Psilocybe
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Posts posted by Psilocybe
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Wow, simply amazing.
These islands for the game are truly works of art, the previous engines lighting simply did not do them justice, I can only begin to imagine how amazing the other user made islands are going to look when people decide to work on them, and I eagerly await a time when people bring Namalsk into the picture.
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I think I'll be upgrading to the 8350 from my phenom II 965, its had a pretty good life, I'll chuck it on ebay and rebate half my cost for the new CPU anyhow.
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Hey guys. My rig seems alright, but I want to squeeze more out of it.
Im running:
AMD Phenom II 965 Quad core Black Edition @3.4ghz
990FX Extreme 4 Motherboard
Corsair 16gb Ram
Asus HD7970
Cooler Master large box, no watercooling but a shit load of fans and room to add water cooling when I decide to embark down that road.
1200 watt PSU
I have a feeling that it is my CPU that is holding me back, but I am not really all that savvy in the OC department, aside from opening my bios and using the predefined settings.
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It should work by placing the "Group Modifier - Combat Get In"-Module and syncing the vehicle and your AI group with the module. Afterwards define a waypoint where they are supposed to retreat to. Could be even easier when you group the vehicle and the infantry, so the vehicle will wait until the whole group is in (if not using an empty vehicle).Hey, thanks for the reply, I have done what you suggested, but I am really interested in learning to script and figured it would be a good learning project to try to write. Thanks for the input, I appreciate the time you took to reply.
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Hi guys.
I have just begun trying to create scripts and I have been failing at every interval, basically I have created a little plan of what I am hoping to achieve, and tried to begin writing the script only to find myself shaking my head in frustration.
//Planned events
Check if squad of soldiers are in combat
If in combat, soldiers will adhere to the "Combat Get In" Module
Check if all living soldiers within group are inside the vehicle
Soldiers retreat at full speed to a designated Marker//
I want to call the guys under attack grp1, but I am not really sure how to achieve that, however this is where I began, and soon realized I was not on the right track.
I am mostly hoping for some help in going the right way, but not be spoon fed the answer as I am trying to learn the processes.
if
(grp1 behaviour "combat")
then
{combatmode grp1 == "Blue"};
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So a Boolean is a true or false, but its always one or the other, where as assigning a number, for example, 0-1 has the possibility of 0.1, 0.2 etc etc allowing me to have > < = etc etc.
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Reserving this space, I had written somthing, but i have made more head way.
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Hi guys.
I have spend the last few days reading and re reading the Wiki on scripting basics, i now know how to do more things than just copying and pasting other peoples scripts, but I want to know more.
My first question is with variables.
Example:
"myVariable = 0;"
Why is it = 0?
I am able to translate control structures and other bits of script so that when I read them into lamens terms that I can freely understand, but when I do the "myVariable = 0;" I feel as though I am just "doing as the Romans do".
I want to get myself to the level where everything or at least the language, makes sense.
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Okay, I think I may have found what I am looking for, in my Radar destroying trigger, i would add:
if (!alive (getPos glBuilding nearestObject 121095) && then
{
groupName = CreateGroup EAST; groupName = [getMarkerPos "spawn1", EAST, 10] call BIS_fnc_spawnGroup;;
...
};
Am I on the right track?
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Thankyou :)
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Okay, i think I need to clarify.
The objective is to destroy the Radar and the barracks is a secondary, but it is wiser to do the barracks first because if you don't, the soldiers 'wake up' and move towards the Radar to investigate, so I need the trigger to check if the barracks is still standing once you blow the radar up, and if it is still standing, it spawns the soldiers, if it isn't, well, theyre all dead.
Thankyou for the time you took to reply to begin with Tryteyker!
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Hi guys.
In my first mission I am creating the players have to destroy the radar tower as well as the barracks near by.
I am trying to work out how I can set a variable in which a group of soldiers will spawn at the barracks and move up towards the radar unless the Barracks is first destroyed.
I was creating a trigger with:
!alive (getPos glBuilding nearestObject 121095); groupName = CreateGroup RED; groupName = [getMarkerPos "spawn1", RED, 10] call BIS_fnc_spawnGroup;
But i believe that is merely asking if the building is alive, but has nothing to do with the following line where I am trying to spawn the soldiers. The bits of code above I have just ripped from youtube tutorials, and i obviously need a little bit more tailored help from the wizards we have here..
Thanks guys!
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Looks really nice Benson, you've made a lot of people happy, thanks for the effort.
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Its going to be a mixture of 'removeallweapons' this etc and addweapon etc.
I am still learning myself, but i would recommend googling those lines, or also looking at them on youtube, because it will help you to understand.
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Is there any way to have the soldiers within set to 'dismissed' or safe? I have a mission where you have to blow up a barracks full of enemy who are relaxed after they have returned from a successful mission.
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But of course!
Thanks dude, you guys deal with a lot of generic repetive questions, hopefully with my knowlege i gain ill be able to give back.
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Hi guys.
I am making a simple mission for a buddy and myself where we have to destroy a Barracks and the Radar tower, I have the triggers in place to check if the buildings are destroyed or not, but I am struggling to create another one which checks that both objectives are now met and the second phase of the mission can be commenced.
I tried :
!alive (getPos glBuilding nearestObject "48354", "121095") and that is where I became undone :(
Thankyou guys.
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He works for Bohemia, so that sums it up.
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Being new to the ARMA community, a lot of my issues with Arma 2 seem to have been rectified in the 3rd game. I will be purchasing a supporter version as soon as they are available. Also, I wanted to thank the gentleman who created these two extremely informative videos, they made my decision to support the game much easier.That makes me smile, I've been a fan since the OG OFP, but I can still understand peoples gripes, even though Ive, i guess, learned to love them, but i am certainly looking forward to the improvements.
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Ah, thankyou sir!
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Okay guys, I want to lay out my plans and get an opinion to see if you think I am making the right one.
I am going to purchase a Swiftech H20-220 Edge Liquid Cooling Kit for my Phenom II 965 and try to OC it to about 4ghz, I am also looking at purchasing a Epsilon Full Cover VGA Waterblock For my 6990 and OC that too.
I am likely going to get a SSD and put my games on there.
This is what I would consider a 'soft' upgrade, as in the past I have always just upgraded Mobo, CPU and GPU.
Hoping I can get some good advice.
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Phenom II 965 x 4 @ 3.82 ghz
4gb Ram
6990 4gb GPU
I'm looking to upgrade for Arma 3, and nows about the time to do so, but apparently the things I am looking at aren't THAT(less so on GPU) big of an improvment, namely:
AMD x8 FX-8350
and
4G GTX 690.
Ive heard that those Solid State Hard Drives can be good for gaming too, hoping for some advice here.
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Perfect. A little daunting but one must start somewhere i suppose and that was exactly the information i was hoping to attain.
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Shameless bump. Nobody have anything they can add to assist me?
Arma II and Operation Arrowhead Islands successfully imported
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
This sounds great, I am unsure of the lighting though, you mentioned that we will be able to add it to other old maps, how do we do this, because as I've said a few times, I would love to see namalsk with this lighting.