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malkekoen

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Everything posted by malkekoen

  1. malkekoen

    I just came by these the other day

    You're welcome. Notice the middle picture, the airport is just visible as a tiny strip in the bay on Altis (Lemnos :p). Love how BIS skillfully added the airport on Stratis as a man-made extension of the island. It just fits right in!
  2. malkekoen

    I just came by these the other day

    I doubt it, but it would be cool. The area would have to very large though, as Altis itself represents 270 km2!
  3. http://farm9.staticflickr.com/8102/8596498410_5399e22430_c.jpg (157 kB) http://farm9.staticflickr.com/8249/8596536340_73653862a9_c.jpg (159 kB) I just played a quick skirmish and noticed this face on a dead companion. Is it a new feature, or just some random thing happened? I didn't notice it on any other units, certainly not on any OPFOR. For info i used DAPMAN first aid scripts, but I checked his Read Me and it said nothing about this feature. If it's a new thing, cool BIS! Only slightly creepy... Or maybe it's and old thing that I just happen to notice late?
  4. I had hoped this would be fixed in the previous update, as it seems like a simple leftout. It currently forces me to revert to the non-dev version as the stutters are too severe. I have an ATI HD5770, just wondering if it's somehow linked? I saw another writer here in the thread with the same card...
  5. I have stutters around buildings, mostly those military trailers and the old stone houses, somehow. Also alone, so for me its not linked to ai pahfinding, always at least. Unless some snake tries to navigate a house :j: First I thought it was the new shadows on the buildings, but I tried various settings and get serious stutters even with shadows off. Maybe its new texture placement on some buildings...
  6. malkekoen

    OPFOR too Futuristic?

    Agreed :)
  7. malkekoen

    OPFOR too Futuristic?

    I agree with the above. Just because NATO has been fighting assymetric warfare in Iraq/Afghanistan doesn't mean it'll always do so. I believe the background for Arma 3 is that the EU and the US have been weakened due to economic crisis and are therefore almost under-equipped with gear that seems almost contemporary. A powerful Iran (maybe backed by Russia and China) has risen and are now actually having a slight tech edge with fancy cooling suits, caseless munitions and maybe tanks with railguns. I think it's a joyfully fresh take to finally be the underdog (tech-wise) and to not always fight militia and be gong-ho super tech and superior. And the uniforms and equipment, as mentioned before, it's not a wild sci-fi trip BIS is having: It's grounded in reality, and most of the stuff already exists at prototype level. I'm all ready for this! :rolleyes:
  8. I must admit to prefer realistic terrain over fictive terrain. Not realistic in the sense that it must be a *real* place, but a place that could exist in RL. Cherna, Takistan and now Altis are good examples, and no matter how much I enjoyed Sahrani it always bothered me to have part Gran Canaria and part Czech Rep. in one island in the Atlantic ocean. It has no place in reality, and sort of destroyed immersion for my part. But it was a good, beautiful map nonetheless, just not good for a serious mil-sim with the real world as backdrop.
  9. The first thing I noted when firing with caseless ammo was the sound of the spend (non-existent) cases dropping on the ground. I'm not a big weapons savvy, but I guess the idea behind caseless ammo, well, ammo with no case to lighten the ammo weight. Correct me if I'm wrong, but I believe then that there should be no "plop" after firing, unless it drops something else :p Arma 3 is fantastic, btw! Great work BIS!!!!
  10. Ok sorry about it, I'll make a more thorough search next time. BTW it's been fixed now with the latest update this evening (UTC)!!! :cool:
  11. malkekoen

    Namalsk island, v1.10

    I love your island Sumrak, and I'm probably your biggest fan out there! Just a few points of critique (constructive, I hope): - I think you should remove the "ghost atmospheric sounds" around the buildings. Let the mission makers add their ghosts, hearing it continously just makes people immune, and kills the atmosphere I think. - The new grass density is a bit on the low side for my taste. I see it is better against AI as it allows for a better view, but I would like a higher density, maybe a bit shorter than on previous releases due to player vs AI issues, but it just looked gorgeous. - Some of the Stalker buildings don't cut it anymore. Next to the beautiful Arma buildings some look really out of place. It would certanily help if it would be possible to bake some shadows on the textures, although I know that is a very time consuming task. Maybe it is time to seek out some modern replacements. Namalsk started out as a sort of STALKER project, but has now proved it is something else, it is stand alone now! Thats it, apart from that I love the new higher res mesh and the best island ever has just gotten better. Incredible! I also like that the sky has now been cleaned up, again let the mission makers decide if they require a grey sky. Thanks!
  12. As the title says... And yes, the sound files are mono, 44100 Khz .ogg files. I even imported BIS sounds to test (renamed them as to fit in my description.ext and editor) and they also play globally. Anyone know what I missed? This is the sound in my description.ext: class talk1_1 { name = "talk1_1"; // Name for mission editor sound[] = {\sounds\talk1_1.ogg, db+10, 1.0}; titles[] = {0,""}; }; It is called through a script: if (alive Unit1) then { Unit1 say "talk1_1"; }; And I tried everything from adding the say command directly to the unit, or through triggers, and it plays fine, but globally. Again I'm positive that the sound files are mono, and I double checked with BIS files that do work locally normally, but the also play globally here.
  13. I'll get that mission, for sure! Why not make them speak like real englishmen, discussing the state of the Empire over a glass over sherry. BlackMamb: Thanks, very helpful!
  14. Hey Nikiller, That was the solution, the db+10. It was apparently too loud for Arma, after setting -20 theres definetly a 3d sound (local) effect. Thanks, I just felt i needed to boost the recording since it was quite low, but it's fine. Thanks for all your help guys!
  15. I'm a poor scripter, but maybe creating groups first: group1 = group this In the leader's init. Then this in your init.sqf: nul = [group1,group2,etc] execVM "facescript.sqf" Then this script (inspired by Ronon =ASP='s camoface script).: if ( isServer ) then { //Initialize functions waitUntil{!(isNil "BIS_fnc_init")}; waitUntil{!(isNil "BIS_MPF_InitDone")}; //Set Faces {_x setFace ["face124_PMC"]}foreach units this; } It's probably wrong, maybe some scripter will have a good laugh. To make it random between a set of all asian faces I wouldn't know how to do, but if this works it should be ok for testing purposes to get the feel :cool:
  16. Sorry for not being clear, I am not so used to programming and it's terms. I mean the sounds play global, ie.: it is everywhere on the map, where I would like it to play locally, ie.: To make it sound like a unit says something with 3D effects and distance fading. BlackMamb: I didn't know there was a command called say3D. It's not described in the wiki, but I'll try.
  17. Sorry I'm not sure I totally understand. Just to make it clear, this is just a SP mission, and the script, which executes the say command, is called by a function or a trigger, I have tried both. But I can't see how calling the script makes a difference, as I just want 1 unit to say something that is not audible on the entire map, but placed locally on that unit.
  18. SaMatra: Yes the script is global, I call it from a trigger. But the Say command should be local, as far as I can tell. Should place the sound on the unit speaking, according to this http://community.bistudio.com/wiki/say If I make a hint in the script it should be visible to all, but the sound not, as I use "say". The importamt thing, as far as I can tell, is to make sure that the sound file is mono, otherwise it plays as global. (it is mono). Horner: I want a unit to say the sound, I even have .lip files and they're working fine. Moving mouth and the sound plays, just global.
  19. Hello. I have 2 triggers I need help with: -The first trigger need to fire when the player picks up a specific weapon from a weapon crate. How would it be scripted? -The second trigger is to fire when the player takes the first shot with that weapon. I guess you need the "fired" eventhandler, but I can't really write it properly myself. Hope anyone can help with that! -Thirdly I have a problem detecting whether several unit are within a predifined area trigger. I can do it with one by adding this && unit1 in thisList; in the condition field, but what if I need 2 units? this && unit1 && unit2 in thisList; doesn't work... Thanks!
  20. Hey it works! Thank you very much SaMatra, you're help is greatly appreciated!
  21. Hmm I just tried it and it still gives me an error message and doesn't trigger. This is a direct copy and paste from the editor, to make sure I have no typos: Unit1 addEventHandler ["Fired",{if ((_this select 0)=="M40A3") then {M40A3fired=true;};}] Edit this is the piece of code obviously causing troubles: if ((_this select 0)=="M40A3") then {M40A3fired=true;}; That is what is diplayed in the error message as a generic error in expression when unit1 fires any weapon.
  22. I just tested all the above, and everything except this one works like a charm: this addEventHandler ["Fired",{if (_this select 0=="M40A3") then {M40A3fired=true;};}] It it seems there is a "generic error in expression", I have tried to look at it a bit but can't seem to correct the problem. Maybe some scripting wiz can see the error?
  23. Hi all. I have been searching alot, and I'm totally lost at this. I have a mission with alot of talking, but as of the moment I am content to create placeholders of text before I'll get together a team for some actual voice acting. In order to still have a nice finish, I'd prefer if it'd be possible to use the white text as used by the direct communication channel, like when you walk up to someone and he says "Hi there" or something. I know how to use the sidechat "blah" and groupchat "blah" etc., but the directsay is a bit different. I presume it uses some kind of stringables or something, but I am quite confused, and the web doesn't really turn up anything... Hope somebody can help! Edit: Ok I found some answers in the BIS conversation system: http://forums.bistudio.com/showthread.php?91875-New-conversation-system-how-to Hmmm... Seems over my head...
  24. Thank you again so much zwobot! You just relieved my headache! I have been trying to figure this out for days before I went here with it. Will test tomorrowm gotta get to work ;) Can't wait!
  25. Thanks zwobot! The first worked like a charm, the second one is causing a bit of headache. This is a sort of what I would like to do, make a condition true when player fires his weapon. The code below doesn't work, and I'm not good at scripting. this addEventHandler ["Fired",{if (_this select 0=="M40A3") then {_this select 0 M40A3fired=true"}}] How would you do that in a correct fashion?
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