blackgrain
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Ops... bad news... :( ... This problem... have any solution?... it is possible edit config.cpp or something that it? Anyway... thanks very much! ;) -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Nobody?.. any idea?.. somebody know if normandy31 units can move their lips?? Thanks guys!! ;) -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Great look!!! ;) One question... about units... they not move the lips when I command for example: _unit_of_norm31 say "HELLO"; And HELLO is correctly declared in the CfgSound in the description.ext and the .ogg is the correct format and have the .lip file in the same directory. I know that this "HELLO" work fine, because in the defaults units of the ArmA work oks... I mean.. _unit_of_Arma say "HELLO" And de unit in game move de lips ok. May be... it's possible that the lips not modeled in the normady31 units?? Thanks very much!!! -
Hello guys!! I have been looking for a mod of dynamic weather, I found this http://www.armaholic.com/page.php?id=777 by Sentinel & Smiley_Nick ... But... this seems old... written on sqs old script.. somebody know about anything more update?? or.. this mod works fine in the last Arma updates? Sorry for my poor english, and thanks very much!! ;)
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Hello!! First... sorry for my english.. :( I have a question. I searched about something (may be a mod) which make the night in Arma less... dark.. Really... in hours of deep night, the visibility was absolutely zero.. I know... I can use night vision goggles :p ... but... despite that... anyone has any news about this?... a mod make the dark of the night less dark??... Thanks!!
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Ok guys!! thanks for your support! I will try to ajust my brightness and gamma settings ;) Now... I know not exist any mod to make it :D Thanks!!
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Hello!! I would like to know if is possible to do the "blood splash" effect when I want. May be.. with cutRsc or cutObj ??... It is possible? Thanks!! ;)
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Great look!!! Thanks Rip31st!!! -
About Sahrani petroleum extraction machines...
blackgrain posted a topic in ARMA : MAP EDITING (VISITOR)
Hello!! I continue with my personal Saharani modding  Another question... it's possible delete the petroleum extraction machines placing on south-west of the Saharani map .. or replacing with another object??... with config.bin?? I'm refered to this: Sorry.. now I'm not in my house to take a picture of the game...  Thanks!! -
About Sahrani petroleum extraction machines...
blackgrain replied to blackgrain's topic in ARMA : MAP EDITING (VISITOR)
Thanks Synide, I suspected this... Really... really.. I don´t know what I do with modding Arma Thanks very much!! -
Hello!! I have a question.... but... it's possible I know the response yet... It's possible change de model of palm tree to another tree ... changing something in config.bin? This is to make Sahrani look a little bit less tropical... It's possible??... no? right? Thanks!!
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Thanks Q!!! Finally... your solutions is working ... it's a lot of work.. but it´s possible! I'm near of finish the changes... Thanks about plants.pbo and SAT textures!! thanks!!
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Yeah!! powerfull help!! thanks Q!! again!!
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Thanks Q!! I will try!! thanks very much!! And the terrain textures?... change the desert look to another more... "green" ??... I changed textures in sara\Data , textures named like "pisek_" look desert... overwrite these with another look as "blato_" (more grass) ... but the final result is not good... the terrain near of player is grass.. but a few meter around is desert again... Any idea??, really thanks very much!!
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Ah! ok ok !! now understand!! Yeah!.. the fist position in the cargo area is the Copilot seat.. ok.. but the real problem is I'm trying to enter inside of C47 in front of the back door ... and the point of access to airplane is the nose!! ok ok!! solved! I have tried and work fine!! finally I seat on rear cargo area! Thanks very much Rip for your support! -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Not sure what you mean.  Maybe more details on what exactly you're trying to do. I have no problems getting AI to mount all positions on the C47.  Do you have all the patches? You could try something like this... FOR EXAMPLE: Name the plane "plane1" - You can use any name you want. Name the player you want to mount the C47 in the editor "A12"  You could name them anything you want. Using the variables above in the players initialization line use this code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> A_PLT= group this; this AssignAsCargo plane1; this MoveInCargo plane1; This puts the player in a group called "A_PLT" - The group can be called anything you wish.  The player is then assigned as cargo in "plane1" and then moved into "plane1". Enigma! Awesome work bud!  Can't wait to get my paws on them.  thx! Thanks very much for your fast reply Rip and Enigma! Excuse me for my poor level of english, I will try to explain my self better. First... game versions Arma: 1.15 beta Normandy Mod: @31STWW2 + fix1109 + fix1111 (i overwrite to expand) Second: The problem. In the Editor, I put a soldier (for example soldier garand) and next put a empty C47 unit. Well.. I going to de C47 walking and very close to he C47 nose I can seat as Pilot or Copilot ... no problem.. but I don´t want this... I want to seat in the cargo área "manually", I going to the rear of C47, very close near of the door but never show me options to seating inside... in the cargo area. Now... with script code work fine.. but "manually"... gaming with my player I can´t seating rear of C47... I hope explain better this time ... thanks very much!! -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
blackgrain replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Hello!! great work!!! thanks!!! One question!!... about C47 It's posible move in cargo without code (player moveincargo c47)... because in game.. only can go on next to pilot... in cargo area i can´t seating... What's wrong? Thanks!!! -
Hello!! I have hard doubts about the correct performance of dedicated server... In this document http://community.bistudio.com/wiki/basic.cfg we can read "normal" values.. but.. what is normal? normal compared with that?... We can read this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> The greatest level of optimization can be achieved by setting the MaxMsgSend and MinBandwidth parameters. For a server with 1024 kbps we recommend the following values: MaxMsgSend = 256; MinBandwidth = 768000; If I have 512 kbps instead of 1024 kbps upload speed... the values are exactly the half??: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> MaxMsgSend = 128; MinBandwidth = 384000; And the rest of parameters... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> MaxBandwidth = 10000000000; MaxMsgSend = 256; MaxSizeGuaranteed = 1024; MaxSizeNonguaranteed = 64; MinErrorToSend = 0.005; What will be the best values for 512 kbps?? the half values too?? Excuse my ignorance... i'm very lost ... ... in the last test with #monitor command the server show 5 and 9 fps... this is to slow... ... and clients machines experiencing to much lag... Another question about #monitor comand: The command show me 3 values, the first value is the FPS that server runs... (in this values i have not doubts)... but.. the next two values??... what means??? Thanks guys!! thanks very much!!
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Thanks Tomcat and Escobar! My server (well... the server is not mine... his owner is a friend ;D) is a integrated-all-in-one VIA C7 1.5 Ghz with 1 GB RAM... basically.. is a little box without coolers and without noise ;D Well... If any visible reason, the next day of my posted the server give to me 49 fps with the same mission... ... I don´t know why... but it is... may be... any problem with internet line.... i don´t now. Now, really I'm very interested in the performance values... at least... for a line with 512 kbs of upload... somebody can post his server values?? thanks!!
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Help!! why addAction shows the acction!??
blackgrain replied to blackgrain's topic in ARMA - MISSION EDITING & SCRIPTING
Yeah!!! now I see!!! sure!!!! this will work!! I will try this afternoon! Wow Sickboy!! you are fast!!!! and good!! Thanks all!! ********** EDIT ************* Well... yesterday I try it... and.. not work !! ... but If I associate a sqf to the init field .. YES WORK!! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit_to_add_action setVehicleInit "nil = [this] execVM ""add_action_sqf"""; And in add_action_sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0; if(local _unit) then { _unit addAction ["Action Only visible for me!!", "something.sqf","",0,false,false,"]; }; Works fine! Thanks guys!! thanks!! -
Help!! why addAction shows the acction!??
blackgrain posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hello!! I need help!!! I spend a lot of hours to try make it... but makes me impossible... The problem is in: addaction http://community.bistudio.com/wiki/addAction In the parameter showWindow In wiki read: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> showWindow: Boolean - If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off. But... it not work... I always set this param to FALSE and not works... If I attach a action to one player.. anothers players can see the action when approach to him... How can I hide the acction to another players?? Thanks!! thanks!! -
Help!! why addAction shows the acction!??
blackgrain replied to blackgrain's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for all guys!! thanks very much!! May be my problem is that I assign addaction with setVehicleInit and processInitCommands ... then I think... If I use setVehicleInit make this addaction GLOBAL!!... I´m fool!! This is my code execute ONLY for the server machine in a dedicated server. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit_to_add_action setVehicleInit "this addAction [""Action Visible for all!!"", ""something.sqf"","""",0,false,false,""""];"; processInitCommands; clearVehicleInit _unit_to_add_action; Really... I must do: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit_to_add_action addAction ["Action Visible for all!!", "something.sqf","",0,false,false,""]; I'm right?? But... now.. I have another question... (I'm not seat on my development computer ).. If this code executed ONLY on the server machine... the cliente machine of "_unit_to_add_action" really get the addAction??... or I have to do something for client machine execute locally this code? Thanks!! this forum is really usefull!! -
Help!! why addAction shows the acction!??
blackgrain replied to blackgrain's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks Balschoiw ... but this is not a solution for me... I have not the problem of the DaChevs post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=72640).. . I have other poblem... excuse me for my bad english... I not explained my self... The problem is not assign one addaction to especific player (player1 for example)... the problem is that another players (player2, player3...) can see the acction attach to player1 when approach to him... The authentic problem is that showWindow parameter don´t work for me... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> showWindow: Boolean - If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off. Any ideas?... thanks!!! -
To DaChevs: Yes... excuse my bad english... i never said that that code was sqf... i said "think about convert.." You are right!! I didn´t see the ":" To Texas*BDA*: May be the problem is engineon command... try isEngineOn http://community.bistudio.com/wiki/isEngineOn <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?((_unit in _vehicle) and (isEngineOn _vehicle)) : goto...
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mmm... seems problem of "speed" command: http://community.bistudio.com/wiki/speed Your parameter is first.. and must be after the command Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?((_unit in _vehicle) && ( speed _vehicle >5)): goto "bomb"; And think about convert and use SQF in your scripts ...