Dr. Mojo- PhD
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Well, keeping in mind that The Thing is the best horror movie ever made -- both according to me and according to IMDB (The Shining and Aliens don't count as they aren't pure horror), and Manos: The Hands of Fate is both the shittiest horror movie and the shittiest movie ever made, how would a person who has seen Cloverfield rank it, on a scale of Manos: The Hands of Fate to The Thing, Manos: The Hands of Fate being the lowest, The Thing being the highest, and The Blair Witch Project being average?
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You'd be surprised the amount of people who aren't kidding when they say something like that. Or that I over think things. Over thinking things is fun!
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You know, Ebud, Keats once lamented that Newton had taken the beauty out of a rainbow with his prism. I like to think the contrary is true -- in understanding it, he added beauty to it. The more you know and all that. Of course, films are all about suspension of disbelief. Does the knowledge of a time paradox stop you from enjoying Terminator 2? Does sound magically propagating in a vacuum ruin Star Wars for you? I hope not. As a both a filmmaker and a science-lover, take my word for it. They're too separate worlds. They dance together, they flirt. They even, like a little community, depend on each other to live. But at the end of the night they can go their separate ways and be perfectly content in doing so. Enjoy!
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1.09 beta patch troubleshooting thread.
Dr. Mojo- PhD replied to Placebo's topic in ARMA - TROUBLESHOOTING
I just did a search of this topic for "spy" and "pistol" and found nothing, so pardon my zinger if this was already posted. Anyway, the independent spy seems to be... mmm, broken. Trying to aim down the iron sights of the pistol shows the pistol canted to the left -- it's fairly unusable as the sights don't line up. It's exclusively seen on the spy model. Furthermore he doesn't seem to use his spiffy custom NVGs, though I don't know if it requires picking up a different item than the in game NVGs. -
I don't really want to be the one to point it out, but a cockroach is only strong because of its tiny size, not because of its exoskeleton. The Square Cube Law applies here. While the creature might be aquatic in nature (which is fine since buoyancy is a matter of displaced water, which increases as the cube increases) it would collapse and die under its own weight as soon as it left the water. What the square cube law says is that when an object undergoes a proportional increase in size, its new volume is proportional to the cube of the multiplier and its new surface area is proportional to the square of the multiplier. In other words, increasing an something with an exoskeleton -- say an ant -- to the size of a Hollywood monster would quite literally kill the ant. Ants range in length from 2 to 25 mm, and let's say theoretically they this particular ant is 25 mm long by 2 mm by 2 mm, for a total volume of 0.1 cm3. Now, to increase the ant to, oh, just 25 meters -- 1000 times the size -- he now has a volume of 25 m by 2 m by 2 m, for a total volume of 100 m3 -- or 100 000 000 cm3, to easier compare to our earlier measurement. That's one billion times the volume. This, of course, is the cube of 1000 -- the size we made the ant bigger by. Now of course his surface area -- his exoskeleton -- and other factors which increase in strength (and are always cross-sectional in nature such as bone cross sections on humans) has only increased by the square. The square of 1000 is 1 000 000. In other words, he is one billion times as massive but only a million times as strong. Of course, the extremely high mass-to-lift ratio of the ant would also be lost. It is the ant's tiny size that confers this benefit (as it does with fleas, spiders, etc.) A man shrunken to the size of an ant would be able to lift far more (proportionally) than he could at the size of a man. On the other hand, a man enlarged to the size of an elephant would die of heart failure as the vascular system could not support itself. Whether this happened before, after, or while all his bones snapped under his weight is not really relevant. So imagine our best exoskeleton soldier ... now multiply mortality by infinity. It can barely walk, would probably crush itself, and because of the enormous pressure put on its exoskeleton from inside, would probably readily burst if it had a rock thrown at it.
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A question about cycle waypoints
Dr. Mojo- PhD replied to Dr. Mojo- PhD's topic in ARMA - MISSION EDITING & SCRIPTING
I tried that, but what happens is they get to the final waypoint and they do not cycle. I think what part of the problem is is that they start in abnormal areas. Two groups start in the water (in RHIBs) and five start in Mi17s which fly over and drop them off. There's get out waypoints and whatnot after the cycle. Essentially they need to exit their vehicles, walk to the area to patrol, and then patrol (and cycle) on that area. It's my understanding that they'll try to cycle through every waypoint after the switch trigger. -
A question about cycle waypoints
Dr. Mojo- PhD replied to Dr. Mojo- PhD's topic in ARMA - MISSION EDITING & SCRIPTING
I considered that, however the area is not an urban area. There's a single road passing through there. Otherwise they have to patrol a wooded area. -
A question about cycle waypoints
Dr. Mojo- PhD replied to Dr. Mojo- PhD's topic in ARMA - MISSION EDITING & SCRIPTING
Alright, never mind about the gates, got that one going myself. Still need to know about those cycle waypoints, though. Or deleting old waypoints to create a new cycle. -
My mission is now working with only one hitch left. I need the enemy to have two patrol routes -- their normal patrol, and their "alert" patrol. Essentially, the enemy tools around in boats. If BLUFOR is detected by OPFOR, then a trigger breaks their cycle waypoints, and they beach their boats and head ashore. What I need is for them to be able to patrol the island afterwards. I'm not sure how to do this. I've tried setting up a trigger that they walk through, and when they do it synchronizes to the next waypoint, which is the beginning of their next patrol route. They then walk the patrol with another cycle at the end. This doesn't work. I've also tried attempting to use the deleteWaypoint command, but since the community wiki is extremely sparse and tends to just restate the obvious (deleteWaypoint is used to delete a waypoint! without any real examples of context (the examples of syntax only take you so far), I'm not making much progress. If you want to help out, assume I'm a complete moron. I haven't edited ArmA in many, many months and I'm trying to do some complicated stuff in my return. Bonus: If anybody wants to remind me how to open and close gates that are already set in the map as well as ones that I myself will be placing (I have a vague idea where to find this info), that would save me a lot of trouble. Everything else works just fine. This one isn't top priority, however.
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addAction in game
Dr. Mojo- PhD replied to Dr. Mojo- PhD's topic in ARMA - MISSION EDITING & SCRIPTING
It does. I was hoping to do it without using a script, just because it's a bit of a pain in the ass (I always get confused between SQS and SQF). Anyway, the SQS file works. Thanks. -
Trying to add an action in game. Part of the mission is to have special forces destroy some documents on a computer. I want the player to be able to go up to the computer and select "Destroy documents" from the dropdown list. It completes an objective (objective 7) then removes this action from the action list. Any player can accomplish this action. Is there a way to do this with a trigger or object only without having to make a damn script for it?
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Getting a end trigger to work
Dr. Mojo- PhD replied to Dr. Mojo- PhD's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you, that's exactly what I had except I had for some reason thought it needed parentheses... I couldn't, for the life of me, figure out why (pilotdead) && !(pilotsafe) wouldn't work -
I did this many a moon ago (round five months) and I can't for the life of my remember how to do this. I'm trying to do a CSAR on a pilot. The pilot starts with a downed chopper out in the field. You have to secure the pilot and get him home. If the pilot dies out in the field, mission fail. However, once the pilot is safe and secured at base, I want to deactivate this possible ending. Essentially, I want badending to activate if pilotsafe is false and pilotdead is true, with pilotsafe being set to true when the pilot falls within the environs of the base, and pilotdead being set to true if pilot dies (obviously). I can't, for the life of me, remember the proper syntax. I had done this type of trigger a thousand times before, but like I said, this was months ago and the boolean just trickled right out of my head. Thanks.
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No Entry 'bin\config.cpp.ControllerSchemes'. and Error Compiling Pixel Shader PSSpecularAlpha Getting the same error, wasted an activation on this unfortunately because of the pretty lame DMR scheme. Sprocket download version. A very, very good computer. 2 gigs ram, AMD dual core 2.2ghz, BFG 7950, 7200 RPM HD, yada yada.
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Evolution V1.0 Large scale respawn coop
Dr. Mojo- PhD replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
This whole "lose a point for dying" thing is stupid. It's even worse because a lot of the things which need to be done don't reward you for doing it. Case in point: Shoved an M136 up a T72's tailpipe. Crew bails, tank explodes, no credit, I'm stuck at 30 points. Only surprise, with the crappy handling of Arma's AT weapons (slow change over to other weapon, stupid crappy garbage movement carrying them) I get swarmed by dudes. From an efficiency standpoint I made the right move. I sacrificed one life to destroy a hard target and her crewmen. In real life, of course, I would throw the AT materiel off my shoulder and haul ass out of there and reposition. Because ArmA likes to have uninterruptable animations and poor implementation of AT equipment, I can't do that. Oh well, so I get swarmed and killed. Only, of course, because of the crappy implementation of not being credited for what you kill if it dies because of, but not during, your shot, I lose a point for dying and surprise, I go from Sgt to Cpl for doing the right thing at the right time. That right there set my Evolution burnout from about 75% to 110%. My ArmA burnout jumped up a good percentage too.