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kylania

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Everything posted by kylania

  1. 7m seems to be the lower hold, 10m human on deck, but 15.9m or so for vehicles on deck, it's odd.
  2. Try to use the ammo script from the first page on a civilian female. :)
  3. If I were an ArmA 2 model I'd have the full range of animations and inventory options. ;)
  4. kylania

    Lighting

    Keep raising the number till you get the amount of light you want... ---------- Post added at 10:20 PM ---------- Previous post was at 09:54 PM ---------- 0.229 seems to be the cutoff from nothing to way too much. Playing around with the LHD on the Utes map, three road cones floating in the water below the fore, mid and aft decks of the LHD seemed to light it up pretty well. I gave it a blue tint to make it more nighty. Try Road Cones with this as their init: light = "#lightpoint" createVehicle [1,1,1]; light setLightBrightness 0.229; light setLightAmbient[.6, .8, 1]; light setLightColor[1, 1, 1]; light lightAttachObject [this, [0, 0, 0]]; this setPos [getPos this select 0, getpos this select 1, 0]; The outside will be slightly shaded blue, and not horribly bright, but inside will be well lit.
  5. kylania

    Lighting

    _light setLightBrightness .00225; or something small like that.
  6. That's not the search engines fault, it's the searcher's fault. How many times do you think the phrase "placing mines" was used versus "mine" or "mines" or "vehicle mine" or something better to search for. If people searched better they'd find better results. If you're not refining your search from the start, that's not the search engine's fault. heh For mines though, try out: http://kronzky.info/minefield/index.htm
  7. kylania

    Ambient Combat Module

    Functions module has the BIS_fnc_supplydrop that is used by SOM I think, or can be used separately.
  8. There's some syntax errors in that scample Flightster, also why are you adding an action that runs a repeating script on the object that already has the repeating script running? :) barrellweapons.sqf is a loop, no need for actions as well. Also you're using _barrell1 in init, but not letting the script know what _barrell1 actually is. Leave out the actions and the init.sqf and do this instead: Make the script as you have it in and the items init simply put the: null0 = this execVM "barrellweapons.sqf"; Edit: Fixed :)
  9. :confused: It's 1 file you don't change, 1 line of code in init.sqf and 1 string in a trigger OnAct? I'm confused as to what you found complex about it? :)
  10. So play on regular? Or adjust your "Expert" settings to include the weapon crosshair? Or waste time trying to figure out how to disable crosshairs for everything but your one weapon that needs to lock instead of enjoying the game? And Mando Missile is a script, no one said anything about mods.
  11. _grp is the group and the 2 is the number of the waypoint. Waypoint 0 is the spawn point of the group.
  12. Mando Missile lets you lock onto buildings with missiles, might rip that open and see how he works his magic. :)
  13. If you need a workaround that means something's broken. :) Good fix you made though, useful for game types. heh
  14. If you search for "convoy" here you'll see that they cause us misery. :) There's been a lot of ideas, but none I've seen that really made usable convoy's look good or stay together. There is a Mando script out there that might work though, can't remember it's name though, something pathing? I'll look for it when I get home.
  15. kylania

    Random marker

    You might run into a case where you have duplicate marker names doing this though, unless you keep track of currently used names or something.
  16. Maybe put an if statement around the move in cargo? Check if the vehicle exists (start of mission) or if it's deleted (after airdrop/movement) and if it's not there move the player to the AO instead?
  17. Can you post what you did to fix it please?
  18. A HOLD waypoint makes a group stop and wait where they are until a SWITCH type Trigger releases them and they can move to the next waypoint. Good for things like Ambushes or timed/coordinated movements.
  19. Can't seem to get setting the variable to work right due to how the script works (it defaults to clearing it right away. However, to make the crate look better on the AAV, use this: this attachTo [AAV1,[.33,-1.5,1.2]]; Now, to make the SCRIPT put it there, try something like this in mount_vcl.sqf: _loc = switch (typeOf _vcl) do { case "LAV25_HQ": {[.5,-1.5,.9]}; // LAVHQ case "hilux1_civil_1_open": {[0.3,-1.5,0.3]}; // pickup case "BMP2_HQ_CDF": {[0.3,-2.3,-2.8]}; // BMPHQ case "AAV": {[.33,-1.5,1.2]}; // AAV default {[0.3,-1.5,0.3]}; }; _mountVcl attachTo [_vcl,_loc]; instead of the normal _mountVcl attachTo [_vcl, [0.3,-1.5,0.3]]; line.
  20. addWaypoint requires a group as it's first argument. _grp = group bus2; _grp addWaypoint [getMarkerPos "bwp1", 1]; // 1 = waypoint order, 1 = second waypoint (0 = spawn) [_grp, 1] setWaypointType "MOVE"; // 1 = completion radius.
  21. http://www.armaholic.com/page.php?id=5858 This might be a first step. :)
  22. Do you have something else that overwrites the EventHandler perhaps?
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