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HKFlash

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Everything posted by HKFlash

  1. HKFlash

    Brit classes: Survival

    British gear: Vests: V_PlateCarrierL_CTRG V_PlateCarrierH_CTRG Uniforms: U_B_CTRG_1 U_B_CTRG_2 U_B_CTRG_3
  2. Click arrow to expand the campaign menu.
  3. Where are you searching? Aren't they inside the music_f.pbo or music_f_epa.pbo?
  4. I never managed to do it no.
  5. Nothing's wrong. <p align 'center'> doesn't work for images, simply that.
  6. HKFlash

    Catalonia: is Europe’s next independent state?

    The Castillians think themselves superior to other Iberian cultures. Your impression is correct Ronin. Now... into the trench!
  7. HKFlash

    RH M4/M16 pack

    Thanks!
  8. Would certainly add even more versatility to the function. I support your idea.
  9. Hello, I'd like to discuss the ambientAnim function created by BIS for A3. The following is how it operates: /* Author: Jiri Wainar Description: Play set of ambient animations on given unit. Remarks: * Can handle several different anims and auto-switching between them. * Detects nearby units with the same animation set and tries to select different animations. * A game logic is created on units position and animated unit is then attached to it, to prevent possible problems, like player pushing units around. * The unit can be snapped to a set snappoint to prevent game from repositioning the unit. * The snappoint is automatically detected, snap distance is 2 meters (in top-down view, ignoring vertical info). * To position unit vertically, move its snappoint up/down. * A snappoint is a (cyan colored) helper "Sign_Pointer_Cyan_F". * This is extremely handy if the unit needs to be placed near object(s) - like on chair near a table. Parameter(s): 0: OBJECT - unit the anim & gear changes are going to be applied to 1: STRING - animation set id, describing what the unit's action looks like. > "STAND" - standing still, slightly turning to the sides, with rifle weapon > "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon > "STAND_U1-3" - standing still, slightly turning to the sides, no weapon > "WATCH1-2" - standing and turning around, with rifle weapon > "GUARD" - standing still, like on guard with hands behing the body > "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle. > "LEAN_ON_TABLE" - standing while leaning on the table > "LEAN" - standing while leaning (on wall) > "BRIEFING" - standing, playing ambient briefing loop with occasional random moves > "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high > "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high > "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table > "SIT1-3" - sitting on chair or bench, with rifle weapon > "SIT_U1-3" - sitting on chair or bench, without weapon > "SIT_AT_TABLE" - sitting @ table, hands on table > "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle! > "SIT_LOW" - sitting on the ground, with weapon. > "SIT_LOW_U" - sitting on the ground, without weapon. > "SIT_SAD1-2" - sitting on a chair, looking very sad. > "KNEEL" - kneeling, with weapon. > "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon > "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon > "KNEEL_TREAT" - kneeling while treating the wounded > "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle) > "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel) > "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing 2: STRING - equipment level id, describing how heavily is the unit equipped. > "NONE" - no goggles, headgear, vest, weapon > "LIGHT" - no goggles, headgear, vest > "MEDIUM" - no goggles, headgear > "FULL" - no goggles > "ASIS" - no touches to the gear > "RANDOM" (default) - gear is randomized according to the animation set 3: OBJECT - object unit to snap to; function won't try to search for the closest snappoint and will use this snappoint instead 4: BOOL - function will try to interpolate into the ambient animation, if the interpolateTo link exists - it is not officialy supported, so it's disabled by default - works only for transitions from (some) default A3 stances to sets "STAND", "SIT_LOW" and "KNEEL" Returns: - Example: [this,"SIT_HIGH2"] call BIS_fnc_ambientAnim; As you can see the function already relieves the user of alot of workload for making an animation loop. Unfortunately this function lacks versatility, since it is only useful if you want a character to keep playing the same animation forever (unless killed of course). Also, I'm aware of the existence of the BIS_fnc_ambientAnimCombat, which is a great function that actually allows the character to be freed, however I don't believe having two different functions is the right way to go. This one is also direct for a very specific situation which is a combat environment and lacks animation sets. I propose the following: A 5th parameter for BIS_fnc_ambientAnim which would be designed to terminate it, basically a condition. BIS_fnc_ambientAnimCombat, already contains such parameter: 3: CODE or STRING (optional, default {false}) - condition that if true frees the unit from the animation loop Why not add this as a 5th parameter for BIS_fnc_ambientAnim? Would make the function much more versatile than it currently is. Regards,
  10. Are you referring to BIS_fnc_missionConversations? What error pops up? <mission name> not found in cfgSentences?
  11. HKFlash

    AllowDamageFalse in Official Campaigns?

    Here's the code.
  12. This point is invalid. When you first get to Rogain, Stratis is not a Combat Zone (the green on blue came later).
  13. Metalcrazed is right no one likes this campaign it sucks!
  14. HKFlash

    AllowDamageFalse in Official Campaigns?

    Well... we have kinda been asking and begging for that module this whole time so...
  15. HKFlash

    AllowDamageFalse in Official Campaigns?

    I noticed this issue, proposal: Raise Adams hitpoints but have the mission fail if he dies. Alternative: set Adams as captive. Bingo!
  16. People still answer to that guy? Let him monologue.
  17. Currently there is no documentation on the ORBAT feature, it will come later. In the meantime the best is unPBO the campaign and learn by yourself. If I find how to do it I'll report here. EDIT: Here's the campaign files.
  18. Well the U.S. Navy or the U.S. Marine Corps could intervine early on, if their aircraft carriers were within range, which I doubt since why keep your fleet near an ally?
  19. HKFlash

    Arma models in WoT mod

    wow, this makes me sick!
  20. Although its true that Stratis is a small island, there are several factors that contribute for the AAF not attacking Maxwell earlier: Not attacking does not mean the AAF does not know that the remaining NATO forces have reactivated it. The AAF seems to lacks (at least on Stratis) several assets that could help with recon, such as drones. Maxwell is located in a very heavily forested area where aircraft without surveillance equipment would have a hard time figuring out it was occupied, plus NATO soldiers could just hide from view when an aircraft made a pass. Maxwell was attacked during the night because the AAF knew that they needed to have the surprise factor on their side to avoid NATO escaping the Camp and regrouping somewhere else. Night time also allows for military forces to stage at a certain area (in preparation for an assault) with a reduced risk of been spotted. NATO troops took shelter when the mortars started falling which is a natural military tactic against indirect fire, hence the low casualties, do not forget that some Squads (such as the player's) were not there. The AAF had to make sure the rest of the island was clean of NATO forces before making a move on Maxwell. The missions that initiate at Maxwell, all occur on the same day, so it just took some hours for the AAF to attack the Camp. An artillery barrage is a common military tactic before an assault. Why the assault never occured is related to CSAT pulling the strings on the AAF. I believe this kind of quetions will only be answered on episode 2. The buzzard is not a recon aircraft as far as I know, its not that easy to spot stuff, at least I have difficulty spotting ground targets when flying a jet (especially infantry). That's why players have access to a 'fictional' radar, to help them spot targets. As far as I know, its not like NATO has dozens of satellites. They need to make a pass in order to initiate surveillance, hence why those assets are not always avaiable. Plus the rest of NATO was already on the way when CSAT made its move on Stratis.
  21. What manual? The field manual? Because if so they can easily add it as an Hint, since the new system uses Field Manual entries. Example: _null = [["InfantryMovement", "BasicMove"], 10, ""] call BIS_fnc_advHint
  22. They could change the task to "Weaken Mike-26" and just have the task be completed when X number of enemy soldiers would get killed. Increasing mortar precision would make indirect fire too accurate and easy to use.
  23. Atract U.S. attention to the Mediterranean so the Chinese get to face weaker forces in the Pacific? Sounds like a plan.
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