important for me to use it? I am sorry for all of the questions but I really do want to understand this.
  22. Feeling like a bit of a dunce having read that tutorial and still not following aspects of this, When I used the _x I got an error using a local variable in a global space, so if I bracket the local variables it keeps them local instead of global? because that is what you did differently. Also I would like to keep the animation if possible when I run that though they don't get in..do I need a condition? all I have is the sq1 = group this in the init line of the squad leader. then my way-points run to the chopper last one is a get in the second way point is synched to a second way point to initiate it that works ---------- Post added at 01:27 ---------- Previous post was at 00:11 ---------- But they dont get into the chopper
  23. breeze

    Fast Travel Script

    this was a repost It didn't appear to work earlier.
  24. Ok this is a problem for me I read the tutorials to know what you said here however, I still don't understand exactly what it is I want when I want it. I understood a string to be used as just text in other words if the above string were used it would only be to maybe print on the screen it really had not other function? The variable that is not a string I am able to use as an object like a command to do something and sq1 is used instead of writing the 4 objects. and as I was corrected above this works a little different as a group.. So hopefully I am understanding this correctly But I am not able to use this in my trigger and it is making me crazy once i declare my variable in an init field of an already established group as sq1 = this; Then I should be able to call it in a trigger or waypoint right? So in my last waypoint i have it listed as getin waypoint and in that activation line I have sq1 moveincargo chopper2; I get an error that it is getting a group instead of an object?
  25. Ok I love that I can make it that easy, because a group is handled differently but I still get this error;;;;; I have a group with way points a trigger activating it by being synced with the second way point, that part works however the fifth way-point is a get in way-point and in its activation line I have sq1 moveincargo chopper2; if the sq1 is declared as a group I am not sure why it is not working? As I tried it with one group members name and it worked as soon as I tried to add more than one name or a group name I continually fail. Oh and one more question about the groups then, you are saying if I place groups with the editor as long as the have the blue lines I don't even needs to name them just sq1 = this, sq2 = this, sq3 etc??? Says error sq1 error type group expected object I also tried this syntax from killzone in other forums sq1 assignAsCargoIndex [chopper2, 1];
×