SevenBEF
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ok then let's hope this one is bugfree anyway congrats on making this is very nice! Cheers!
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this is nice Any chance of not doing this for those who don't have/want GQ?
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*edit: right found it now
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Its using LowFly's EditorUpdate. Hopefully Benoist could release a test mission without addons? I used the class "AAMI170"; couldn't you make a demo with this? would like to see those nice straight walls generated good work on this! keep on going ps: my italian sucks so plz add some more flawless english on readme
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SWM SWITZERLAND MOD RELEASED !!!
SevenBEF replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
indeed looking very promissing and nice can't believe BIS wants to make us pay for an extra island while most of the work is (usually) done by the community when it comes down to addons -
Arma Pbo View Tool By Voyager and Flea
SevenBEF replied to Symbiot's topic in ARMA - ADDONS & MODS: COMPLETE
Nice tool was looking for this thanks! -
Hi sirex, The tuts I found on how to do this with photoshop are outdated for photoshop 9 I'm able to do it in Paintshop11 first, then have to open up again in photoshop because it only save TGA 24bit in paintshop and then rename it to *.paa through texview. I also installed "The Gimp" today and that does the job very well, but I'm used to Photoshop & would like to use this. Could you tell me step by step on how to do this with Photoshop? Thx a lot! Seven *edit: a paa plugin? where to find that?
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Scrip Probs (Again...)
SevenBEF replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
well to start with you don't have a position where your camera2 is created e.g. [0,0,0] As for camera 1 to get there quickly <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam camcommit 0.1 should do... you don't need to make a new cam *duh* -
Help with Campaign-Everon MP mode
SevenBEF replied to soundkilla's topic in OFP : MISSION EDITING & SCRIPTING
Try PboX Looks like the proggy you use to unpack generates corrupted files. -
Weapons on table part 2
SevenBEF replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
AgentJonathan, If you don't want 2 weapons on the table, remove all the lines that begin with _weapon2 -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldier setpos ((object 27121) buildingPos 2) Change the ID of the building (object xxxxx) => If you don't know how, press on the right side the button "show ID's" & then zoom in on the building
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A regular question by me
SevenBEF replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
I remember something called "google" orso -
Another Campaign screw-up
SevenBEF replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Do you use a script for the countdown? If so paste it here would be easyer to edit that. Loose the they are bad for concentration -
My guess is you are putting the condition in the 2nd waypoint instead of the first - synched your trigger with the 2nd waypoint. You should synch it with the first waypoint mission.sqm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Mission { randomSeed=16095747; class Intel { }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={9530.612305,29.834999,4056.992432}; id=0; side="WEST"; vehicle="SoldierWB"; player="PLAYER COMMANDER"; leader=1; skill=0.600000; text="me"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=9; class Item0 { position[]={9532.879883,29.834999,4107.314453}; azimut=95.000000; id=1; side="WEST"; vehicle="OfficerW"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={9527.636719,29.834999,4104.761230}; azimut=95.000000; id=2; side="WEST"; vehicle="SoldierWMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={9527.462891,29.834999,4102.769043}; azimut=95.000000; id=3; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={9527.288086,29.834999,4100.776855}; azimut=95.000000; id=4; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={9527.114258,29.834999,4098.784180}; azimut=95.000000; id=5; side="WEST"; vehicle="SoldierWLAW"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={9526.939453,29.834999,4096.791992}; azimut=95.000000; id=6; side="WEST"; vehicle="SoldierWMG"; skill=0.200000; }; class Item6 { position[]={9526.765625,29.834999,4094.799561}; azimut=95.000000; id=7; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; class Item7 { position[]={9526.590820,29.834999,4092.807129}; azimut=95.000000; id=8; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; class Item8 { position[]={9526.416992,29.834999,4090.814697}; azimut=95.000000; id=9; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={9533.552734,29.834999,4107.381348}; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={9875.053711,26.730000,3985.271484}; placement=200.000000; type="SAD"; class Effects { }; showWP="NEVER"; }; }; }; }; class Sensors { items=1; class Item0 { position[]={9881.912109,26.730000,3983.103027}; activationBy="ALPHA"; age="UNKNOWN"; class Effects { }; synchronizations[]={0}; }; }; }; class Intro { randomSeed=7299075; class Intel { }; }; class OutroWin { randomSeed=1949187; class Intel { }; }; class OutroLoose { randomSeed=1068547; class Intel { }; };
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experiment with this: Put an invisible H (name it hbehind the soldier "he" needs to look at (you can put both soldier & the "H" behind the "him" make a radio trigger and on activation W_1 setMimic "surprised"; h reveal W_1; W_1 doTarget h;