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sakura_chan
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Posts posted by sakura_chan
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The AI has no collision detection with map objects. They can get stuck behind a chopper, but if their path leads them through a building, they can walk right through. Its designed to stop them from getting stuck in trees and buildings I guess. I once edited the Arma 1 ai to ignore buildings all together, man were they tough to fight against lol!
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You need rudders to line up on your target it's part of flying and controlling an aircraft.You can't line it up if you are shaking back and forth either. I didn't say it was a fix, just that it is better to use no rudder at all rather than shaking like crazy. BTW did BIS seriously not even try flying a plane before release? I mean wtf how could something so obvious get overlooked?
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No I'm referring to the glass on optics. Simply name the textures with _4444 instead of _ca and it all works.
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The simplest temp solution is to not use the rudder at all. If you don't touch the keys or your rudder control on the joystick the bug won't kick in. Impossible to line up the gun but at least the missiles and bombs work.
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Does that mean that attachto does more than simply position one object on another? Does it actually make one object part of another including the associated config setup? That's pretty cool, I wonder if that could be used somehow to do something interesting.
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I need a mission where you are in a Russian death squad, rolling around Chernarus hunting hippies/drifters that are playing music outside of hotels and businesses. Roll up in a BRDM /BRAT!BRAT!BRAT!/ with the main gun...shoot that would be sweeeet.
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This is a well known bug that has been mentioned a lot lately
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What chopper are you using? After your post I made a mission where I had my crew in a uh1 and it would stop where I told it to. It carried me back and forth across utes, landed about 8 times before it glitched out on the LHD deck and everyone died (natural causes lol).
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Um if you are a noob at scripting, making a walking mech is about the hardest thing you could want to do. I don't mean to discourage you, but at best an experienced modder could make a comical machine that rolls around like its on ice skates. Why not try something easier like a tracked mech, or a flying 'mobile armor' with some fun weapons? you could make them really big or fast and would be just as fun as using a walker. :)
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Arma can't simulate that though. You'll at least agree that smoke should move in the direction that the weapon is pointing, right? And this effect isn't based on machine guns, it is based on rifles.
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Okay I've figured it all out now. Don't use DXT5 textures, but rather dxt3 or argb8888 textures. It all works like the bis guns now!
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Very nice! ;)
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As above .... loving your work Sakura_Chan. Where do you get all this time to recode this stuff? Wherever it is from KEEP ON GOING !!!Its a combination of
a) using stuff I've made over the years in my spare time
b) unscheduled employment interruption
c) insomnia
Updated the post with a video, how do I embed a youtube video btw?
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I never liked the super weird smoke effect given off by the Arma2 guns. It was mostly the fact that the smoke didn't move in the direction that you were firing, it always moved straight in front of you, even if you were aiming straight up. It was also WAY too visible, and as a gun user it was very unrealistic to me. I made this effect based on some videos I made of me shooting my SKS, so it is at least based on a military rifle. It isn't as intense as it should be for machine guns, but all rifles have to use the same effect unfortunately.
Mirrors are appreciated!
http://www.armaholic.com/page.php?id=7168
Thank you Armaholic!
x8sKXYMwvNQ
neat embedding, thanks Deadfast!
edit***might as well post a screen of my test platform lol
these loader clips are usually 10 rounds, but due to Canadian law only 5 shots are allowed, so we just cut them in half. The gun is also modified to only allow 5 rounds.
It could be changed to 10 but I keep everything legal.
This thing is LOUD. I mean stupid loud. very little kick though.
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The old trick I use for landing is to get the chopper hovering over the landing spot, tell the pilot to disembark, and once they are about to touch down I tell the pilot to halt. If he touches down he will kill the engine, if your timing is right he will hover a few feet off the deck.
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This addon was created to enhance the night lighting effects of Arma2. Here is what is contained within the addon:
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- Dim and yellow military style headlights for vehicles
- fixed missing green blinking light on Osprey
- new colors and sizes for aircraft positional lights
- removed ugly lighting on aircraft, lights were really bugged and didn't add anything so I removed them
- new light cones for streetlamps
- new light cones for directional lights (headlights)
- reduced effect and range of searchlight
- increased campfire/burning barrel/fireplace smoke and fire effects
- reduced campfire/burning barrel/fireplace light brightness and changed color to a soft orange
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I also recommend using my sun and light flare mod
http://www.armaholic.com/page.php?id=6468
but it is not necessary.
Link - Mirrors are appreciated!
http://www.armaholic.com/page.php?id=7137
Thanks goes to Armaholic!
This addon is fully signed and includes my key, so servers can enjoy better nv goggle missions too.
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You could get it working for the su34 and the A10 if you added their classes to your config and manually added your eventhandler. The Su34 and A10 are different from all other arma2 units because they don't inherit the 'defaulteventhandlers' but have the same code posted manually in their eventhandler section.
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Looks like interesting stuff. I wonder how much you could change the AI, like could you get blufor and opfor units to behave differently?
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New light cones for streetlamps! Adds a creepy dusk/dawn feel to Arma2.
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I get this too when I try to import obj files, fortunately I have an old version of 3dsmax 3 that I use to convert them to 3ds format first and then into o2.
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This was done for Arma1, I'm sure it works the same way for Arma2. Open up the config file and look for the water material definitions.
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No it hasn't, just checked it on a humvee, set maxspeed to 1000 and it was just like Aqu said, it just changes the gears and stops at 120. Sorry :(
FSM editing
in ARMA - MISSION EDITING & SCRIPTING
Posted
The default fsm use 'forcespeed' to control speed usually. BTW does anyone know how to get the default 'formation' fsm from the character config's cfgfsm section into the fsm editor? Its not in .fsm or bifsm format :(