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Everything posted by cervantes

  1. oh yes but i d'ont have implement this in all maps ๐Ÿ™‚
  2. cervantes


    awesome release resurect to zombies ๐Ÿ˜›
  3. hi guys i have find one issue with my anim scripts. after one certain amount of agents spawn one strange issue appear. you can fix that if you add a sleep time in anim.sqf _agent = _this select 0; while {alive _agent} do { if !(alive _agent) exitwith {}; if ((alive _agent) && (_agent getvariable "EAT")) then {_agent playMoveNow "WildBoar_Eat";}; if ((alive _agent) && (_agent getvariable "WALK")) then {_agent playMoveNow "WildBoar_Walk";}; if ((alive _agent) && (_agent getvariable "RUN")) then {_agent playMoveNow "WildBoar_Run";}; if ((alive _agent) && (_agent getvariable "STOP")) then {_agent playMoveNow "WildBoar_Stop";}; sleep 0.01; }; cyaaa ๐Ÿ™‚
  4. i have rewriting a cfgmoves and apply rabbit idle hop animation in walk rabbit animation variantAI. and i have add more animation speed for a sprint animation that is more realist and offering a better rabbit ambiant simulation. https://www.dropbox.com/s/uqg9c3c6gps91l7/rabbit.zip?dl=0
  5. domokun sorry i have not see your question ^^ a firing scipts working on the fired event handler im not sure if that working for grenades or others but i think EO and haleks can enhance my scripts for that ๐Ÿ™‚ for a vehicle its possible i use nearentities for detect humans we can add all vehicles also ๐Ÿ™‚ i working also for add a spawn modules by locations and want add a choices for chooses a animals numbers ๐Ÿ™‚
  6. ok mate that is now finiched a arma3 rabbits working now exatly same to my wildboar ๐Ÿ˜‰ i have also add all ia scripts in config but you can addeventhandler in your spawn script if you want a static rabbit and create one other scripts for moves or others ๐Ÿ˜‰ enjoy ๐Ÿ™‚
  7. yes haleks a rabbit_f class is autoscripted you need define a new rabbit class yourself with Animal for parent class ๐Ÿ˜‰ i can help you for that i think i can work that fastly ๐Ÿ˜‰
  8. With pleasure ๐Ÿ™‚ EO I have observed one thing with this rabbit_f class. A rabbit_f class is auto scripted but we not known where is this script and that is not writing in rabbit config. Or animalbase config and this script can't be disabled with disableai fsm. I think you can use my wildboar cfg move for that just define a basic animations stop,walk and run ๐Ÿ˜‰
  9. For that you can check uboatace.com or documentary i think i have watching all documentary on ubats aces and uboat tactics ^^ im a history fan and like known my country history also. All uboats base is in france and im french the ww2 is for me the most hstory period ๐Ÿ˜‰ Especialy the atlantic battle operation theaters. Because much peoaple ignore the atlantic battle is most important battles from ww2.if you hold sea the ennemie C'ant disbarque on the earth if the wind do not turn in 1942 with pearl harbor the americans is not engaging in conflict and c'ant help the england vs uboats ๐Ÿ™‚ the duty sens of england is not alone strong for fight vs uboats at this date and sufocated by karl doenitz kriegsmarine. A famous ww1 royal navy take one lesson on the art of submarine war. I find that extremly adictive to known how the 1914/18 empires is all falls. Only the empire of england is always alive by this really braves english during this periode. I think also is so really importants to enlight knowns to others for they do not mix the events from this period. If a germany from adolf hitler engage the ww2 is fault to frenchs and english when the germany lost a ww1. The france and england captive all kriegsmarine ships and overwhelming and bare the germany. A famous traitรฉ de Versailles ๐Ÿ˜‰ In 1933 the most enemie of germany the england declare adolf hitler man of year in the time magazine. If hitler is a poor strategist he are an exelent economist and he took germany out of agony. The butcher is one big man for germany at this period. I think stop here if not i continues to write tomorow^^
  10. february 9 1943 2 h1 0 A M . the young ace commander Gachopin sent by the bottom the Uss Iwoa.
  11. Hi Sir BadNade if you back on this topic pages you can read a description of this problem.
  12. i have finich today the IA scripting you can discovering a details of this script on my topic you can also download all files for your works๐Ÿ™‚
  13. Hi guys im really sorry for this long wait. The beta is not actually playable because im always stuck with uboat torpedoes script. A Atlantic battle simulation without torpedoes for uboats its same to nothing ๐Ÿ˜‰ I also working 2 others project for A3 i just fixed my wilddboar just this addons is begin 2 years before i finich him^^ I always learn more on this engine and hope one day finich to fix this damned torpedoes. Or you can write me one new awesome torpedoes script perhaps ๐Ÿ™‚
  14. Hi EO nice work ๐Ÿ™‚ i have so finich to implementing a Arma2 wildboar for A3 ๐Ÿ™‚ i post soon one movie i just need finich to write my IA scripts for that ๐Ÿ™‚
  15. nice work EO contact me if you want add arma2 wildboar in your next update i have imported a 3d models and skeleton and animations working very fine on A3 ;) just need add corectly a fsm scripts because Animal_f and rabbit_f class not working fsm writing in config and use a deffaut Animal_f and rabbit_f fsm scripts.
  16. cervantes

    Combat Submarine USS Alabama

    nice works :)
  17. i not known a sabre ships :) but my submarines encoutering a problems with the hafm mod :/ we can't targeting and launch a torpedoes on the big ships because we can't lock the big ships. this working with others hafm ships.
  18. this is song of dasboot movie :)
  19. for the moment i just want releasing the arma2 mod but i encoutering a lot of troobls for that but why not expand this mod :) i working actualy on one new u-boat type the ue2 but encoutering always a troubls with this damned torpedoes script :/
  20. yes RD5014 i working on :)
  21. cervantes

    Project Infinite v1.0

    oh yes that true ;) but really hard work i think :)
  22. cervantes

    Project Infinite v1.0

    hi guys im so hapy to present you my finiched weapons for my farmland mod with infinite project reloading animations :) a old double barreled shotgun and sawed off and mu custom colt 1851 i working also 3 others weapons ,winchester 1894 and 1887 and trapper flintlock riffle but i d'ont have reloading animations for this last weapons and really need help for working that :) one new and great challenge for animators :)
  23. not trying that :) i hope this models help you for make your choice :) the ww1 destroyer is really awesome :)