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Namikaze

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Everything posted by Namikaze

  1. That's another good command I forgot to mention. Yeah, find is great if you want to know which waypoint it is, for example. Just remember that arrays start at 0, and waypoint 0 is the initial starting position for the group.
  2. Now that you've got the array of waypoints, use the in command to search the array for your token. You might have to play around a little bit to get exactly what you want, but the in command works great whenever I've needed to use it. Also, parseNumber and parseText are really handy for searching through arrays of multiple data types, but I don't think that's your issue here. I would suggest you save a waypoint position as a variable named _token or something like that, then use _token as the search variable.
  3. Namikaze

    JMSDF PS1/US1/US2 beta

    Cool! Good job getting the boats to float, too. I haven't tested it out, but if that aspect works, it's a big step.... err, swim.
  4. Namikaze

    RealTimeEditor 5

    I have experienced a similar attacking issue in VBS2 (I believe it's related to the mission.biedi file not being updated during previews). I've found the best way to fix it is with either a line or two of script in init.sqf or by placing a unit for each side on the map before starting. Just pop them in the ocean, they'll never be noticed by anyone. If you use the init.sqf method, just use east setFriend [west, 0] and vice versa to get them to hate each other. I don't have any experience dealing with MP issues though, so if either of those things don't work in MP, I apologize.
  5. Namikaze

    Al Amiriya

    This is like going to the optometrist... "Can you see better with 1 or 2? 3 or 4?" I like the dark one, but if the two images are good examples of how the game illuminates with full sun (no overcast), at 08:00, then I would say go with the light one. To me, determining how to color the textures would depend very heavily on how the engine lights the wheat.
  6. Namikaze

    get out waypoint not working :P

    If you set a trigger near the waypoint that unassigns the units from the helicopter, then do TR_UNLOAD as the waypoint type, you should be good to go.
  7. Namikaze

    TT2 Grom Style units

    I'm not trying to start any problems here, I just have to say though that I'm shocked at how vehement the community gets over something as simple as a slightly non-realistic texture. Â I get that there was already some bad blood here, but damn. Â I haven't seen anything like this since I played WoW.... Just my two cents, so feel free to ignore me. I just had to get it off my chest.
  8. Is there a way to create a dialog that allows the user to input data into a field, and then to take said data as a variable or value that can be used later? If someone just knows of a place where I can get a dialog script that shows this being implemented, I can reverse engineer it from that script, so even just a link to a mod that does what I'm looking for would be hugely helpful. Thanks in advance! EDIT: Well, I found the CT_EDIT command works for what I want it to do, as far as user interaction. I just need to get the data from the field, and limit what the user can input. Any advice would be appreciated.
  9. Namikaze

    Dialog Question

    Thanks again for your help, Dr. Eyeball! Â Your dialog structures are a bit more complex than mine (for now) but I'm learning a lot from reading your scripts. Â I'm sure that with this information, I can get this to work the way I want to. Â Edit: Just a quick follow-up question to make sure I understand what is happening in the sqf file. Â It looks like you've got it set up to take the _text variable that's passed into the sqf file, and that's exactly what I'm looking for. Â The only thing I can't figure out though is how to get the _text variable from the edit box to the SQF. Â Is there something that I'm missing? Â BTW: I'm running on like three hours of sleep so if it's something super-obvious, I apologize in advance. Edit again: Okay, the lack of sleep seems to be a problem here for me. Â Â I didn't see the ctrlText command in the script, that's what I was looking for, I believe. Â Going to try this out and see if it does what I think it will. Â Thanks again, Dr. Eyeball! Final edit: Works great! Thanks so much for your help, this worked exactly how I wanted it to.
  10. Namikaze

    Razani, North Waziristan Map

    I've been playing around very slightly in Oxygen and Visitor the last week or so, and I believe that in order to make caves and/or tunnels, they'd need to be modeled objects that get added to the map, is that right? Someone made a Cheyenne Mountain addon that was basically just this huge mountain with everything modeled inside of it, so I'm pretty sure this is the only way to add caves/tunnels.
  11. Namikaze

    US Marines Songs

    Oh no... I have a bad feeling about this....
  12. Namikaze

    US Marines Songs

    Add all the music you want, IMO. If it's a Marine-specific music list, I would only include music that directly relates to the Marines. If it's just a general music mod, you might try to find a way to make it modular, so that you can release multiple music "packs" with different themes, etc. and so that users can create playlists and such of their own.
  13. Namikaze

    1st Infantry Division

    I second that. As it is, it seems the full-color cloth and subdued IR are the only two that everyone agrees are in use right now. Those are the ones I would go with, personally. But ultimately, they're your models so have fun with them.
  14. Namikaze

    1st Infantry Division

    Navy-Dude, I don't want to sound contradictory here, but since we're all going for the same level of realism, I just want to make some clarifications. The information that I found said that the full color cloth, full color IR and subdued IR are allowed. But you're saying the full color IR are not. I'm not a military man myself, so I'm curious about where you are getting your information. If there are better sources of information out there, I'd like to be able to utilize them for my own uses. Thanks in advance for the clarification.
  15. Namikaze

    1st Infantry Division

    From wikipedia: Here's the link: http://en.wikipedia.org/wiki/Army_Combat_Uniform I don't know how accurate it is, but at least it's a neutral third party making these claims.
  16. Couldn't you tie the command into a switch control in the init.sqf, checking the "date select 1" variable? Overall though, it might be easier to do it as General Barron has suggested though, simply because of the "transition" date issue that gsleighter has brought up. However, if the shift from one season to another wasn't too dramatic, the player might not really notice it too much. Clearly, going from summer to winter would be noticeable in all but the more tropical environments, so that would have to be taken into consideration. Interesting idea though, it'd be great if it could be made to work.
  17. Unless I misunderstand this quote, Q and the-F have already addressed the ground texture changing issue in the original post and several others. The ground textures are also only changeable right now to get an idea of which texture(s) people like for which island(s). They already mentioned that the final version of the islands will have only one texture per island to address the imbalance of using different textures in MP. It's essentially our opportunity to provide them with feedback that will influence the final outcome of the islands.
  18. Namikaze

    Ingame menu tutorials

    I'm working on something similar to this. Â What you'll need is to edit the description.ext file for the mission, then add a dialog that you will use for the overall "menu". Â If you look through the wiki's information on Dialog Control, you'll find most of what you need. Â But to make the text for your buttons change when you click them, you need to do this in your init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {dialog} do { [] call compile format ['ctrlSetText[<IDC>, "%1"];' <VARIABLE>]; sleep 0.001; }; and in your description.ext on the button, add this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> action = "<VARIABLE> = <CHANGE>"; That will make your button change the variable however you want (True to false, +1, -1, etc.) and then as long as the dialog is open, the text on the button will change to reflect that change. The sleep command is called to prevent the while loop from overwhelming your system. If you want to have things loop around in the button, like say changing from 1 to 2 to 3 and back to 1 again, you'll have to have a small script to check the value of the button versus what the button will be changed to. Then you can control what the button is finally changed to. If that's something you need help with, just PM me. I'm far from a great scripter, but I've got that part covered anyway.
  19. Namikaze

    DMSmokeGrenadeVB v1.0

    Just move the mod to the right in the command line list of mods that you start the game with. Â I believe some of the mod launcher programs out there will also allow you to adjust the priority of mods. Edit: Plaintiff1 reminded me that left is left and right is right.
  20. Namikaze

    Mando Missile ArmA

    Nice job, Mando! I like the last plane in the video... getting pelted with three SAMs is pretty much the end of anything flying. Very nice indeed.
  21. Namikaze

    Symphony Of War

    This "sampling" issue has been a topic of various media forms for years now. Â I think what it boils down to are two camps. Â There's one that feels that when something is made publicly available and/or can be reverse-engineered it's fair game for reproduction (this is partly supported by the reverse-engineering clause in patent law). Â There's another camp that feels that without the permission of the original author or property owner, sampling cannot be done at all (this is supported by multiple copyright laws). So legally speaking, it's a gray area and likely always will be a gray area to one degree or another. Â But ethically, one should always at least give credit to the person that made the original, just to show them some respect. Â It takes all of a couple minutes and bypasses all the frustration and hassle that come with not giving credit. Â Not to mention that it keeps your reputation sparkling and shiny. Yes, you admitted that you got the sounds from the Desert Combat mod, but only after someone mentioned that they remembered that sound. Â I think the best practice would be to give credit where credit is due. Â While I'm sure that you made the majority of your sounds, you should probably modify your original post to include the names of all the people that you got sounds from in a "credits" section. That's all I'll say about this issue.
  22. Namikaze

    Mercs and Civilians

    Happy birthday, Schnapsdrosel!
  23. Namikaze

    Symphony Of War

    People take models and all of the sorts out of other games which im sure the creators wouldnt agree with them, but as far as it goes they arnt being sold so no harm gets done, look at all the counter strike weapons etc, etc etc... I've never been a huge fan of Counter Strike, but that's just my personal preference. I see it happen all the time, but that doesn't mean that it's not problematic. In fact, with several of the other games that I'm playing (I usually play MMOs) when someone takes content out of the game without the company's permission they can get burned pretty badly. UI modifications aren't usually a problem, but when people start taking models and sounds, the companies get really cranky. I can't speak for how problematic this is for FPS games, but for MMOs in particular it's very heavily frowned upon. A little clarification: I'm not trying to get on my high horse here, but as I am a game designer myself (a rookie, but still a designer) I can definitely empathize with the authors of the original sound. Hell, around here if someone takes someone else's models or sound, there's a s***storm and none of this is for being done for profit. I've been reading through the mod threads for only a few months, and I've seen a couple that have become completely derailed and a few that haven't ever gotten off the ground because of people encroaching on other people's work. It's just one of those things that should be minimized as much as possible, IMO.
  24. Namikaze

    ArmAural

    I really like the sound occlusion, personally. It sounded very clear and not "crisp", just like it does for real.
  25. Namikaze

    Symphony Of War

    I'm sure that Plaintiff can answer for himself, but I didn't get any feeling that he was implying anything with his statement. It seems clear to me that he's concerned about copyright infringement in the case of taking the some of the sounds from other games. It sounds like a reasonable thing to be concerned about to me. If some of the sounds came from BF1942, permission may or may not be required (I believe it would be required).
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