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Lynce

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About Lynce

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  1. Lynce

    Rockets as Guns

    @Madmatt thx mate it worked. The ai fires them too low, not sure what can be done to make them shoot higher but for now its ok. sdp vehicles adaptation didnt work (wrong placing of both guns in relation to each other) for some reason thats why i resorted to rockets.
  2. Lynce

    Rockets as Guns

    hi Q What im trying to do is having 2 guns shooting from where they should..the wings...using the memory points for the rocket pods. I think it was done in ofp but cant find how to do it. By having no simulation im not sure if the ammo will come from those memory points..prob not..but ill try it when i get home. Everything is working fine i just need to remove the smoke.
  3. Hello I was wondering if anyone could help me with this... In order to simulate 2 cannons on the wings of an aircraft i have created two weapons from the rocket pods (mags and ammo also).. but i cant get rid of the smoke. Does anyone know how i can do that? Thx in advance Note: The mod of multi barrels available doesnt work very well for me
  4. nm fixed and its working whoowoo it worked like this waituntil {insert all conditions here};
  5. @sickboy the problem is i need to put a @(condition) in a line and waituntil doesnt work the code doesnt know that it should wait until certain conditions are met and bursts too soon any ideas?
  6. @sickboy actually i did send you 2 pm´s with some troubles that i had with event handlers but they existed because i did not know how to use them properly i am using the optimized config that u sent and it works great thx again my trouble seems to be SQF versus SQS, im running into @condition problems that i cant overcome heres the link when you have some time to help http://www.pastebin.ca/855131 cheers
  7. @sickboy solved all problems i had found out how to work with extended eventhandlers everything is working fine now thx m8
  8. still in the shadow here small bump to see if i see some light otherwise ill have to stick with your previous tracers (1.5) althought these are way bettter... *sigh* thanks for trying to help anyway
  9. i still dont get any tracers after what you have told me to do i have added the folowing lines in ammo config and weapon config of vehicle addon : ammo> SIX_tracerEnable = 1; SIX_tracerColor = "R"; SIX_tracerPer = 1; SIX_tracerSize = "Big"; SIX_tracerLife = 1.345; weapon> SIX_tracerEnable = 1; SIX_TRACER_DELAY = 0.005; SIX_tracerDiff = 0; cleared any other addons that might conflict but nothing , no tracers is there a line that i should put in the init?
  10. do i have to add any line in the vehicle config? the ammo classes config that u mention is the one .h that goes in the Dta folder or the vehicles config? also if i add a weapon in the config that goes in the dta how should i add the weapon? (it depends on the KPVT) how should it look like? thanks
  11. Hello sickboy Good stuff To be short i need help implementing the tracers on a new vehicle that im making. it has a new weapon, new magazine and new ammo what are the right procedures ? because i cant seem to apply them , ive tried a few things but no luck Thanks in advance
  12. @Gnat i think i saw u wrote somewhere that u can link turrets and shoot them all at the same time, but maybe it was in OFP i cant find that or maybe im just mistaken..anyway thx for reply @scars yes im trying to make a quad gun and the desired effect is to change from barrel to barrel in each shot. i cant make a working script with the "fired" handler so i could change from turret to turret instantaniously and i have tried to use the "vehicle fire weapon" command but it doesnt work so it seems..oh well Gyr
  13. Hello I am not a scripter and maybe one of you guys could help me out here.. Im trying to make a quad gun and because i dont like to see multiple barrels fire as one heres what ive done so far. Using the new animation system of arma i have created 4 turrets and i am still trying to make them all work all in one place but using a diferent barrel to shoot ( i still cant move the other turrets but they are attached to the 1st barrel and move with it). My first idea is making the player move fast from turret to turret (empty turrets btw) between shots using the "fired" code from a script but like i said im not a scripter..any ideas? The second idea was to use the commandfire and order the "now manned turrets with invisible gunners" to fire when i press the trigger... For AI i still dont know but maybe if all gunners look to the same spot they may all fire ( not probable) to the same target and look like a multibarrel gun. Thanx in advance Gyr
  14. Lynce

    Evolution V1.0 Large scale respawn coop

    I am going to post a few sugestions since i like this mission very much. It remindes me ww2ol sometimes, so PLEASE keep the freedom because thats why it is so popular. -the missions should be replaced by adding a few extras to main goal. Lets say half the enemy troops in one city is wasted, they call reinforcements and a truck/apc/tank convoy (which is now a mission type) starts rolling towards that city to reinforce it. Already more or less expecting this a few players move to intercept the convoy and assure their mates dont get extra trouble. Lets say our tanks are having problems with enemy air. An SF group goes to enemy airfield to destroy helis/AC. This should decrease the number of air patrols and make roads safer for our own convoys/supply trucks/etc. -i think it would be interesting if we had to capture the airfield where our base currently is. Then start the war from there. Boats arent used much and in the beginning we could have loads of ppl disembarking on the shore to take the AF and increasing the fun by adding a late night/dawn all inf mission. Not sure if possible though. -Everyone that plays this mission has addons in mind. Well almost everyone. The only way for them to be there is is u put them there. Some dont want them, i understand but playing the same hummers/MH-6 gets old. There should be a way to let server owners specify and run this missions with diferent units/weapons. The Harrier and the Su should be replaced apaches and hinds. Im sure a lot of ppl would like to have this units to play with instead of the jets. They are easier to retrieve as well. -someone put up a picture of the franzisca tank transport. It would be awsome to transport damaged vehicles to farps or reinforce the attack with fresh M1s. Think about it. -when u can make opfor/independent mission too Overall very good job m8. Thx
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