Pirin
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Everything posted by Pirin
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Boiling pits of tar!
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Is this being released Soonâ„¢, or will it wait till after your arctic map is completed? Just trying to get a feel for time line here, days, weeks, months, years? I'm just too excited about this plane finally coming out.
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I think the only thing I needed the Profiler for was the Use Action, since I wanted to map the scroll wheel's button to work like the mouse thing. I should really change my pinky button to be that I guess.
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Here's another crazy paint job for the Hind
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The best camera tutorial I've found is two links below this post.. http://www.flashpoint1985.com/cgi-bin....t=73362
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I'll post mine when I get home. I had a friend walk me through his setup and there was a lot of things I didn't realize I had to set!
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I've worked up a quick cargo system based on Kronzky's airdrop script which would work perfectly fine with an "eye candy only" version of the C-130, I just can't find anything like that! So at least from my point of view a non-cargo-system version of the C-130 would be a great asset even as-is. Just something that looks like a cargo plane you can eject from would be met with a lot of support from the community I think. It wouldn't be as amazing as your cargo system version, but I would be greatly appreciated I bet.
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I really dislike the look of Russian hardware, but those are some sexy birds! I can't wait!
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As I found out, installing Queen's Gambit will change your player id as well. I lost my really low numbered one.
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So, I've seen that you can use XEH to assign eventhandlers only to specific types of vehicles or objects. However, can you also limit eventhandlers to only specific positions within a vehicle? As in, if you get in via a driver spot you get options, but gunners don't? Surely you must be able to, since I've seen different spots with different options, I'm just not seeing how to do that. Along with that, how can you add actions to just that position? I've added an option to the vehicle, but it's available from outside as long as someone's in the driver position. Thanks for any help! I haven't found a tutorial yet that explains this kind of thing.
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You can use a trigger for the objective part at least. Set up a trigger that covers your ambush area. Set it to Activation OPFOR, Repeatedly, Present. In the Condition put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> count thislist <= 5 and in the On Act. put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "0" objStatus "DONE"; obj0_done = true; Of course changing the 5, "0", and objX_done to match the proper amount of enemies left and objective order you wanted. If you set this trigger as a Switch Type and Synchronize it with your Cycle Waypoint, it'll break the enemy out of their patrol pattern and make them head to the next waypoint.
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Tried using the macro editor and including delay time in it? I tried some quick Macro's and it typed things faster then the menus could handle. But if you use the software macro editor there's an option for "keep delay" or something meaning if you press: 1 ... wait 1 second ... 1 It'll type: "1 1" instead of "11" without the delay.
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Only thing I know about O2 is how to spell it! I suffer from an utter lack of artistic skill...
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I'm pretty sure O2 is simply a modeling program. The logic behind if you take damage would come from probably eventhandlers and the game engine, not at the modeling stage.
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Oops! I had that file in the SLX folder! hehe
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So, if I understand this correctly, we can simply take pbos of features we like from SLX and put them into the ECS AddOn folder (or vice versa?) to create a mix of the two?
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How can you change the FOV back to beta default? Also, I noticed some things (some combat animations and helo missile launches) were played at super speed, is that normal?
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Man, that AI is harsh... I just loaded up a test mission I had. While under fire from 6 OPFOR, this 50% skill DShKM gunner turned and one-shot me while I was prone in a bush through the rain after I'd shot at him from his side with a silenced weapon from 75m away. Huh!? By the way, are all loading screens supposed to be blank? That's a little underwhelming if so, especially given the well produced screenshots SLX has.
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BiGFooT_y2k, that's a great first video, looking forward to more from you!
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This looks amazing! Thanks for all your work on this, can't wait to start using it.
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Where is D30 artillery in editor?
Pirin replied to l mandrake's topic in ARMA - MISSION EDITING & SCRIPTING
Had you placed your player yet? I know some things staty hidden until the player is on the map. -
In the helo's init try: this flyInHeight ##
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If you wanted them outside the helo before it takes off you could use hold waypoint + a switch trigger on them. Simply leaving the helo on a H with a LOAD waypoint linked to the squad's GET IN waypoint would work as well. In that case though I think the chopper would start up upon init and wait running...
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Erm, well, sure a few variable names are in Spanish, but all the scripting keywords are in English, as is the description of how to use use the script on the webpage I linked. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //********************************************************************************* //** Script: Paratrooper.sqf ; ** Description: Forces a group to jump off if the leader does it. ; ********************************************************************************* ; ** Author: RAVEN ; ** Site: www.ArmedAssault.com.ar/Foros ; ** Linked from: http://www.armaholic.com/page.php?id=3099 ; ********************************************************************************* ; ** Call: [Group_name, Vehicle_name] execVM "Paratrooper.sqf"; ; ********************************************************************************* ; ** Comments: If we are the leader of the group we just have to jump and the ; ** rest will follow us, but if the group is formed by AI or we are ; ** part of it and we are not the leader, we just have to force him ; ** to jump using this: ; ** Leader_name ACTION ["EJECT", vehicle Leader_name] //********************************************************************************* _group = _this select 0; _vehicle = _this select 1; private["_waiting","_delay","_jumper"]; _waiting = true; _delay = 1; if ("PLANE" counttype [_vehicle] > 0) then {_delay = 0.5}; waitUntil {not (leader(_group) in _vehicle) or count units _group == 0}; for [{_i = 0}, {_i < count (units _group)}, {_i = _i + 1}] do { _jumper = ((units _group) select _i); _jumper action ["EJECT", _vehicle]; unassignvehicle _jumper; sleep _delay; }; There's Raven's SQF translated into English for you.
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Shope, take a look at this: http://www.armaholic.com/page.php?id=3099