SevenBEF
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Posts posted by SevenBEF
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this is nice
Quote[/b] ]Implementation Queens Gambit content.Any chance of not doing this for those who don't have/want GQ?
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using LowFly's EditorUpdate. doesn't help sitll got the message: downloadable contaent that has been deleted bolsaarena don't know what this object is.*edit: right found it now
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I cant use the demo because it needs an addon. Witcht one?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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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
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Nice tool was looking for this thanks!
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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The tuts I found on how to do this with photoshop are outdated for photoshop 9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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Quote[/b] ]_cam2 "camera" camcreate_cam2 cameraeffect ["internal", "back"]
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*
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AgentJonathan,
If you don't want 2 weapons on the table, remove all the lines that begin with _weapon2
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<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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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
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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;
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Indeed ur right, there could be a workarround with nearestobject. But I was thinking that a very small bush is an object too (?) so I wanted to try nearestbuilding.
Since the script didn't work out I didn't go deeper onto it.
You could do more than just that one check I did in the above script to eventually get a nice spot in the open for the crate
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In FDF you can set autoviewdistance; the viewdistance of the weakest machine will be taken.
Here's what the script looks like; it uses "benchmark"
finmod\dta\scripts.pbo\eastborder\autovd.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;
; Automatic viewdistance script v1.0 by Kegetys
;
; for FDFmod
;
;
; Sets viewdistance according to benchmark value of weakest client,
; from 900m (benchmark 2000) to 2000m (benchmark 6500)
;
? format["%1", player] == "scalar bool array string 0xfcffffef" : exit
_min = 410
_max = 2000
_maxb = 6500
_b = benchmark
FDF_AutoViewDistance = _max
_mydist = (_b/(_maxb/(_max-_min)))+_min
? _mydist < 900 : _mydist = 900
? _mydist > 2000 : _mydist = 2000
#luup
if (FDF_AutoViewDistance > _mydist) then {FDF_AutoViewDistance = _mydist;publicvariable "FDF_AutoViewDistance"}
~0.0001
? time < 5 : goto "luup"
setviewdistance FDF_AutoViewDistance
Hope this helps you
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Hm ok thx for this reply
I assume there is no way to do it then
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Well in case a structure would be to close near the player, setpos the crate somewhere further away so it wouldn't be stock half inside the building
But it didn't seem to work;
if I would stand next to some barracks or anything, the crate would be but partial visible...
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well here's a start;
make ammo1.sqs like this
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_man = _this select 0
_bildpos = NearestBuilding _man
?(ammocrate1 distance _bildpos) < 3: goto "next"
ammocrate1 setpos [(getpos _man select 0)-1.5,(getpos _man select 1)+2.5,(getpos _man select 2)]
exit
#next
ammocrate1 setpos [(getpos _man select 0)+4,(getpos _man select 1)+3,(getpos _man select 2)]
exit
I used nearestbuilding but it doesn't quite work;
maybe someone can help me out here so I learn what I'm doing wrong
Anyway your ammocrate will follow you with this.
Greetz,
Seven
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I think he's refering to Pipebomb or Satchel Charges
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best would be to have a seperate trigger that only checks if the fire is burning; set it to repeate;
in it's condition field inflamed fire1 AND !(fireburning)
on activation:
[] exec "mysoundscript.sqs"
modify ur script:
fireburning = true; PublicVariable "fireburning";
#Loop
? well1 : goto "End"
?(!inflamed fire1):goto "End"
oilwell1 say "oilfire1"
~2
Goto "Loop"
#End
fireburning = false; PublicVariable "fireburning";
exit
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Put such a unit that has that C4 on the map & in his initfield put
hint format["Weapons: %1\n\nMagz: %2",weapon this, magazines this]
to get the classnames
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Right, I knew I saw this here before
http://www.flashpoint1985.com/cgi-bin....t=16179
scroll down for bas addon classnames
Sakakah Al Jawf OPEN BETA
in ARMA - ADDONS & MODS: COMPLETE
Posted
ok then let's hope this one is bugfree
anyway congrats on making this is very nice!
Cheers!