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beno_83au

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About beno_83au

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    Australia

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    https://www.youtube.com/user/beno83au
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    https://steamcommunity.com/id/millenwise/

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  1. [Release] MIL_ClearGrass

    Haha i know, but it always grows back!!
  2. CAS Directiom

    It the direction you set the module to face. So "Rotation -> Z" is the one you want.
  3. [Release] MIL_ClearGrass

    Edited the OP slightly to indicate that this should be executed locally for clients.
  4. Download: MIL_Mirror: Dropbox/Armaholic Description: Another pretty basic script, MIL_ClearGrass allows players to create firelanes through grass or to simply clear small patches of grass to give unobstructed observation. "Land_ClutterCutter_small_F" is used to clear the grass, and when clearing patches is spawned 0.5m in front of the player. Features: - AddActions to clear a small patch of grass, or clear a point-to-point line through grass. - Mission designers can choose to enable/disable clearing of both patches and/or firelanes. - Mission designers can also add a required item to be in the player's inventory to be able to clear any grass. To use: - Copy the file MIL_ClearGrass.sqf to your mission folder. - Run the script on clients (from init.sqf or initPlayerLocal.sqf) using: nul = [_availableActions,_itemsRequired] execVM "MIL_ClearGrass.sqf"; - _availableActions - number (optional) - default: 0 - determine what grass clearing option can be used - 0 - both - 1 - clear grass patch - 2 - clear fire lane - _itemsRequired - array of strings (optional) - default: [] - classNames of any items required to clear any grass - Example: nul = [] execVM "MIL_ClearGrass.sqf"; - Players will be able to use both actions without restrictions. nul = [1,["ACE_EntrenchingTool"]] execVM "MIL_CAS.sqf"; - Players will only be able to clear patches of grass any need to have an ACE Entrenching Tool in their inventory. Media: Small demo of clearing some grass for a prone machine gunner (1.00s): Known issues: - Be aware, it can be a bit fiddly sometimes to get the right spot to remove patches of grass. If anyone finds any problems please let me know. Thank you.
  5. [Release] ExplosiveBreaching

    @nomadd What @HazJ posted should get you going. If not, let me know again please.
  6. [Release] ExplosiveBreaching

    @nomadd Uhhhhhhhhh I guess I went and left that out. I'll fix it up.
  7. Custom Loadout Troubles

    https://community.bistudio.com/wiki/Side Have a look at the bottom for ArmA 3's values.
  8. solved remove

    Please remove @nicholas raheem. They have solved their problem and no longer require access to this community for further help.
  9. [Release] MIL_Mirror

    Close enough haha.
  10. [Release] MIL_Mirror

    OP updated. Thanks for the heads up, it DOES require PIP to be turned on. I'm keeping an eye on that other post you tagged me in. Not a bad idea at all. There's the rugged (very rugged) good looks too, don't forget that.
  11. [Release] MIL_Mirror

    Thanks @HazJ, it's obviously not as good as what an actual mod can achieve, but as far as I could figure, this is as good as a script can do. As for PIP, I have no idea . I'll have to have a look.
  12. Download: MIL_Mirror: Dropbox/Armaholic Description: MIL_Mirror allows a mission maker to add a mirror-type effect to an object capable of using setObjectTexture. To use: - PIP MUST BE ENABLED for the mirror to work (Options >> Video >> General >> PIP). - Copy the file MIL_Mirror.sqf into your mission directory. - Place your intended mirror object (e.g. a whiteboard - "Land_MapBoard_01_Wall_F") and name it. - Add this line to the object's Init field in the mission editor: _mirror setObjectTexture [0,"#(argb,256,256,1)r2t(_surface,1)"]; - _mirror - object - the name you give to the object in the editor - _surface - name given to the surface - Example: mirror1 setObjectTexture [0,"#(argb,256,256,1)r2t(mirror1surface,1)"]; - Run the script from either init.sqf or initPlayerLocal.sqf (it's local only) using: nul = [_mirror,_surface] execVM "MIL_Mirror.sqf"; - _mirror - object - the name you gave to the object in the editor - _surface - string - the string equivalent of what was used for _surface in the object's Init field in the editor - Example: nul = [mirror1,"mirror1surface"] execVM "MIL_Mirror.sqf"; Media: Day/Night demo of some mirrors (0.50): Known issues: - The reflection doesn't behave quite like a mirrored reflection, but it's the best I could achieve. - Resolution is low. - Torch beams (and probably most other light sources) aren't reflected, which is pretty obvious in the video. If anyone finds any problems please let me know. Thank you.
  13. Cant start editor after update

    Maybe you're using mods that are conflicting with each other. You should probably troubleshoot which one it is so that you can update it (if necessary) or at least let the mod creators know there's a problem.
  14. We need Arma 3 on consoles

    Same topic a few days ago, and I made the same point. With OFP: Resistance came the console port, which was a flop. Honestly though, your quote about redesigning stuff demonstrates it pretty well. You can't just take this away and that away and BAM, new version.
  15. Count alive crew

    _countAlive = {alive _x} count (crew _vehicle); OR _countDead = {!alive _x} count (crew _vehicle); _countAlive/Dead being the amount returned for each check, _vehicle being the vehicle you're checking.
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