dachevs
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Everything posted by dachevs
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Interchangeable Aerial Weapon System
dachevs replied to [frl]myke's topic in ARMA - ADDONS & MODS: DISCUSSION
I think this would be nice. As to it would allow people to arm their favorite planes, with any new missile/weapon type. Which in my view is extremely cool. I say keep at it. -DaChevs -
might I just say. Your work impresses me every time. Great work Sigma, and keep it up. -DaChevs
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Dialog to choose any weapon/ammo/gear
dachevs replied to 5133p39's topic in ARMA - ADDONS & MODS: COMPLETE
thanks. Cool Idea. Downloaded -DaChevs -
How to make the AI Deaf and Blind?
dachevs replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
why not just look here: Animations maybe: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ActsPercMstpSnonWnonDnon_MarianQ_shot4Man OR <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">AmovPercMstpSlowWrflDnon OR <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">AmovPercMstpSnonWnonDnon_talking have them play an animation of something just moving around, then use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> disableAI "ANIM"; that way they will just stay in that animation, and you can shoot 'em up. -
try running it on a Dedicated Server. see if that helps Other than that, I can't help you.
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Q: Removing mag counter and the map
dachevs replied to Zarele's topic in ARMA - MISSION EDITING & SCRIPTING
_x is sumthin usually for foreach command. try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ("LaserDesignator" in weapons player) then { showRadio true; } else { showRadio false; }; -
I am not quite sure of this either? it might be add in: ~300 goto "end" #end Exit
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well you can make a sound folder and get the sound you want, convert to .ogg, put it in the sound folder and then in the script where you want the sound to play just add: playsound "YourSound.ogg";
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you're awesome, sorry for the late reply, mind if I send it to you tomorrow (Wednesday) not at the computer where I have it? You don't know how much I appreciate this. *edit* sent it to u Obmar.
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Is there something I can do in O2, that when you drive over my model, the vehicle/you get damaged?
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How to create a remote detonated bomb (IED)?
dachevs replied to ricnunes's topic in ARMA - MISSION EDITING & SCRIPTING
no problem. Good luck. -
Hifi Sound FX V1.00 Released
dachevs replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
thanks -
try: AnimationTool
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Respawning in parachute and other vehicles...
dachevs replied to JukkaN's topic in ARMA - MISSION EDITING & SCRIPTING
has to be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nul= [] execVM "spawn.sqf" exec is only for .sqs -
Set pitch / bank functions
dachevs replied to General Barron's topic in ARMA - MISSION EDITING & SCRIPTING
thanks Barron so you just put the line into the objects init line? and choose what angle I need in the script. -
Creating Random Surrender Trigger???
dachevs replied to Whitsel's topic in ARMA - MISSION EDITING & SCRIPTING
I think this has to be done through a script. to do a random I think you have to add in codes that wouldn't work in a trigger. check this out too. norrin surrender script I think you can add in your units putting there hands on there head. but if not. try this--not tested testsurrender.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (random 1 < 0.1) then { removeallweapons this; Sleep .5; unit playmove "testsurrender"; unit disableAI "MOVE"; }; put the following line into all the players you want to have surrender, init line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nul = [this] execVM "testsurrender.sqf" -
How to create a remote detonated bomb (IED)?
dachevs replied to ricnunes's topic in ARMA - MISSION EDITING & SCRIPTING
Activation: Anybody, Repeatedly Condition: this && isPlayer (thislist select 0) OnAct: Whatever you have in there right now to set off the bomb. OnDeact: exit tell me if it works or not. -
Set pitch / bank functions
dachevs replied to General Barron's topic in ARMA - MISSION EDITING & SCRIPTING
very cool, I have been trying to even out fences for ever -
exactly what fasad said. In other words Definitely check out the site fasad posted, will help alot. but basically, open a new text document and put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop ~300 skiptime 8; goto "loop" exit file save as skiptime.sqf select All Files as the file type. open another text document, this time put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this exec "skiptime.sqf" save as Init.sqf select All Files as the file type. Then put both of the files into your mission folder. Example: C:\MyDocuments\ArmaOtherProfiles\YourProfile\Missions\YourMission then open your mission in the editor and preview. If your get any errors post 'em here. Other than that, it should skip 8 hours every 5 minutes
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just do skipTime 16 or 24 in a looping script the time in seconds, you want to wait, then how many hours you want to skip. In this case, 300=5 mins, it will wait 5 mins, then skip 8 hours, then wait 5 mins then skip 8 hours over and over again. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop ~300 skipTime 8 goto "loop" exit
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Force a chopper to land and unload cargo (squad)
dachevs replied to mark82101's topic in ARMA - MISSION EDITING & SCRIPTING
_helo1 land "LAND" http://community.bistudio.com/wiki/land _soldier action ["eject", vehicle soldier] http://community.bistudio.com/wiki/action name the helo, you can activate it through a trigger and the helicopter should land right there. Then name your soldiers, and have each on of them eject. Hope this helps! -
so do you mind if we edit the texture? also...you said what would people like to see? I have been really interested in a garage. With a opening door? I really want to learn animations with builidings. Good Work
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Hifi Sound FX V1.00 Released
dachevs replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Great mod!!! I love it! just one thing, I keep getting an error message every once in a while when I exit the editor, or join a game or exit, about ...\FFAR burst is not a value. Anyone else getting this, or is it something I am doing wrong or a mod I have on? @Uziyahu--IDF no it hasn't. I have noticed them without any sound mods, and some mods exaggerate on them, where as some might tune them down... but no I believe they are still in ArmA. -
mmmm.... that would be neat. not sure really. I can look into it. I think I could do it if there is a class for water?
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I love this building good work!