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Hondo

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  1. Just bumping this because I had the same problem (my 2 turret boat was being weird and not using the rear gun, though it would follow targets). This thread pointed me toward the solution so hey I might as well post what made it work for me in case it helps someone. I modded the RHIB2Turret so both turrets could rotate 360 degrees, then made variants with different weapons for the rear turret. Anyway, this seems to work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Turrets : Turrets { class MainTurret : MainTurret { [...] primaryGunner = 0; primaryObserver = 1; commanding = 1; primary = 0; }; class BackTurret : BackTurret { [...] primaryGunner = 1; primaryObserver = 0; commanding = 0; primary = 1; }; }; The [...] is just the gun angle and weapon stuff, there's nothing else in there but that. Either gun worked for the primaryObserver/commander, but the front gun had better results because it tended to be facing forward. Moving the commander from the driver to a gunner also seemed to make the AI much more alert. Before, I could fly right over a boat and it sometimes wouldn't even react.
  2. The display event handler is probably the thing you want, but just for the sake of completeness... You can also do it with an action if you want to tie it to a control function rather than a specific key (like "moveForward" as opposed to "w"). addAction ("Alternative Syntax") key mapping For example, you might make an afterburner that uses vehicle turbo to activate: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _thrust = 50; // gets passed to afterburner.sqf as _this select 3 _plane addaction ["Afterburner", "afterburner.sqf", _thrust, 0, false, false, "heliFastForward"]; However, it clutters up the action menu and anyone can see/activate it if they're in range, so it's not appropriate for everything.
  3. Hondo

    Sound intensity setting

    Oh wow, thanks. I always wondered why that didn't act like I thought it should at lower db levels.
  4. Hm, ok thanks, that's too bad. They opened up so much stuff in arma that it seemed like it might be possible.
  5. Oh, I'm dumb, the reason it wasn't firing was because I had the ammo name wrong in the magazine. The problem hasn't changed though, it still has the default trail no matter what I try.
  6. (Couldn't find anything on a "*effect*" forum search.) What I would like to do is create a new missile with its own unique trail effect which replaces the current smoke one. It seems to be defined in global class "MissileEffects" in the core bin. But I have no idea how to locally override that or create my own. I've tried things that seem like they might potentially work (duplicating the effect class inside my missile ammo class, trying "missileEffects=", etc), but everything results in a weapon that won't fire. And yeah I derive the new missile from a missile that I know works and don't change anything else. I've searched all over the game's config files and haven't found anything that looks promising. So can you even do this? Is it possible to override an effect like that that? I know I can do it with scripting because that's how I did it in OFP, but doing it in the config would be awesome because then I wouldn't have to attach an event handler to any unit that might potentially fire the missile, and it wouldn't sometimes miss the NearestObject grab at low framerates, and it would look better, etc. So it's not a huge big deal but it would be neat if I could do that. Thanks to anyone who can help. edit - And just to be clear, I only want to do this on one missile, not all of them. Since I'm pretty sure I can do that.
  7. Right, well, I searched around and couldn't find any threads of substance on this, so here goes. I'll only be talking about multiplayer, since it's all I care about for this. For a couple of missions I'm making I need some kind of thing you pick up and escape with as an objective. In order to not interfere with the players' killing things by any means, I wanted them to just be like grenades or something that sits in the inventory but doesn't take up any important weapon slots. One mission also has two of the things, so using a weapon slot wouldn't work out. I went with a grenade arrangement: a "throw"-like (weapontype=0, invisible, noninteractable) Base weapon class with Item weapon classes in its magazines array. The Item classes are just dummy weapons. No ammo or anything. They just sit like grenades in the inventory and you can select and drop them, but not fire them. I give the Base weapon to the players along with their other equipment for the mission in a script called from init.sqs. In theory, this would then let the players pick up the Items from the truck. However, I discovered that they can't unless I give Base to them AFTER init time, meaning putting a delay before the addweapon line in the script. That works except that they still can't pick up the things from dead players, which means the mission's over if the guy carrying the thing dies. I then discovered that if the person had more than one, you can take total-minus-one of them from their body. I couldn't find a way to exploit this information that did anything (like adding and removing several of them to each player with varying delays before the mission starts), so I'm at a dead end with this method. I'll probably end up using the binoc slot for the mission that only has one Item, and the NV and binoc slots for the one with two Items (it's a day mission, and binocs aren't a big deal on either one). Either that or I'll use high slots like 16384 and 32768, but then you won't be able to see the nice inv pictures I made. So I'm just wondering if anyone's messed around with custom grenade/satchel type things or this concept in general and knows anything more.
  8. Hondo

    Hawk's nimitz class aircraft carrier

    In the version I have, the front1 section has some kind of weird clipping issue. There's an invisible box above the deck that blocks shots and prevents you from walking through it (unless you really try), though vehicles seem unaffected. I don't know if I have the latest one, so was this ever fixed? Beside the fact that you sometimes fall through the deck where sections meet, it's the only sizeable bug I can name. Great addon, anyway. It's just a shame that you have to jump through hoops to make something like this, and even then it's only about half what it should be. I hope OFP2's vehicles are more like BF1942's, though I'm not expecting it.
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