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Royal_Blackwatch

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Everything posted by Royal_Blackwatch

  1. Royal_Blackwatch

    Arma II & OA User Video Thread

    My cinematic Trailer made for University, featuring the actual BWMod content: Main Theme is a fictive Three Block War scenario and thats also the title of the Trailer. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=XNpS7BlsyJ8&hl=de_DE&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=XNpS7BlsyJ8&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  2. Royal_Blackwatch

    Help Request: Forbidden Symbols in Computer Games

    Thanks for your help Vilas. The information you provided is absoltely enough, as it is my intention just to give an overview about countries having such regulations and a rough estimation about how strict this topic is handled - so you don't have to ask your Ministry of Internal Affairs.
  3. Hello everyone I'm currently writing a scientific documentation about 'Forbidden Symbols in Computer Games' for University. As I'd like to give it an international point of View, I'm therefore putting a help request here. If you're aware of symbols (like e.g. the Swastika in Germany) which aren't allowed to show in public in your country and therefore are forbidden in Games, I would highly appreciate if you could give me a hint (maybe a link to the according law) to it. Intel about German Laws isn't neccessary as thats where I'm from and I'm already aware of the situation. If you're willing to help me out please PM me or Post here but please stick to the Topic as I don't intend to start a political discussion here. Thanks in advance for the help and merry Christmas...:bounce3:
  4. Hi everyone Got another issue atm... I have added this to my config: and have this testcode in my Script: Now when I start the mission, I get the expected result ("East, Alpha...) but when I respawn in MP I get no hint at all... If I understood BIKI correct, the init eventhandler is persistent and should be launched when respawned, which it actually does because when I replace the hint text with a simple string, it is displayed after respawn. I get no errormsg or something like that, it simply appears that the attached unit is not ported to the script after respawn. Now can somebody please verify this being an ArmA issue or do I have a bad script? Regards...
  5. Royal_Blackwatch

    Init Eventhandler & MP

    Hi thx, this at least gives me a hit in which direction I have to continue now. As you have assumed, the posted code was only for test purposes and is not the real script. Gonna post here when I have dug some deeper into it regards
  6. Royal_Blackwatch

    Reload animation

    Hi there Got another slight problem today. In the weapons config, the reload animation for the weapon is defined via Reloadaction = "ManActReloadMagazine" entry. How can I get rid of it so this animation is not played at all. Reloadaction = "" gives no change Thanks in advance...
  7. Royal_Blackwatch

    Reload animation

    Just noticed that I have put the Entry into cfgweapons and not cfgmagazines. That way it cannot work of course... Sorry
  8. Royal_Blackwatch

    Addaction & Return Value of functions

    Hi again as it seems that there is no way to get the return value, here is my workaround for everyone who may be in the same situation... The Problem was that in my case I needed to manipulate my local magazines array via action menu entry but needed to continue on the same script. I found two ways of working around it: 1. Making the script calling itself in the action menu entry and make a check at start of script to see how it was entered and hand over the old variables (magazines array). Problem is that you will most likely have the old (now obsolete) instance of the script running which will surely create trouble or at least cause performance issues over the time esp when its running several times parallel. 2. Create a flag variable indicating if the action menu entry is set, execute the first part of the other script containing the necessary changes (addmagazine in my case) and make a check on the primary script if the flag variable is changed AND there was a change in the external part (in my case if the players magazine amount has increased) then jump to a new destination, reset the flag variable and execute the second part of the 'other script' (in this case the manipulation to my Magazines Array) and return. 3rd Option would be to use global variables but this is bad programming imo... Although the second option is surely not the best and may not work in some occasions it's still the best in my special case I think... Ok now you can tear me apart if anyone has a more elegant solution let me know... Greetz
  9. Hi everyone I'm currently playing around with ArmA's Magazine handling a bit but run into some trouble using the addaction. My Question for now is how can I read the returnvalue of the function as there is no place for it in the addaction array. What would the correct syntax be? I think that I have seen something like this quite some time ago but I can't find it... Anyone can help me out?
  10. Royal_Blackwatch

    Jagdpanzer 38(t) (Sd.Kfz. 138/2) pack

    Grz on the release ATST...
  11. Royal_Blackwatch

    new GateBuilder version

    Great work on this! It can also handle larger models (O2 sometimes surrendered to this)...
  12. Royal_Blackwatch

    FlashNews Armour Hit Competition.

    Hi Placebo do we have to take this into account for our enemy too, esp concerning other units eg outside the screen? thx Royal
  13. Royal_Blackwatch

    Functions in addons

    I tried to use a function in an addon but it doesn`t work. OFP shows me an errormessage all the time "Script \addonname\function.sqf not found" The Function is called from within the Init-Eventhandler as follows variable = preprocessfile "\addonname\function.sqf" I´ve tried almost every variant of the path I can imagine and all with the same result. I don´t know where my mistake is or isn´t it possible to do so. Could anyone give me a hint plz
  14. Royal_Blackwatch

    Functions in addons

    The function is now loading and working. The problem is that I get the wrong results (In fact I get an empty variable as a result). I need to track this problem down first but this may take quite some time. Im really about this because started from within a mission and preprocessfile all worked correct. But problems are there to be solved
  15. Royal_Blackwatch

    Functions in addons

    Well errormessages changed but the function appear to be loaded. Thank you
  16. I´m having probs with all transparent textures (glass, decals, prop-blur) on my plane. When looking trough these textures you look through the entire plane and just see the grass or the sky or what ever is behind the plane. It can´t be the textures because they work just fine on another model im working on. So it must be the model. Has anyone an idea what´s the problem?
  17. Royal_Blackwatch

    Having problems with transparent textures

    Thats it Thank you
  18. Royal_Blackwatch

    Createvehicle

    I´m currently making an addon in which ofp should create a second user-made addon by eventhandler and script. But Ofp does absolutely nothing. Neither I get an error message nor is the second addon created. So is it possible that createvehicle does not work with user-made addons or work in addons?
  19. Royal_Blackwatch

    Createvehicle

    K, now it works thank you
  20. Royal_Blackwatch

    Createvehicle

    The Eventhandler is Init and is working fine, cause I have already some other stuff in it which works 100%. Sorry forgot to mention it above The eventhandler calls an script named init.sqs Heres the essential part of the script _shippos = getpos _ship _turr = "\BB\DTurret" createVehicle _shippos _newdir= (getdir _ship) +180 _turr setdir _newdir I´m not sure about the path is it \BB\DTurret or just DTurret DTurret is the classname in the config Don´t know if this is essential the turret and the ship use the same config and pbo
  21. Royal_Blackwatch

    Plane engine problems

    Well, I´ve found the problem It couldn´t work with a wrong class name
  22. Royal_Blackwatch

    Plane engine problems

    I´m currently working on a one engined plane but i couldn´t get the airscrew working correctly. Ingame you see the propeller as well as the blur. When I start the engine both are beginning to turn and keep turning. No one dissappears. Can anyone help?
  23. Royal_Blackwatch

    Plane engine problems

    They are already named and I´ve triple-checked the names and that is exactly the problem. But thank you anyway
  24. Royal_Blackwatch

    Discoveries

    Sounds pretty cool. Plz tell us if you find any solution about tailgunners, because I would have use for it too.
  25. Royal_Blackwatch

    Landser addon v1.0 is out

    Of course. Here we go: 3-935095-02-3 BTW It´s a bit difficult to get. @ Stoppelhopser To return to the topic Nice Addons of course. I´m sure I´ll download the russian addon. I´d like to see both MG´s How about the Maxim as a static weapon (like the M2)?
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