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Lor

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Everything posted by Lor

  1. Hi guys, just a quick query really. Is it possible to create a custom particle effect image (like this one http://community.bistudio.com/wiki/Image:Particles.jpg -- but one you made yourself), and use this from the mission directory rather than having to include it in an addon? Like the way you can include images and sounds in your mission via the description.ext? I'm guessing that _if_ it is possible, I'd need to convert my (custom).paa file to a (flat?) p3d file, like the existing particle effect sheets. Any idea how to go about this? I've tried searching in case there was a previous thread about this, but couldn't find one. Many thanks in advance! =)
  2. Lor

    houseEffects

    It's actually defined as an animation of the house model - the animations are named "Lights_1" to "Lights_5". Here's a little code I stole from BIS to turn the lights on in a specific house: for "_i" from 1 to 5 do { _house animate [format ["Lights_%1",_i],1]; }; Here, _house has to be the house you want to light up. I used the following code to light up all houses within a certain radius - but be warned that this is computationally very expensive and probably not practical in a real mission: _objHouse = nearestObjects [player, ["House"], 3000]; { for "_i" from 1 to 5 do { _x animate [format ["Lights_%1",_i],1]; }; } forEach _objHouse;
  3. I've been playing around with it for a while - here's what I have so far: "wetDistortion" ppEffectAdjust [ strength of sharpen edges/blur effect Strength of effect at TOP of screen Strength of effect at BOTTOM of screen Speed of left-right wobble ?? Speed of up-down wobble ?? Amount of left-right wobble ?? Amount of up-down wobble ?? Strength of weird frosted-glass effect (0 = off) ?? ?? ?? ]
  4. Has anyone been able to figure out what the arguments are for wetDistortion? Edit: I found an example of it in the BIS scripts, but can't seem to get it actually do anything, no matter what I change the numbers too: "wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 0, 0, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 0; "wetDistortion" ppEffectAdjust [0.5, _effectPower, _effectPower, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 5; The two zeros in ppEffectAdjust are "effect power" apparently, so they probably need to be non-zero for the effect to happen, but I can't quite get it to show up. Double Edit: You need to have your post-processing option in Video Options set to at least "Low" to see this one, but the code above does work - replace _effectPower with 5 and try it out!
  5. Create a player unit, then in the initialisation field, put this: this exec "camera.sqs"; That'll give you a camera kind of thing. Use the numpad to point it in directions, mouse to move around, and Q/Z to move up and down. You can get rid of the crosshair by pressing L, I think. Hold shift and a movement key to move faster. I don't think you can use nightvision with it. You can rebind all the movement keys under "Bulldozer" in the controls options.
  6. This looks really awesome BIS - there are some great additions and fixes in this patch, thank you. Thanks for continuing to support this awesome game!
  7. I like to guard stuff. ;_;
  8. Lor

    Up close combat

    If we're talking about realism, I sincerely doubt that any engagements in modern combat (post-Korean war), even SpecOps engagements, have resulted in the use of a knife. I could be wrong, but I just don't think it happens. Edit: Welp, after discussing it with my colleagues, it seems I'm wrong, but not by much. They seem to be cramplastically rare. In any case, time spent on this feature would be better spent elsewhere.
  9. Thank you to everyone at BIS. While I probably won't even be able to use these at my primitive addon-making level, I think this is absolutely a wonderful gesture from you to the community. Again, thank you everyone at BIS. Here's the ArmA, and ArmA2 too! =)
  10. Lor

    Addon Oil Facility

    Hi, welcome to the Addons forums. Here's a link to the addon request thread: http://www.flashpoint1985.com/cgi-bin....t=57329 You can request addons there.
  11. I'm creating a set of medic scripts. When a unit takes damage, I need to know basically whether the damage was caused by a bullet, a grenade, or an explosion. Is there any way at all to do this? The hit event handler doesn't seem to return what caused the damage, and I can't think of any clever scripting hacks. Really, the HUGE question is whether or not this could be adjusted to detect if units are damaged by grenades, or vehicle explosions -- as really, all I need is to tell whether the cause of damage was "bullet", or "explosion". Unfortunately, every solution I come up with would require the ability to check the type of object AFTER it has caused the damage, which doesn't seem to be possible without tracking -every- bullet fired and grenade thrown =/ Anyone have any ideas? Many thanks in advance!
  12. Lor

    AAN - ArmA Navy

    Haha, me too buddy, don't worry. =) Gnat: Whatever happens, I'm looking forward to all of these addons!
  13. Lor

    AAN - ArmA Navy

    That's fine Symbiot, and I respect your opinion. I don't care if someone criticises Gnat's work, but when we criticise anyone's work we must do it constructively. Bdfy wouldn't know constructive criticism if it bit him, hence my rather aggressive response. That might be, and again, I respect your opinion, but what I was pointing out is that Gnat has obviously put a lot of time into creating/perfecting the mechanics of the addon, i.e. the multiple turrets, of different types. That progress is very impressive to me. Well, once again, that's why this is a work-in-progress. When I say they look damn amazing even now, that is of course taking into consideration the fact that they are work-in-progress. We've already seen great quality addons come out of this community, and they'll only get better if we constructively criticise, and keep things humble and friendly. The hovercraft from flashpoint.ru is awesome, and it is definitely the top echelon of quality when it comes to addons, I agree with you. But again, that seems to have finished normal maps, finished textures, it seems to be nearly finished - which is great! But it's unfair to use that as a standard against which you hold other addons that are far from completed. As for the carrier picture - that's just one of the addons that Gnat is working on. Here are two of my favourites: Anyway, I don't want to piss you off or anything, and please feel free to tell me if you think I'm wrong/stupid. I'm just stating my case here =)
  14. Lor

    AAN - ArmA Navy

    Hey look everyone, it's bdfy the Shithead again - come to brighten our day and fill us with his special brand of magical joy. These are OFP ports bdfy, but they are not just OFP ports. Do you understand the distinction there? Gnat is obviously putting a hell of a lot of extra work into these, and in his own words, they are still a work-in-progress. I personally think that even now they look goddamn amazing, and clearly a lot of his time has been spent creating and perfecting the multiple moving parts/turrets that you see on them, which all seem to be working brilliantly. I'll let Gnat reply to the rest of your message. In conclusion, you've once again managed to make yourself look like an arrogant, ignorant, First Class Cock in the space of eleven words. Way to go, buddy!
  15. bdfy: You need to learn what "constructive criticism" is. Every thread you post in you act like an arrogant dickhole. At least if you were constructive with your criticism, people wouldn't be so hostile towards you. (This post is an example of constructive criticism).
  16. This really is fantastic, and huge kudos to UNN for another scripting miracle. Along with the cargo system, this is another hugely impressive step forward. One quick question - regarding going into the turret view - when you say the aircraft will stay on that heading and altitude, does this mean it'll actively maintain the heading and altitude it was on when you entered turret view, or will it maintain the attitude it was in when you enter turret view? Also, what about speed? Again, beautiful work all around, and my thanks to the whole RKSL team.
  17. Just ignore him Vilas, he doesn't know what he's talking about, and he's also an arrogant insignificance.
  18. ghm... yes it's new, but it's even worse then old old ofp model What are these textures ? Is it very early pre-alpha build ? Really nothing to look at now cause it looks like you simply fill it all with green.... Vilas Posted: I guess you didn't read the whole post, hm? Please try and read more carefully next time.
  19. Lor

    Let's talk about VOIP in 1.09

    I just have to add that a pimped out hydraulic BMP is the best thing ever. As a former IFV design consultant for the Cardiff University Centre for Performing Arts I can safely attest that it is extremely difficult to fit hydraulics to tracked soviet fighting vehicles from the late 80s.
  20. Lor

    Let's talk about VOIP in 1.09

    As someone who has had a great deal of experience both talking and in listening to people who talk (talking & listening) both in real life (IRL) and in "videogames" (VGs) I can say that this news is fanbloodytastic. The videos are a must watch item. Seriously. Watch all of those before you even think of replying.
  21. Beautiful work, as per usual. The detail is absolutely superb. The textures also look awesome, even in Oxygen =) Keep up the good work!
  22. Lor

    HWM - HAC Huey UH-1H

    Wow guys - that looks very well done. Very professional! I'm intrigued by these "other surprises" too. =) Keep up the excellent work!
  23. Lor

    Darker Ironsights

    These ironsights are really great Milkduster, and very realistic. As an assault rifle weapons expert for the Greater Manchester Homeless Outreach Programme, I can say 100% that these are more reaslistic than actually looking down the bullet tube of a 99.9% real gun machine.
  24. Lor

    BF2 Style Cobra

    As a Cobra pilot in real life, Special Forces Division British Police, I can say that this is the best thing I've ever seen on a computer machine ever. Well done Kevbo.
  25. Lor

    German FLAK 38-20 mm

    Buddy, I will never be happy with an addon that doesn't properly accredit all the people who put work into making it, or is released without the express permission of all of those people. From what I can see, plagiarism within the OFP and ArmA communities is a very serious thing - and rightly so. So it should be treated seriously, and that's what we're doing. The guy got permission to use the mesh in OFP, so perhaps he felt that he also had permission to use it in ArmA. I can understand the confusion. But at the very, very least, he should have credited VEX in the readme, because it is still VEX's work. He didn't do that, which seems to me to be quite a shitty thing to do. We're not acting like he's the anti-Christ, we're all just trying to find out the truth of the situation, and making sure he knows that there are rules to follow, and if he willfully breaks those rules, then there are consequences. In any case, VEX is being a gentleman, and seems to be ok with this addon being distributed, which is great. JOHNsArT, I suggest you put some credits in your first post/readme file. And also JOHNsArT and VEX, this looks awesome, the modelling and the textures. Thank you for putting the time and effort into this. Good job. =)
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