Shadow_Spyder
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Everything posted by Shadow_Spyder
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Trying to get a few things to work
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
Yea, thats wat I started thinking, but I figured i'd say something because I was getting confused there for a second lol. Any idea on how to do it with the already-in-game fences? -
Trying to get a few things to work
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
put the addaction in the init of the fence, when you get within 5m of it it will show up in your action menu. How exactly do I open the fence to get into it's init? I can double click on where the ID number is, but thats about it, and that doens't open anything for the fence. -
Trying to get a few things to work
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
how do I attach the addaction to a fence? Just put the script into its init or something? -
Ok, so I originally was using the tracers that came in the Six_pack1. I decided to try out the FFAMM Mod (located at http://www.armaholic.com/page.php?id=2220 and when i first tried it out, I realized there was no tracers. I tried DLing it again to see if maybe it was just something wrong with my first DL, still no tracers. So, I decided to just go back to my original Six tracers and just use the FFAMM mod for the sounds and then I STILL had no tracers.... anyone got a fix for this?
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Found a couple "incompatible" mods. First is the Extended Init Event Handler mod. Sounds still work, but the tracers go bye bye. Don't know why cuz it works with the Six mods original tracers, but in my experiences, every time I launch the FFAMM mod with the Extended Init Event Handler mod the tracers don't show up. Second is the CA_SymbRain. Not sure what it's actually called, but that is what is in my ArmA folder. Not sure exactly what conflicts here because there completely different, but once again, when I load up FFAMM with the rain mod, I get no tracers. The rain I can deal with losing, but MadMatts ArmA Effects has that Extended Init Event Handler in it so therefore even if I remove the matt effects you provide and just want to use the original, I can't get any tracers.
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Well, all I can do is hope for the best, and if something does go wrong, hope for a fix ASAP. I'm sure that if there are any problems, if you can't iron them out, someone on these forums will be able to help. Wish I knew anything about map making so I could help out. Well, GL with the map and I'm sure it'll all go good.
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Sounds awesome! Thanks for your hard work! I know this map is gonna get A LOT of good use. Can't wait to see all kinds of kewl missions showing up on your map!
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Just curious if that new BI tools Suite thing that came out will fix the tool you needed to complete this map.
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... I have been pwned
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Looks fantastic. Can't wait to get this one into my ArmA. When do you expect a release? Just guestimation....
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DLing now... getting 150 KB/s and its taking 3 hours n 15 minutes... hopefully well worth the wait. I believe it will be though, WOOHOO
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Ok, so just decided to browse around for ATI video card drivers and found a new 7.7... or at least it's new to me. I had been using 7.6, so yea, either I just caught a brand new release, or I'm really late. SO yea, enjoy... unless you've already been enjoying for a long time now lol.
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Ok, so as my topic description says, I am trying to get a unit to sit down, and stay there. I am using the animation "Ok, so my question is, when I tell a soldier to sit on the ground via an animation, like "AmovPercMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground" and it all works fine, except the guy stands back up the second his ass hits the dirt. Any way I can keep the guy sitting? Thanks
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3 quickly made videos I put together. I am still very new to making videos and using Sony Vegas, so I won't have anything spectacular any time soon. But, these are what I've got now as practice. This one is pretty funny Check out my page thing on YouTube to see the other 2. http://youtube.com/profile_videos?user=IShootIKill&p=r
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animations help
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
Nevermind, setting the trigger to activate repeatedly did the trick ~~EDIT~~ I LIED, IT ONLY NOW WORKS WHEN IT WANTS TO!!! I added a new animation to another guy, then it somehow fucked up the other guys animation and he wont stay sitting anymore. I dunno why it keeps doing this shit. -
Ok, so i've got my action in the menu, it does what it's soposed to do. Heres the catch. I'm trying to get it to NOT show up if the player is NOT inside the trigger zone. Here is what i've got inside the trigger onact field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fenceact = thislist select 0 addAction ["Break Fence", "fence_action.sqs"] Here is the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_player = _this select 0 _id = _this select 2 ; remove the action once it is activated _player removeAction _id _player playmove "AinvPknlMstpSlayWrflDnon_medic" ~8.2 position _player nearestObject 3922 setDamage 1 exit Anyone got any ideas? I've tried like thislist select 0 removeaction fenceact and stuff but the Break Fence still shows up even if i'm miles away from the trigger (after activating it once)
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Spawning flying air units
Shadow_Spyder replied to SouthSaturnDelta's topic in ARMA - MISSION EDITING & SCRIPTING
Does your jet have any waypoints for somewhere to go? I know if I just spawn a jet in the air without any waypoints, he just falls into the ground. -
Easier way to do this is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setcaptive true in your players init field. Enemy wont shoot at you, therefore, you dont die.
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ghost recon is third person ~~EDIT~~ Edited my post cuz someone did happen to say wat i said already. Ohwell
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looks pretty neat. ~~EDIT~~ if I am just really late on this, then pardon this post.
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assigning a unit to a group - help
Shadow_Spyder posted a topic in ARMA - MISSION EDITING & SCRIPTING
I know this sounds like it should be easy, but I am having a brain fart. I've searched the forums, and scanned through numerous of other missions I unPBO'ed and I just cant seem to figure this out. I have a hostage that I want to rescue. When you kill so n so, I want the hostage to come out of hostage state (got this working) and then I would like to add this hostage to my players group (cant figure this part out). Can anyone help me out here? Thanks. -
assigning a unit to a group - help
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
CrashDome did answer my question. Unfortunately my knowledge of mission making and scrips and commands ect is not very good. I looked at what he said, and then thought to myself, "ok, well if i've got a MP mission going on and there is my group of infantry, and then that group of pilots, and then that group of whoever and there all human "players" how would the script know which "player" i wanted the hostage to join? I was just asking a simple question for a misunderstanding I had. No need to get all feisty like that man. Your question at the end is correct. There are multiple groups with multiple players, and I want the hostage to join the group who rescues him. Thanks for clearing that up CrashDome. That clears up my confusion. Thanks again. -
assigning a unit to a group - help
Shadow_Spyder replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
Now, Do I leave the "player" or do I change that to a units name? Just curious because if this is a MP mission and there are multiple players who might be in different groups.... -
There is a program which "virtualise" your face?
Shadow_Spyder replied to Benoist's topic in ARMA - GENERAL
I've seen something before that does it. However, it was a LONG LONG time ago, and I don't have a clue of the name or how it works or anything. However, XBOX does it with the XBOX Live Vision Cam and Rainbow 6: Las Vegas. -
Kewl stuff. Original Ghost Recon was my first FPS I actually got serious with. Hope you can pull off a TRUE Original Ghost Recon atmosphere. If only ArmA had the ability for stealthy actions like GR did i'd never have to touch another game. Ohwell, GL with it bud.