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InqWiper

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Everything posted by InqWiper

  1. InqWiper

    Unusable Mission

    Dont forget to add the ; nuxil sneaked in  If the script is only running on the player who uses the action it is enough to just use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player sidechat If the script is run globally every player will see themselves sidechat and noone else.
  2. InqWiper

    Real combat? Check this out!

    I think its a good idea. Lets not have dynamic destruction or something silly like that. I want to be able to grab a pizza and then take a dump in the forest.
  3. InqWiper

    Half-Staff

    I would try cheating by making two flagpoles. The first one at normal level without a flag and the second halfway down the ground with the flag on it. I dont remember exactly how to make a custom flag but Im sure someone else will tell you if you dont find out yourself first. I hope I understood your question right since Ive never heard about "half-staff" before. Â
  4. I would use setvelocity on the player and throw him into the ground so he breaks his legs.
  5. InqWiper

    Arma RPG

    You only need to add the action to the building once and then all players can use that action and launch the same script. if (!(player == _this select 1)) exitWith {}; if (money<_cost) exitWith {player groupchat "I dont have enough money to buy that item"}; money=money-_cost; ...script goes on creating car or whatever... _cost is local in the script and money is local to the player.
  6. The simplest way may be to have a bar in the hintbox that changes color. It doesnt look very fancy but its good enough for me. Taking this from a script in my mission and editing it a bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (player distance (_this select 0) > 1) exitWith {player sidechat "I have to get closer..."}; if (defusing) exitWith {player sidechat "I´m already defusing..."}; defusing = true; player playMove "ainvpknlmstpslaywrfldnon"; waitUntil {(animationState player == "ainvpknlmstpslaywrfldnon") or !alive player}; defuseInfoT = "<br/><br/><t color='#5599FF' align = 'center'>Defusing bomb...<br/>[====================]</t>"; _i = 0; _j = 0; while {(_i<20) and (alive player)} do { sleep 0.5; defuseInfoT = "<br/><br/><t align = 'center'><t color='#5599FF'>Defusing bomb...</t><br/>"; defuseInfoT = defuseInfoT+"<t color='#5599FF'>[</t>"; while {_j <= _i} do { defuseInfoT = defuseInfoT+"<t color='#00FF00'>=</t>"; _j = _j + 1; }; _j = 0; while {_j + _i < 19} do { defuseInfoT = defuseInfoT + "<t color='#5599FF'>=</t>"; _j = _j + 1; }; defuseInfoT = defuseInfoT + "<t color='#5599FF'>]</t></t>"; _i = _i + 1; _j = 0; if (!alive player) exitWith {defusing=false}; if (animationState player != "ainvpknlmstpslaywrfldnon") exitWith {player sidechat "Defuse aborted";defusing = false}; }; defuseInfoT = "<br/><br/><t align = 'center'><t color='#5599FF'>Done!<br/>[</t><t color='#00FF00'>====================</t><t color='#5599FF'>]</t></t>"; sleep 2; defuseInfoT = ""; Use this to show the hint: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint parseText defuseInfoT If you dont have any other hint looped you can probaly just add that line to inside the previous code. I havent tested this to make sure it actually works but the code is ripped from a working script. Hopefully I have not messed up the conversion Â
  7. I would like to recommend adding links to the island addon, the air addon, the misc addon and the editor update in the news post the link takes me to. Makes no sense to me to list 5/9 of the required addons  Sounds like a cool mission. Ill go test it right away Â
  8. InqWiper

    New Ber[Z]erk Maps & Addons

    There are a few minimum things you should do. You should make sure the mission name is something unique so its not mixed up with other versions. Just putting @ infront of it is not enough. Credits should be given to the addonmakers and I suggest you put it in the briefing. It now says in the briefing that the mission is made by Zaphod and does not mention that you are the one who put the addons in it. That means he will be the one that gets the blame for not crediting the addon makers. Change the mission name, give credit to the addon makers and make it clear that the original version was made by Zaphod and this version was made by you.
  9. InqWiper

    Ragdoll

    I would not mind if they implemented it but I would not encourage it. I think there are both pros and cons with ragdolls and I dont think its worth the time I belive it takes to implement it.
  10. InqWiper

    Change the building-models)

    Yes you right with that. The only position to "shoot out" of it is on the roof. All windows in that building are made of glass and you are able to both see and shoot through them you nut  Yes but i marked the buildings to show that they haven't any windows..... thats what is really bad i think. Again. The building on the far left has real windows. I am willing to bet my copy of ArmA on it. I have shot through those windows myself. Go into the editor and see for yourself. You can find it for example in the factory about 400 southwest of Bagango. Like two of us have said now it is not possible to tell for sure which buildings are enterable and have "real windows" because of LOD.
  11. InqWiper

    Change the building-models)

    Right, thats the same what i actually was thinking about. But i looked at the recently appeared screens and i think if they would "just" spend some transparent windows instead of those ugly metal-shader covered window-places it would look definitely better. I marked a few of the buildings in the picture here, although it seems that ALL of them in this pic have metal-shader windows... I really hope that these buildings are "just" early placeholders... Regards, Christian One of the buildings you have marked can be found in several places in ArmA and actually is enterable. The one on the left. It can be found in several major areas. I found 14 of it on Sahrani. I think its a good building and I would like to see it in ArmA2. You also marked a building on the right which looks to be enterable at ground level if you look at the left part of it. Its hard to say from this picture exactly how many of the buildings are enterable because some might look like they arent when they actually are because of draw distance for example. Looking at the landscape it looks like video settings are on low so dont be surprised if some details of the buildings are not drawn in this picture. The hind looks very good, the town in general looks good and I like the new building to the furthest left. Will be very nice if that one is enterable.
  12. InqWiper

    Some ammo fired

    I think setvehicleammo will work if you run the command on both clients. Either both the pilot and the gunner runs the same script or you run the command line in a trigger. I think what might have happened before is that you have run the command for only one of the two.
  13. InqWiper

    Some ammo fired

    http://community.bistudio.com/wiki/addEventHandler http://community.bistudio.com/wiki/ArmA:_Event_Handlers I would suggest not reacreating the vehicle but just removing all the ammo and adding new ammo in a trigger.
  14. InqWiper

    Change the building-models)

    1. I agree to an extent but there is a limit to how much detail you can put in before the computer starts crying. 2. Unenterable buildings are less detailed and are therefore less demanding on the computer. If all buildings were enterable in Porto with tables, chairs, paintings, rugs, glasses, china, paperrolls, magazines, newspapers, working lightswitches etc. it would be crazy. 3. Can you imagine dropping a big bomb in a town full of houses with this type of glass windows, or calling in artillery on it? Have you tried throwing a handgrenade in counterstrike source in the market on cs_italy? Its not a good idea IMO. I would like to see it if it worked obviously but I dont think its realistic. If you get your shattering glass would you then want the furniture to have realistic destruction and carpets to be able to catch fire? I think you generally demand way too much detail and if you got your way playability would go out the window (perhaps without shattering the glass  ). 4. Im not sure how realistic this is because most buildings have a rooftype that doesnt seem to be able to catch fire that easily. Its either concrete or those cheramic tiles or whatever you call them. Maybe if it penetrated the tiles it could set fire on the insulation, I dont know. This seems very much like something I would not want to divert manhours into. 5. In ArmA as it is now I dont think its completely destroyed 100%. If it takes too much damage it falls down into a pile of rubble. I think buildings should be able to be damaged to the point where they do collapse like that but there should be some levels of destruction between a pile of rubble and undamaged which I think is what they are already working on. 6. I agree that sabot rounds should not make big holes. I would like to see them penetrate the wall and most likely the whole house (depending on calibre and house type) and kill/damage anything that comes in its path inside or behind the building. I would like it if the sabot round left a smaller hole in the building but more realisticly I would prefer if it left no hole at all as opposed to a big hole which is likely what will happen. Maybe after a few sabot hits in the same general area it would create a larget hole. I think this could be solved if there was a system where HE makes more damage and sabot has more penetration. A part of the building could then have a set amount of hitpoints and you only have to fire a single HE to destroy that part of the building but you would need several sabots to reach the same amount of damage inflicted. Maybe it would actually be the same amount of shots fired to create an equally big hole straight through the building for both HE and sabot since the HE needs one shot per wall and the sabot goes through maybe 5.
  15. InqWiper

    In terms of realism

    It isnt that rude. There seems to be a lack of knowledge when the AT4 and RPG drop about 1 meter the first 10 meters they travel a year after the "realistic military simulator" is released. The AT4 still sounds like a javelin when you fire it in 1.09B. The AT4 is still reloadable even though it isnt IRL. Ive heard arguments that this is for gameplay purposes but I dont buy that since one guy can now take out several tanks alone. That in my opinion does not improve gameplay. Especially when the AT rockets are too powerful and too accurate. If people that watch military videos just for a hobby can so easily find so big flaws in the experts work then a thread like this is not such a crazy idea. I am not claiming these people are not actually experts but maybe they are experts in other areas. They dont seem to be experts at AT weapons and that is one of the things this thread can help get a better idea of.
  16. InqWiper

    In terms of realism

    Pft. Your 3rd video is a LOSAT It feels kind of silly that a thread like this should be needed but I think ArmA has proven that it is (Im thinking about the AT4 and RPG when they droped like a meter the first ten meters they travelled). Hopefully it sends some kind of signal to BIS. Either way I think the thread is interresting. It could also help mod teams spend less time searching for themselves.
  17. I think the error is probably in some other part of the loop.
  18. InqWiper

    Z Day is comming!

    I think the first part of the video was the best. Makes sense to start off with something believable and then add more and more bullshit as you go along I think the document people signed saying they thought the US would attack Iran with nuclear weapons was really stupid. Cant remember what people they claimed had signed on that document but I dont really care because its just stupid. Here is a collection of counter evidence videos on youtube: http://www.youtube.com/user/TheTruthAbout911 Here are some videos showing how bad these guys behind the conspiracy videos are at lying live:
  19. InqWiper

    2 Triggers & 1 newb

    1. I think one of these two commands should be able to solve your first problem: http://community.bistudio.com/wiki/setRadioMsg http://community.bistudio.com/wiki/showRadio 2. In the condition field of the trigger put for example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">S1 in thislist
  20. If you set the condition to local player it will trigger for all clients since player is local on all clients, its just that player is not the same character on all clients. If you want an area trigger to be activated only for the player in the area you use the condition player in thislist. Ive been able to overcome some JIP sync issues but not all it seems. What is it you want to keep in sync between players?
  21. InqWiper

    Weapon holder

    Weapon holder
  22. InqWiper

    Specific guys should die...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!lalive target1 and !alive target2 and !alive target3 and !alive target4 and !alive target5 and !alive target6
  23. InqWiper

    Age

    How old the forum surfers are you mean
  24. InqWiper

    Volume of fire and game dynamics

    I think in ArmA you are used to seeing and killing the enemy in a way that you arent in real life. In ArmA you see the enemy and wait for a good oppertunity to take them out. You even try to sneak closer to them if you can. If you see an enemy IRL 200 meters away on a rooftop I belive you will not try to go around a few building and sneak up within 5 meters and put a burst in his back. I think it is more likely that you just start firing at him from where you are (and not hit him straight in the chest with the first shot immidiatly killing him). IRL its more exciting to fire at an enemy than to kill an enemy in ArmA. Its a bigger deal. In ArmA it feels useless just shooting at an enemy if you dont kill him. If you shoot at an enemy in ArmA and miss and he gets away you get frustrated. I belive if you shoot at an enemy IRL and he runs away its more like: "Holy fuck that was awesome, did you see how fast that guy took off? OMG we must have made him shit his pants! Thats right mohammed! And dont come back haha!" And then there is all the other reasons that have been mentioned. Accuracy IMO being one of the major reasons for short firefights.
  25. InqWiper

    Unit cohesion and game dynamics

    http://wiki.answers.com/Q/Who_was_the_best_sniper_in_World_War_2 Lone wolf tactics seem to work quite well IRL. What would the war in Iraq look like if all insurgents just formed a massive formation and tried to face the americans head on? Remember that T72 formation that faced the M1A2 formation head on? Remember that lone T72 that was dug into the ground and managed to take out an abrams from the side while it was rounding up POWs? IEDs and carbombs are pretty much the biggest problem in Iraq atm are they not? IEDs and carbombs are used by very small groups or a single guy and not large formations correct? A single guy with a roadside bomb versus a convoy consisting of 3 fully loaded hummers. Which side would you rather not be on? Good luck finding the guy who triggers the bomb.
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