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Inkompetent

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Everything posted by Inkompetent

  1. Inkompetent

    Sound mod recomendation

    The BPA Realistic Sound Mod is what rocks my socks at the moment. The crispiest sounds I've used and with a lot of bang compared to other sound mods. I haven't tried FFAMM yet, but I think I've tried all other sound mods around, and nothing else has gotten close to make me leave my current one.
  2. Cheers! I've been trying to make the M136 as a single shot, disposable weapon as it is IRL. But somewhere on the way I fail. Here are the two essential parts of my script: config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Real_M136 { units[] = {}; weapons[] = {"M136"}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons","CAAir"}; }; }; class cfgWeapons { /*external*/ class Launcher; class M136 : Launcher { class Eventhandlers { fired = "_this execVM ""\Real_M136\Scripts\realm136.sqf"""; }; }; class M136Used : M136 { displayName = "M136 Launcher (Used)"; magazines[] = {FakeMagazine}; }; }; realm136.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0; _weapon = _this select 2; if ((_weapon in ["M136"]) && (local _unit)) then { _weaponused = switch (_weapon) do { case "M136":{"M136Used"}; }; sleep 0.5; _unit removeWeapon _weapon; _unit addWeapon _weaponused; _unit selectWeapon _weaponused; _unit action ["DROPWEAPON",_unit,_weaponused]; }; I managed to get the above to start when the eventhandler was specified for a unit class. But since that will only work with the units that have that eventhandler added I wanted to make it actual for the weapon itself, thus compatible with other units. When I did this however I can't get it to work anymore. Is it because the "_this select 0" and so are directed at other things since I'm running the eventhandler from the weapon's class, or what could it be? PS: Yes, the script is made to be modular so that if one has an M72 LAW, RPG-22 or whatever they can be added too.
  3. Inkompetent

    Dynamic Mine Field

    Why that doesn't work is since "~1" for sleeping the script only works in .sqs scripts. In .sqf it has been replaced by "sleep 1;" so it need to be as it is. Possibly that you could try to increase the sleep time to two seconds? To me it seems like the problem is that it checks for all mines at the same time. If one spread out the minefield calculations over a period of time (for example by spacing the spawning of each mine with 0.005 seconds or something). Another method as mentioned above would be to try to rewrite the script so that it checks for mines near units, rather than units near mines, it would have a lot less calculations to do. At least when not near mines it would be a smaller workload. When near mines it would probably have to start checking what kind of mine and so on for if they are infantry or vehicle mines, the manner of how you make them detonate (wire, pressure-fuze, magnetic fuze, laser, etc.) and so on. Hopefully less work for the server than what it is now though.
  4. Inkompetent

    Virtual TrainingSpace 2

    Oh, and on the civilians part... What if one blows an enemy vehicle and the explosion kills a civlian? Would be annoying if that happens since I mean... civilians do die in war even if not aimed at. So could there be some other kind of penalty?
  5. Inkompetent

    ArmA Addon request thread

    A working AN/PEQ-2 laser for the M16A4 would be really neat! A bright green laser with NVGs on, also meaning that fighting enemies with NVGs can be dangerous if you assume they aren't equipped with it and go with active lasers.
  6. Inkompetent

    Hmm... pretty cool...

    Indeed. I don't mind the Osprey and the American soldiers. However I do mind it being like some ad for "Uncle Sam wants YOU!" or "Join the Army today!" Sure, 300 million people or so lives in USA, but the rest of the world is overall fairly US-hostile, so why make it look like a super-glorifying advertisement for the USMC? They should town down the "americaness" in it since to at least me that flag is disturbing together with the rest. They could just have a burning sky, or a red desert sunset or something
  7. Inkompetent

    RH weapons

    Just thought that if you are doing a FN FNC, how about a modified FN FNC 80, more exactly the Ak5 (Automatkarbin 5). I know this page is in swedish, but there are a decent number of reference pictures: Link
  8. Inkompetent

    Hmm... pretty cool...

    American flag and Ospreys... Couldn't they at least have put a phat, beautiful Hind in?
  9. Inkompetent

    bipods as a beginning

    Well, even if we don't get the "rest weapon on X" feature bipods would be really, really nice. And not only would they improve aim, but possily even rise you some off of the ground, so that you can see a bit better through that grass that so nicely obscures the view.
  10. Inkompetent

    Bullets do richochet off of water :)

    Well, rather tactical danger. In missions with civilians, or in crossfire situations bullets might ricochet and hit unintended targets. And shooting a buddy in the head with a ricochet might not be the best event of the day
  11. Inkompetent

    Nothing in Arma2 Seems much Different

    Okay, constantly and constantly. But there was three items in the list to start with, and now it's what? Six?
  12. Inkompetent

    Nothing in Arma2 Seems much Different

    And BIS never post news about stuff that isn't complete, or very near completion. Look at the 1.09 patch log. It is growing constantly, and that's since they only add what they have managed to fix, not what they intend to fix. It seems like they are doing the exactly same thing with ArmA II, and that's a good thing in my eyes. That means they won't create false hope in any other way than possibly being unclear when they describe features of ArmA II so that they can be misinterpreted.
  13. Inkompetent

    ArmA 2

    Yeah, more stuff like scratching the nose or rubbing the chin/neck, correcting the gloves, glasses and helmet, and small things like that. Oh, and knockdowns from explosions/bullets, pleease! The damage effects in WGL for OFP is a good direction to go in my opinion, adding a lot to the atmosphere of explosion-filled combat!
  14. Inkompetent

    co30 Domination! One Team

    Just have to say that this is the best that's the coop map market! Good to see new map modes developing to give us increasingly better play!
  15. Inkompetent

    SJB Weapons Pack

    Ohhh.... HK53! <dreams about playing as SAS and storming the oil rig, or the hotel in Vallejo/whatever the city is called west of Cayo>
  16. Inkompetent

    BPA Realistic Sound Mod updated

    Low sounds in the vehicles is no problem in my opinion. The fact you barely can hear a car or helicopter until it's in your face is a problem though. I know ArmA has a bit odd ways with doppler effect and noise level with interfering structures and terrain, but please, double, or even better, quadruple the noise levels many vehicles are making when outside them.
  17. Inkompetent

    ArmA Addon request thread

    I'd like to see M4 M203 and M4A1 M203 without optics, and it with AimPoint, instead of ACOG. And of course, a reskin of the black guns so they don't have clear varnish would be nice aswell
  18. Inkompetent

    Weapon Zero tool?

    It's the GMJ Sight Adjustment addon, and you can find it here.
  19. Inkompetent

    ArmA Gamers fight real Soldiers in VBS2

    Fantastic article! Thank you, Hopper!
  20. Inkompetent

    Oil Rig for ArmA

    Well, now there is a 90 degree arc to fly into, rather than the corridor before. Now there is a great "escape" surface is something would go wrong with the landing, so I think it's pretty good. Pilots usually do very careful approaches anyway
  21. Inkompetent

    Piper Warrior II

    Oh, and just a lil' question. I've just taken off from the horrible mud runway at Ramadi yet, but do the plane really have that horrible thrust? Even after takeoff speed I had to pull the nose up and let it accelerate for 20-30 seconds before it had a speed at about 180km/h and got decently manageable. Other than that it was a really nice plane though! Fantastic to have something without turbofan engines and just cruise around in. Nice addition to civil ArmA!
  22. Inkompetent

    Real M136 v1.0

    Yeah, started tinkering with that stuff now. I thought I'd try to squeeze it all into one release. Been busy with writing skin configs and playing the Domination map (fantastic co-op map!, but I'll sure try to get the thing working properly! And if I'm in a really creative mood I'll even bring the AT-4 AST (Anti-Structure Tandem). I just have to figure out how to memorize the point of an object's death, or the point just before it. Haven't looked much into that part yet. (The AT-4 AST is not yet done with testing, so not sold yet, but it rocks at cleaning buildings and bunkers with its ability to penetrate 2m reinforced concrete!
  23. Inkompetent

    Oil Rig for ArmA

    Or you could just make a pipeline go down into the water and let it be at that. And if you want to be really ambitious, create a refinery or large quantity storage harbour where the tankers can fetch the oil. Oh, and another thing I came to think of, looking at those three tanks. Where are the pipes to them, since they are connected to the floor, but the floor too thin for a proper pipe? Yes, I know I'm good at throwing work on people, but I just want the most awesomenessest oil rig in ze world!
  24. Inkompetent

    Oil Rig for ArmA

    Oh, and just if you'd like to size up the cisterns, that looks to hold about 100m3 each at the moment, which isn't very much since a tanker of moderate size can hold like 30,000m3 of oil. A cistern with a 10m diameter and 15m height would hold about 1200m3, so if you could squeeze in two of those big thingys (more than twice as big as the current ones) then we would be talking some real sizes. But the platform is maybe designed to have underwater pipelines to land rather than getting the oil fetched by tankers? I guess it makes sense since we don't have any incredible distances out to sea in ArmA :P
  25. Inkompetent

    Oil Rig for ArmA

    Seeing how the oil cisterns are placed I'd say they are too big, since the platform they are halfway out on would probably break under their weight during really bad weather. The most simple way to solve that I suppose is to add supports connecting to the wall below the the platform. As for the containers. A standard 20' container is 6,2m long, 2,44m wide and 2,59m high, so just increase their size marginally and I think you've got it right. Grand job with the platform though! I really, really like its looks!
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