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HogRoot

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Everything posted by HogRoot

  1. HogRoot

    Military Humor

    How is that funny? Those pilots could have lost their lives.
  2. HogRoot

    Military Humor

    I nearly spat Dr. Pepper all over my monitor. That was friggin hilarious...especially If you have seen the original version Original BigDog Testing
  3. Place an invisible helipad at the place your waning him to land....that should do the trick...be sure to place your waypoint over the helipad.
  4. HogRoot

    Falseprophet's fx mod..

    I have been using this mod since it came out and I am having some problems using the arty and air support functions. Â When I pull up the inventory screen I can briefly see the arty and air strike options, but then they disappear and only leave the reload option under the Special Features box. Â I am not using any other mods in conjunction with this one either. I am using patch 1.14, but I have had this problem since it first came out and with other patches. Â Any help would be greatly appreciated. Also does anyone know what mods this mod is not compatible with? Â I tried using it with my regular mods via mod folders and I lost the option to set up a heli to transport vehicles.
  5. I am trying to place smoke plumes inside of the smoke stacks to give them the appearance to operation/occupation. This is going to be vital to my mission. I am using this code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _OBJ = "logic" createvehicle getpos burn; _ #Fire _PS1 = "#particlesource" createVehicleLocal getpos _OBJ _PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj]; _PS1 setDropInterval 0.03; #Smoke Part 1 _PS2 = "#particlesource" createVehicleLocal getpos _OBJ _PS2 setParticleCircle [0, [0, 0, 0]]; _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj]; _PS2 setDropInterval 0.5; #Smoke Part 2 _PS3 = "#particlesource" createVehicleLocal getpos _OBJ _PS3 setParticleCircle [0, [0, 0, 0]]; _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj]; _PS3 setDropInterval 0.25; #end exit It works perfectly...the only problem I have is when I try to place it over a smoke stack or electrical plant silos the fire and smoke always winds up beside the item and not on it or in it. But I need it to spawn right in the center and close to the top of the stack. Also if anyone can show me how to attach the script to an object...say a backpack "AAMI282"...I would appreciate it. Thanks
  6. HogRoot

    zSniper in Treetop

    I finally got them to work. I placed them on an unlit fire in the objects section and elevated both using the setpos command. It is a beast moving them around getting them in the exact location in the branches that will give them a good FOV...but hours...days later it was finally accomplished.
  7. OK guys I need some help. I am making a mission where the guys in my unit will be on patrol along a certain path. What I want to do is is put some snipers up in the tops of the trees like they use to do in 'Nam. I am using this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setPos [getPos this select 0, getPos this select 1, 20] And messing around with the height trying to get him to stay in the tree, but they always fall to the ground. Does anyone have a better way to accoplish this? Thanks HogRoot
  8. HogRoot

    Vietnam: The Experience

    It was fixed that way intentianally ...at least for the helicopters anyway.
  9. Can we get some pics of what these look like?
  10. HogRoot

    RAF Chinook

    Cool...looking forward to the next release...in your post you said you made it more of an olive drab color...does that mean it wont look at shiny when the sun hits it? (I hope)
  11. HogRoot

    RAF Chinook

    Also on the next release could you make the windows a little clearer rather than the smoky texture you have them set to? Espectially the pilot side and chin bubble windows. Thanks
  12. HogRoot

    RAF Chinook

    Actually the cargo ramp can be lowered from both inside and outside the chopper. Â On the real Chinook there is a actuating lever at the aft right location inside the cabin (crew compartment). Â So the crew chief/Flight engineer can raise and lower as he sees fit...there is also a panel that can be opened from the outside so as the reach the lever as well. Â However there is a switch in the cockpit that allows the pilot/co pilot to raise/lower the ramp...but it is very seldom used...the crew chief/flight engineer handles that portion...at least in the US Army anyway. Â
  13. HogRoot

    RAF Chinook

    Very nice model. I like the detail in the cockpit...and finally people are starting to realize the Chinook has chin bubbles for the pilot to see out of. The only problem with it is the rotor system. The blades are spinning the wrong way...the aft head should spin clockwise and the fwd head counter clockwise.
  14. HogRoot

    zSniper in Treetop

    Wow...ok let me spell it out for you...We are using the PMC Vietnam Total Experience Mod. Thanks TellX....I have my snipers positioned up in the trees...I used an unlit fire pit and placed the sniper on top of it...the only problem I have now is the sniper isn't firing at my troops. Â I can start from 200m away and walk right under him and he still doesn't fire...and most of the time he has his weapon pointed straight up. Â I have tried placing him on different objects to no avail. Â This is what I have in his init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setPos [getPos this select 0, getPos this select 1, 15]; this disableAI "move"; this disableAI "dotarget"; this setCombatMode "RED"; this setunitpos "middle"; Â ...and I have also played around with removing certain commands out of it, but still doesn't get a reaction no matter what I take out or leave in. Â If I put him 5 feet off the ground it works fine..my ai squad fire on him and he fires back..but I need him @20 feet up.
  15. HogRoot

    zSniper in Treetop

    Thanks for all the responses guys...I will try them and see how it works. @Andersson...In Vietnam the snipers would climb up in a tree and tie themselves off with a rope and set there waiting for GIs. @Wollie ....Excuse me...thought I was in the right thread
  16. The SF units look great!! Would it be possible to see some modeled without the helmets like with some baseball caps turned backwards and maybe some boonie hats? Outstanding work!
  17. HogRoot

    zSniper in Treetop

    OK guys I need some help. I am making a mission where the guys in my unit will be on patrol along a certain path. What I want to do is is put some snipers up in the tops of the trees like they use to do in 'Nam. I am using this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setPos [getPos this select 0, getPos this select 1, 20] And messing around with the height trying to get him to stay in the tree, but they always fall to the ground. Does anyone have a better way to accoplish this? Thanks HogRoot
  18. HogRoot

    nbc soldier

    Not necessarily...there are different postures (stages) of NBC protective equipment. The whole model doesn't have to be in full NBC protective gear. It all depends on the type of NBC attack.
  19. Looking good so far. If this release is anything like your last it will be another must have! Do you have any screenshots of the UH-1 "series" you talked about? And can you clarify series for us. How many/what type are you planning on releasing? Keep up the great work...can't wait to see more pics.
  20. We? Hmm didn't know you spoke for everyone on the site. @Russianguy...I think this would be a welcome addition to gaming. It would give the effects of grenade blasts, arty and rpg hits more realistic.
  21. HogRoot

    SPACE INVADERS ARMA

    Cool...finally something for the Veritech to shoot at!
  22. HogRoot

    How can I make my player shut up?

    I have been using the voice quiet mod since it came out. Â I hated all the constant chatter from my soldier...I couldn't play ArmA without it. Voice Quiet Mod Hope this helps
  23. HogRoot

    Smoke Help

    @Odin....THANK YOU!!! It worked perfectly!!!
  24. HogRoot

    Smoke Help

    Thanks guys...I will give it a try tonight.
  25. HogRoot

    Problem with Ebud's SF units

    Negative: The troubleshooting section is solely for troubleshooting ArmA and BIS content, not for problems with a custom made addon. @Wolle...This was your original post to me in the other forum. Nowhere in that post what you intended to say. "Troubleshooting forum is solely for troubleshooting problems with ArmA and official addons. Please use the thread for this addon in the Addons&Mods:Complete Forum." And I did search for the addon before posting...and since I was having a problem that is why I put it in the troubleshooting section. Â Also...as for the topic...I had no idea it was ...I wouldn't post something like that expecting a response...I could have sworn it was the same title as my other post...I have no idea how it got changed...once I saw it I tried to edit it, but it wouldn't let me. But thank you for changing the title. I too thought the problem was with some other addon...but I removed all of my addons I was using and tried it with vanilla ArmA...but the default BIS soldiers still spawn into the ground and get the same error. Â Like I previously stated...one minute it worked and the next time I loaded it up I had a problem..and I didn't load or change anything in between times....it is all very odd. Â I was hoping someone might have came across this before. @Psychosim...When I was first trying to pinpoint the problem I began removing one ebu civie at a time and all of them CTD'ed untill I removed the medic like your talking about...and that is when I got the funny error and began spawning in the ground.....its all very very odd.
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