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Namikaze

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Everything posted by Namikaze

  1. Namikaze

    MH6 super slow?

    The OP wanted to know if the birds were different speeds from another, and how much they were different. Or at least, that's how I understood it. If he wanted to check them while they're in formation (the way he described his problem) then having the script output the speed is the best way to make his comparison. He can't fly both birds at once.
  2. Namikaze

    MH6 super slow?

    How do I script that? One method I thought of was every 10 knots each helicopter would say " At 10 knots" "at 20 knots" etc etc. But I have no idea how to script something like that... Do something like this to compare the speeds of both helicopters: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {testing} do { Â Â player sideChat format ['Helo 1: %1 Â | Â Helo 2: %2', speed helo1, speed helo2]; sleep 0.001; }; That'll spam your screen with a lot of text, but you'll get the speed of both helicopters. Â With that information, you should be able to accurately compare the speeds. Â As far as max speeds are concerned, I think you'd want to look in their respective config files (but I could be wrong, since I don't do config editing). EDIT: Lou Montana pointed out I forgot to include a sleep statement. Ooops!
  3. Namikaze

    MH6 super slow?

    You can get the game speed for both birds and that should tell you a lot more information a lot more accurately. Â Just output the speed of the vehicles to a sideChat or globalChat so that you can compare them.
  4. Namikaze

    Permanent info HUD

    That's a very interesting way to create a progress bar. I hadn't thought that far outside the box, very creative. Nuxil, I look forward to seeing if you have another creative solution. This wasn't my thread, but it's been very helpful to me so far. Thanks!
  5. Namikaze

    S.T.A.L.K.E.R. Weapons in Arma

    I could invite entire ArmA modelling community for a pizza and we would fit in my room. Given that anyone that wants to try their hand at modeling gets shot down, I'm not surprised the modeling community is so small.
  6. Namikaze

    Permanent info HUD

    Last I read, progress bar controls aren't something that we as end-users can manipulate. Kind of like rscTree. I've tried to find alternative syntax for manipulating progress bar controls, but I haven't been successful. Note: If this information is wrong, I apologize and look forward to the correct answer. Manipulating a progress bar control is something that would help me quite a bit.
  7. Namikaze

    Project T-800

    It's really good to see you getting back into this Marccom. I know there was a (hopefully) short break in there, and I know you have other responsibilities. Anything you do on this project is appreciated, and I just wanted to let you know.
  8. Namikaze

    Units set pos

    If you're already using a static animation, your best bet is probably to just stick with setPos and setPosASL. If you were trying to watch a unit move up a ladder and then interact with something for a while (via a dynamic animation), then move back down (for example) that would be a little more complicated and I probably don't have an answer for you. But yeah, if you're using a static animation you should probably just stick with setPos because it's not like the animation is as important as the pose.
  9. Namikaze

    S.T.A.L.K.E.R. Weapons in Arma

    I usually have a strong pro-copyright statement to add to this kind of discussion, but since there hasn't ever been an attempt to claim that these models are anything but a conversion... meh. As plaintiff put it as well, they've basically given everyone the right to use their stuff, so long as it's not for profit. Since this is educational and non-profit anyway, I'm pretty sure that this slips through one or more copyright loopholes. Besides, he's just trying out some model conversions and asking for help. If you don't want to help, you have every right to state your point. But hammering it in and hijacking the thread is crossing the line of "good taste".
  10. Is that all going to be on one map? If so, that's going to be humongous.
  11. Namikaze

    ArmA Editing Guide - English Version

    Nice work, this is getting very near to completion.
  12. I don't really know SQS too well, but it looks like it will never get beyond the loop because you have no way to exit it within the loop. Â Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop cc switchMove "ActsPpneMstpSnonWnonDnon_Injured1" ~30 if !((getDammage cc >= 0)) exit goto "loop" If you wanted to use SQF, you'd do it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while{getDammage cc >= 0}do { cc switchMove "ActsPpneMstpSnonWnonDnon_Injured1"; sleep 30; };
  13. Miles, I know you guys have been saying that your focus with these models is not on providing high-res, high-poly models. I just want to say that they're getting better each time. By putting these restrictions on yourselves, I think it's making you all better modellers/texturers. Great work, keep it up!
  14. Namikaze

    Alien Nest

    His "seti home" map/mod thing looks like it uses the same textures. Looks like after all this, Well still wants to steal stuff and then put his hands up in the air afterward. @Colonel Well: You're more than welcome to make whatever mods you want. Just don't release them for public consumption if they use someone else's work in some way. You've got a terrible reputation for doing this sort of thing, and it would be in your best interests to learn how to not "borrow" someone else's work without asking.
  15. Namikaze

    Dawn of the Yomies

    Criminy, no one even bothers to read anymore. He's already stated that it'll be done when it gets done. If it doesn't get done, it doesn't get done. That's the way the author feels about it, and I even re-quoted it only two posts above this one. PM the guy if you want to know if he's still working, bumping the thread with questions like that only make people think there was an update, which wastes their time.
  16. Namikaze

    Project: UK Forces

    Words to live by, directly from the mouth (fingers?) of Messiah. Every mod should adopt this attitude. Maybe then people will learn to be patient. Ahh, who am I kidding?
  17. Namikaze

    Arma feedback thread - based on 1.14

    I think the point is that this is a feedback thread, not a preview opinion thread. You can't give feedback for something that doesn't exist yet. Besides, having not played it yet, how can you say what it is or isn't? It's possible that your worst fears will be realized, but no one knows for sure. Yet.
  18. Namikaze

    trigger Condition issue

    LOL that is awesome. I'm downloading the new patch now, hopefully that'll be in there. It'll nullify some of the code that I've put in some of my missions, but it's very much appreciated anyway.
  19. Namikaze

    trigger Condition issue

    That is not correct for triggers. A trigger countdown timer works in the manner you describe, but a trigger timeout timer does require the condition to be true for the entire time period in order to activate. However, last time I checked waypoint timeout timers do act like trigger countdown timers. I'm using VBS2, so it's possible that the terminology is different. I know there's no "countdown timer" in the trigger field here, but I'm running a trigger right now and the Timeout Min/Mid/Max fields are definitely triggering regardless of the Condition being valid the whole time or not. If the terminology is mismatched, my apologies.
  20. Namikaze

    Project T-800

    I had the same initial reaction. He could always upload it somewhere, then send out the download link via PM to select people.
  21. Namikaze

    Project T-800

    Just to clarify, I'm pretty sure the "big mouth" comment was meant in defense of you, Marccom. I got the impression that Shadow was referring to the idiot with the big mouth (JCLewis). @JCLewis: Grow up. Don't come around flaming people that are putting their blood, sweat, and tears into doing something FOR you. Mature adults don't act like that, and you're only showing your ignorance and immaturity by biting the hand that feeds you.
  22. I don't have any MP scripting experience, so I can't help you there. But I can tell you that SQS and SQF scripts aren't just differently named, they're completely different syntaxes, and they're run differently by the engine. Â SQS is older, from Operation Flashpoint, and SQF is newer, from ArmA. Â SQF is what I recommend using and learning, because it's more structured, can run on multiple threads, and is just generally easier to read/use. Â It requires a bit more planning before you dive right in, but compare 2 minutes of planning for SQF to 2 hours of scouring code to find the bug for SQS. Â Not that SQF is without bugs or problems of it's own, but because it's structured better, it's easier to find them.
  23. Namikaze

    Armed Assault videos

    I couldn't stand that voice for more than about a minute. Ouch, my bleeding ears!
  24. Namikaze

    trigger Condition issue

    The timeout field is a delay before executing the code in the trigger, but the trigger gets activated right away. So unit A walks into the trigger, the delay timer starts. Unit A walks away from the trigger, hops in a chopper and flies away. Five minutes later, the trigger's delay timer has expired, and the code executes. It's not like a "proximity timer" or anything like that. For that, you'll need to create your own script that checks the proximity of the player to the location and adds it's own _seconds or _timer (you get the idea) variable to keep track of time. After the timer reaches your desired value, execute the code you want to execute. At least, that's how I've done it. I'm sure there are other ways to get that to work.
  25. Namikaze

    Any way to pass params to dialogs?

    Dialogs do seem to run by their own little rules, but there are ways to access their data. It's important to know what kind of control you're using. Listboxes are basically just arrays, so they are fantastic for doing this sort of thing. Check the commands on this list. The ones that affect listboxes are prefixed with "lb". An example of storing data in a listbox would be using script A to load a listbox in dialog D, then using commands from script B to load the data in the listbox into a new array.
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