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roguetrooper

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Everything posted by roguetrooper

  1. roguetrooper

    Disable/enable NVG by script?

    Goodness, of course. Somehow I knew it's possible but couldn't find anything in the plain wiki. Didn't think of "action". Thank you.
  2. roguetrooper

    AI is blind in bright nights?

    It seems the AI is too blind in bright nights. Setting: January 30th (full moon), midnight, no clouds, no fog (a player can see everything without NVG or flashlight). AI (skill 1.0, hostile) without NVG does not see you in a few metres distance, even under a bright street lantern.
  3. roguetrooper

    How to disable street lights?

    _list = []; _list = _list + ["Lamps_base_F"]; _list = _list + ["Land_LampStreet_small_F"]; _list = _list + ["Land_LampStreet_F"]; _list = _list + ["Land_LampDecor_F"]; _list = _list + ["Land_LampHalogen_F"]; _list = _list + ["Land_LampHarbour_F"]; _list = _list + ["Land_LampShabby_F"]; _lamps = nearestObjects [logic1, _list, 3000]; {_x setHit ["light_1_hitpoint", 0.97]} forEach _lamps; {_x setHit ["light_2_hitpoint", 0.97]} forEach _lamps; {_x setHit ["light_3_hitpoint", 0.97]} forEach _lamps; {_x setHit ["light_4_hitpoint", 0.97]} forEach _lamps; exit; This works perfectly. This way you can create pitch black towns at night. "0.0" instead of "0.97" turns them on again. "light_2_hitpoint" and higher is for lamps with more than one bulb.
  4. roguetrooper

    night and fog

    (Don't know where to put this thread.) When you have night time with zero fog and change it by script to 1.0 there is almost no difference in visibility. Heavy fog in night time reduces the player's view distance and you need to be closer to AI soldiers to make them discover you but visible-wise there is somehow no fog at all. Can't fog be rendered properly in night time? (All my graphic settings are at absolute maximum, except view distance).
  5. roguetrooper

    night and fog

    Very strange. With an overcast of 100% (rain and all other effects 0%) I have a greater view distance at night (0:00) than at high noon (12:00). With an overcast of 0% I also see the fog at night. Is it some real meteorological effect?
  6. I know how to install mods for A2/A3. Has anyone experience with making the DayZ Chernarus a mod for Arma 2? I am only interested in the pure map itself and the DayZ SA specific weapons. I don't care about zombies, food stuff and all that. To avoid stupid questions, it's only for offline shooting training.
  7. Is there a mod that contains the Dayz standalone weapons for Arma2 (or for Take On Helicopters)? Of course in Arma2-style, i.e. not moddable, just for offline training with their behaviour and optics.
  8. roguetrooper

    flat aera

    The salt lake area in south east (?) Altis is large and flat.
  9. roguetrooper

    More control over tank turret please.

    BIS just may make an AI gunner to keep the cannon aligned to the front of the tank unless it's fixed to a target. This uncontrolled and random paddling is still very annoying (and most likely quite unrealistic).
  10. What are the class names for the black MX rifles introduced November 28th? (Since no unit is equipped with them nor do they exist in any box, the class names can't be found out the easy way)
  11. In A2 usually an animation executed with switchmove was only locally. To have the animation be seen on all machines in MP, you could use: [objNull, _unit, rSWITCHMOVE, "AdvePercMstpSnonWnonDnon_godown"] call RE; How can you make a scripted animation in Arma III to show up on all machines when the command is executed locally?
  12. Whether the method [[[parameter], {(_this select 0) anyCommand}], "BIS_fnc_call", nil, false, true] call BIS_fnc_MP; is JIP compatible. Will the stuff be executed on clients who join after the whole script line had been executed?
  13. Thanks for the effort, guys. [[[_unit], {(_this select 0) switchMove "AdvePercMstpSnonWnonDnon_godown";}], "BIS_fnc_call", nil, false, true] call BIS_fnc_MP; The switchmove-example might be not that useful, but is the method at all JIP compatible?
  14. In the editor window for trigger-sound-effects there should be a play-button. Sure, you can place a trigger with the condition "true" on an empty map and have it played automatically. But a play-button in the trigger-window would be even more convenient. Further, the class name (e.g "SN_Flare_Fired_4") of the sound should also be displayed. This would be about 2673 times faster than 1. selecting a sound 2. give the trigger a name 3. save the map 4. go to the desktop 5. open the mission.sqm 6. search for the trigger name to find out the class name.
  15. roguetrooper

    check if unit sitting down

    _sitting = 0; if (animationState _unit in ["amovpsitmstpsnonwpstdnon_ground","amovpsitmstpslowwrfldnon","amovpsitmstpsnonwnondnon_ground"]) then {_sitting = 1}; At least in Arma III this works perfectly to check reliably whether a unit is really sitting down on the ground on his ass. It "returns" a sitting position with a (holstered) pistol, a rifle and no weapon at all.
  16. Though I am illegally bumping this thread, I'd really also like to know why the skirmish module was removed or at least lost it's functionality. In A2 it was great to create a dynamic combat environment with very little effort. Has there been any official statment why it has been removed?
  17. roguetrooper

    Command: inventorySpaceFor

    According to backpackSpaceFor there should be a command "inventorySpaceFor" to check whether a unit is able to add an item to his inventory at all (e.g. to check when the backpack is full but there's still enough space in the vest for that item). I know, when there isn't enough space at all, an item won't be added - but that's not the point.
  18. Is it possible to apply a physix force to an object by script? E.g. the player stands before an object and bumbs it into the direction he is looking?
  19. roguetrooper

    Arma 3 PhysX Playground

    Seems like the force is strong with this one in the first video...
  20. Since yesterday (Nov 19) I have these problems: * Arma 3 takes much more time for launching * It says "News offline" in the main menu's upper right corner * The MP internet browser takes 20fold the time to launch and the list is empty once is has managed to launch Somehow it seems my Arma 3 can not establish a connection to the internet. I'm using: * latest dev build * Win 7/64, SSD, 16GB DDR3 * absoluteley nothing of my hard- or software has changed since these problem occur * no internet problems in other games/applications
  21. What is the difference between addweapon and addweaponGLOBAL? Isnt "addweapon" already global? Does a unit (local or not, player or not) being equipped by "addweapon" appear with different weapons on different clients? Edit: Mkay, I see, the argument is global.
  22. roguetrooper

    More options for hint(silent)

    Thanks for the answer.
  23. roguetrooper

    More options for hint(silent)

    hint(silent) should offer more options (or an additional extended command with more options by default) * colour and opacity of the background * colour of the text (with different text elements being able to have different colours at the same time)
  24. roguetrooper

    Classic weapons

    Wouldn't BIS just have to copy & paste them from A2? Maybe their texture quality does not match A3 perfectly (?), but I suppose many people would like to see a few old guns (AK47 - yes 47, not 74, Lee Enfield, pumpguns...). I would love to see as much as possible (stuff of all kind) in the vanilla game. Mods just cluster up the community. Amongst x players there are probably x+1 incompatible game versions out there.
  25. Is there a way to create a custom targetting laser with http://community.bistudio.com/wiki/drawLine3D ? When you use onEachFrame {drawLine3D [ASLToATL eyePos player, getPos cursorTarget, [1,0,0,1]];}; the laser is hardly visible from 1st person view and does not target the actual point your weapon is pointing at (points at the center ("getpos") of the object) Also the following one does not work since the laser always points at the same point. onEachFrame {drawLine3D [ASLToATL eyePos player, player weaponDirection currentWeapon player, [1,0,0,1]];}; So how can you create a custom targetting laser that behaves like the mounted lasers (acc_pointer_IR) with these properties * comes out of the weapon (or players 'head') * points at the point your weapon is pointing at The visibility on other clients in MP does not play a role. It can be local.
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