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Everything posted by Grimfist
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Steel (ahem..take inspiration) from the popular mods!
Grimfist replied to -=seany=-'s topic in ARMA 3 - GENERAL
I disagree partly, While ACE has some fantastic features, some I do not like for instance, and would hate them to be in ArmA 3: I dont think its needed, it just adds hastle having to pick up ear plugs, you can shoot an rpk-74 and go deaf, but you can blast away with an ak-74 and you are fine. just adds hassle for no reason. Then you start going down the 'hardcore sim' line, while realism is good threres no need for some things, such as people suggesting highly complex medical systems. ACE is as far as you need to go i think with bandages, morphine etc - any further and it would stop being fun, and get tedious. i do agree on the other features though, while ACE is good for clans and realism fans, think some features id rather not have just for the casual game of ArmA. but yes, I always play with a number of mods like WarFX, chammy's sound mod, Zues AI and a compilation of smaller mods improving the gameplay/animations/GUI etc. -
Making a basic free roam server
Grimfist replied to hitman0042's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hi hitman, take a look at this: http://www.armaholic.com/page.php?id=13336 -
One thing i would like to see is, not necessarily melee combat (would be useful though), but better AI response to being stealthy, for instance in real life suppressors are still loud, if one is fired close, you can hear it, but it is confusing and you don't know where it came from. In arma currently, if you shoot a guard in the face, the others know where you are, they should if close enough, just go from safe, to combat, and if they find there friend dead, THEN come LOOKING for the player. also make detonating satchels not reveal anything about the player. also make hiding in dark areas more effective, as you can be hiding in a bush at night just a few feet from someone, and if they don't have NVG's, they wont see you (as long as you don't have a red dot sight on, gen 1 NVG's or bare skin showing etc). about actually melee combat, i dislike the idea of having 'knife kills' but would like some form of bash or strike, that would knock someone down or give you that edge. about 'realism' soldiers are still trained how to sneak up on sentry's and break their necks from behind, and slit throats, and the British army still use bayonets and even to this day still mount them in cqc. tl;dr -ability to, if undetected sneak up behind AI, and using action menu break neck, slit throat or whatever. -key for quick bash, and if bayonet mounted, then stab for use in cqc. - but would not kill just knock back, or incapacitate, then u can finish em off with rifle. no, quickly whip my knife out and insta kill in 0.5 seconds like cod. such in moh and cod you get knife kills all the time, just because their so effective and gay, whereas using slx for arma ive only got a few, and thats just from finding myself behind a sentry and not wanting to fire my main weapon. and nothing beats a shovel fight in slx... edit: Yes , the us soldiers do have nifes on their model, but they are more for cutting wire, cooking etc.
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maybe it could be a fictional faction such as RACS or CDF, maybe a lemnos defence force?
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took a while to download, but its great, worth the wait.
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I was going to get a car next year, but looks like a new PC instead.
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2 mins - excitement growing.....
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no i got it now too perfectly, using Macromedia fireworks - overlay them in order, use XOR filter on all, then group and invert colour. and wala 1. http://i296.photobucket.com/albums/mm167/Grimfist1/pic5bygrim.jpg 2. http://i296.photobucket.com/albums/mm167/Grimfist1/pic5bygrim2.jpg 3. http://i296.photobucket.com/albums/mm167/Grimfist1/pic5bygrim3.jpg 4. http://i296.photobucket.com/albums/mm167/Grimfist1/picbygrim4.jpg
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the xor thing was a clue to how to fit the pics together: http://i296.photobucket.com/albums/mm167/Grimfist1/pic5bygrim.jpg http://i296.photobucket.com/albums/mm167/Grimfist1/pic5bygrim2.jpg
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looks more like an mi 28
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XOR is an gate sybol thin g (the thing on the btr) its also a type of image manipulation i wont upload mine - http://www.deathwinds.com/hosted/Fla..._posterize.jpg this one clearer
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i got the 5th pic!. its a road leading to sunset, ill upload bear with me
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XOR is an image effect, im playing around combining them using this XOR thing
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Check if spawned enemy are dead.
Grimfist posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im making a SP mission (dynamic campaign), and i have a script that chooses a ranom location (from an array of markers), spawns some enemy and sets them on patrol. The players task is then to go and kill them. Normally i would use a trigger when OPFOR are NOT PRESENT then bla bla bla but what is the best way of doing this for an area that could appear at a random location? ive tried pulling apart some existing missions but cant seem to find anything usefull. cheers in advance. :) -
Check if spawned enemy are dead.
Grimfist replied to Grimfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah thanks, i was unaware you could configure triggers like that, that's what i will do. thanks. also is it possible to synchronise a trigger to an object mid-mission? -
Im getting into more complex scripting. I am good with visual basic and can handle arrays, variables, functions, loops etc, but not sqs and sqf, i find it hard to understand it, but im practising to get better. now bellow is the start of a .sqs script that: randomly selects a marker . gets the position of it (x and y). goes to #end where it does stuff with these coordinates. There are 44 markers. is there anyway i can shorten this into a easier to use way / accomplish the same thing but with just a few lines? like a loop that goes around on a counter or something? ;randomly pick a location from loc_1 to loc_44 #start _r = (random 44) ~1 ? _r >= 44 : goto "loc44" ? _r >= 43 : goto "loc43" ? _r >= 42 : goto "loc42" ? _r >= 41 : goto "loc41" ? _r >= 40 : goto "loc40" ? _r >= 39 : goto "loc39" ? _r >= 38 : goto "loc38" ? _r >= 37 : goto "loc37" ? _r >= 36 : goto "loc36" ? _r >= 35 : goto "loc35" ? _r >= 34 : goto "loc34" ? _r >= 33 : goto "loc33" ? _r >= 32 : goto "loc32" ? _r >= 31 : goto "loc32" ? _r >= 31 : goto "loc31" ? _r >= 30 : goto "loc30" ? _r >= 29 : goto "loc29" ? _r >= 28 : goto "loc28" ? _r >= 27 : goto "loc27" ? _r >= 26 : goto "loc26" ? _r >= 25 : goto "loc25" ? _r >= 24 : goto "loc24" ? _r >= 23 : goto "loc23" ? _r >= 22 : goto "loc22" ? _r >= 21 : goto "loc21" ? _r >= 20 : goto "loc20" ? _r >= 19 : goto "loc19" ? _r >= 18 : goto "loc18" ? _r >= 17 : goto "loc17" ? _r >= 16 : goto "loc16" ? _r >= 15 : goto "loc15" ? _r >= 14 : goto "loc14" ? _r >= 13 : goto "loc13" ? _r >= 12 : goto "loc12" ? _r >= 11 : goto "loc11" ? _r >= 10 : goto "loc10" ? _r >= 9 : goto "loc9" ? _r >= 8 : goto "loc8" ? _r >= 7 : goto "loc7" ? _r >= 6 : goto "loc6" ? _r >= 5 : goto "loc5" ? _r >= 4 : goto "loc4" ? _r >= 3 : goto "loc3" ? _r >= 2 : goto "loc2" ? _r >= 1 : goto "loc1" goto "start" #loc1 ~0.2 _x = getpos loc_1 select 0 _y = getpos loc_1 select 1 goto "end" #loc2 ~0.2 _x = getpos loc_2 select 0 _y = getpos loc_2 select 1 goto "end" etc etc.... cheers in advance for any help / input :)
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shortening sqs script
Grimfist replied to Grimfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
awesome! 330 ish lines condensed to 4. cheers agen celery -
shortening sqs script
Grimfist replied to Grimfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cheers celery so would this bit still have to be repeated 44 times? #loc1 ~0.2 _x = getpos loc_1 select 0 _y = getpos loc_1 select 1 goto "end" or could it go like? _r=ceil random 44 _x = getpos ["loc%1",_r] select 0 _y = getpos ["loc%1",_r] select 1 cheers -
ah cool, that will be awesome.
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Been playing with this a lot more recently, but still I cant get aircraft that are 'on station' to RTB. for example, in the provided example mission on takistan there is an a10 called 'dragon' that starts in the air on station, if a command it to move its area it does, if i tell it to drop JDAMS, it does, but when i tell it to RTB, the marker disaperers, it disaperes from the radio menu, no dialoge is displayed but it continues circling its area and you cannot use it. but the Apache that is on station does return when you tell it to and works fine. please fix this, and then everything will be working to a good standard, when fully complete and bug free this will be my no.1 support script. keep up the good work.
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Ive being playing around a lot, but when you put a plane 'on station', it goes there, but when you tell it to RTB, it says it is and the marker goes but it continues to fly around. I tried this on your chernarus example mission, the takistan example mission and a custom mission i made for the east side. but this, when finished, will be the no.1 support script, its fantastic.
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when you stay up this late playing warfare, its 4:45 am here lol
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Voted no. I don't really like downloading games, i prefer a CD. I also don't like steam and is too much hassle. I have used sprocket to get BAF and PMC and was very good. If "ArmA 3" or another expansion came out i would get it from sproket. never steam.
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They did have some stuff, the limited edition and community awards winners got stuff, there was a 27th MEU shirt - which i wear for airsoft a marpat bag a map of chenarus - which is on my wall some postcards from chenarus music CD a arma 2 wallet - (i was paying for something at a PX in germany and someone was like 'OMG ROFL I PLAY ARMA HOW U GET THAT!!!???') but if they made more, i would buy it. i want some ION stuff!!! so BIS, make some some merchandise (you can COD and HALO stuff, why need arma stuff) @SigintArmA - lol, if you had a quote from tanny, im sure you would get some funny looks in the street
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VILAS addons release thread
Grimfist replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ahh ty venom, also a little request for the future: add some mudjadeen to the weapon holders pack. the takistani locals are idea (just normal afgans with chincom rigs) i have added them manually with vilas weapons but it gets complicated when you want to spawn them mid game# EDIT: just realized something already replacing them!