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quicksilver67

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About quicksilver67

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  1. now if the folks who released gac_train and you could just get together... and if the cars were able to be entered...
  2. quicksilver67

    Co20 F-14 Tomcat Carrier Operations

    Wait... it's not a submarine mission? On spawn, the equipment has a tendency to make that long drop into the water, due to waiting for the carrier to be completely rendered in the game.
  3. It's be nice in MP if it didn't play all the taunts at once. Any ideas about that?
  4. quicksilver67

    Project RACS

    Congratulations on the release. You may not have noticed it, but there are some animation issues with the VTE equipment, particularly with things like elevators and ailerons animating in the wrong direction. The ailerons on the A-4 model are unfortunately an example of this. Maybe the VTE guys can fix this and get you an updated model; maybe you can address the issue yourself. Check out the animation at http://en.wikipedia.org/wiki/Aileron for the correct aileron positions.
  5. Thanks for the response Xeno. I tried to get in touch via a webpage addy I found on Armaholics, but it wouldn't load. I know what the execute line should look like, but could you please be a little more location specific? I can't find it in the init.sqf, the i_server.sqf, the i_client.sqf, or the i_common.sqf; nor can I seem to find the line in the macros or setup files. I really expected it to be in the main init.sqf file, or with an includes line referring to an fsm file. I checked the mission.sqm file, just in case, since I have seen it put down on the map as a module. I've run a text search for the exec line, but that draws a blank, too. I suppose I could always pop the file out of the ca folder to cause an error and then track the error, but that seems silly and time consuming. Simple, easy, boring scripting, huh? From my point of view, compared to Benny's scenarios, your stuff is pretty complex, not necessarily in terms of what it does, but rather where it is. Thanks for any help you care to provide, and thanks for the killer scenarios.
  6. So I really, really, really want to turn off the 'volumetric' clouds that pop up all over the Domination scenarios. The problem is one of complexity; Xeno is known for having difficult to edit scenarios, partially because things are in several places, or are hard to find at all. I can't seem to contact him, so the question is: where did he hide the code for the damned volumetric clouds. I've tried his weather options, but I can't find a randomly generated particle source; I've looked through folders and files, the inits for server and otherwise, but either I'm completely missing it (entirely possible), or he's referencing something I don't understand. Any ideas, anyone?
  7. I took a good look at the map when it was Arma 2, and was impressed. I am extremely happy that you decided to stay with this project, as an army of fans currently await its release, and it is so very needed. Warfare Benny on the Takistan map? Please. I'm looking forward to working missions into this one. Thanks.
  8. Tragically, the Mig21s jump around and jitter whenever you climb in them. It's almost as if they were bouncing on an invisible weapon proxy or something. Once they get in the air, they're okay, but on the ground, they're just plain dangerous. Has anyone else experienced this? As far as missions go, I have mounted a BE warfare version on Lingor, but it's still in the testing stages.
  9. I may be trying to reinvent the wheel here, but what I am trying to do is allow the pilot of an aircraft (an A-10) to change the weapons loadout of the plane. It works, but it needs help: In the A-10's init line: this addAction ["CAS Loadout", "A10_CAS.sqf"]; this addAction ["Multirole Loadout", "A10_Multi.sqf"]; this addaction ["AT Loadout", "A10_AT.sqf"]; An example of one of the sqf files: _vehicle = _this select 0; _vehicle removeMagazine "4Rnd_GBU12"; _vehicle removeWeapon "BombLauncherA10"; _vehicle addWeapon "AirBombLauncher"; _vehicle addMagazine "4Rnd_FAB_250"; What happens: When you are close enough to the vehicle, the action menu appears with the 3 choices. If you chose one, the loadout appears correctly, with the items in the correct places, if you choose a different loadout afterwards, the items are in the wrong places and the script stops functioning at that point. What I would like to do: On get in, while velocity = 0, I would like a hint to briefly display and the menu become available. I would like to be able to switch between loadouts without error (or as little as possible). I would like the menu options to be removed once the plane begins moving, but be available again once the plane lands and velocity again = 0. I already know how to make the vehicle respawn with the scripting in tact. If anyone could help me out here, I'd really appreciate it. Myke? you out there? Help!!!!
  10. Thanks Myke, but... I already have that in the trigger. What I need is something to include in place of class which will cause the trigger to look for names instead of classes. We do not wish to bar the public from all vehicles of a class, we just wish to preserve some of the vehicles for our own usage. In the trigger above, I attempted to insure that the public could still enter the desired vehicles if a clan member were driving/flying them. Oh, by the way, that cockpit of yours is looking brilliant!
  11. Our clan has reached the point where we need to cut down on the public use of certain vehicles in the game. After reading through the forum, I have seen information on how to restrict vehicles by class type, by player role, and simply by a GUID array. But not by referencing a custom name in the vehicle's name field. That's what we need. I am using a trigger instead of a special sqf. in the init.sqf, I have the following (the UID array is blank intentionally): masterUIDArray = ["xxxxxxx","yyyyyyy","zzzzzzz"]; masterClassArray = ["birddog1","guarddog1","guarddog2","simon1","simon2","eyeball1","eyeball2","FACmobile","ch7","apache2","ch1","ch4","ch5","flash1","clearview1"]; condition: vehicle player != player On Activation: if (typeOf (vehicle player) in masterClassArray) then {if ((vehicle player emptyPositions "driver" == 0) && (player != driver vehicle player)) exitWith {};if (getPlayerUID player in masterUIDArray) then {hint "Authorization confirmed -- Good Hunting!"} else {player action ["getOut",(vehicle player)];hint "This vehicle is reserved for authorized personnel only."}} Where am I going wrong?
  12. quicksilver67

    W.I.P Acrostar BD-5J microjet

    Fair enough, mate; it's your model. And it is fun just the way it is; a lot of fun. Once again, nice job!
  13. quicksilver67

    W.I.P Acrostar BD-5J microjet

    Unless you turn the afterburner on, of course.... Then speeds of 90+ are obtainable on the ground.... I would like to see an unarmed VTOL, non-afterburner, version of this plane. I remember reading a Popular Mechanics way back when, and they actually had a small VTOL engine in the back pages you could purchase as a kit. The two panels down below would be perfect if there were no weapon hard points (with a minimum of particle attachment); all I would think it would need is an intake on top, and it'd be good to go. To be honest, I've been tweaking the config file to improve the ground turning radius and experiment. It looks a little funky right now. I'll admit to adding in the VTOL variable and getting a real kick out of it. Why? Well, why arm the thing in the first place? Because we can. I am thinking about using the unarmed version of this model to replace the Moxie we currently use in our Warfare scenario to get rapidly from place to place. Additionally, I think the AA need to be toned down to Stinger equivalents, the AT needs to be reduced from the Mavericks to something far less powerful, and the Bombs should not exceed C-4 damage capabilities, and probably should not be laser guided. I would also like to encourage you to develop the config file as a pbo separate from the model pbo to facilitate updating. Overall, it's a brilliant, fun, crazy, exceptionally air-lift-able addition. Did I mention fun?
  14. A quick question: I've been trying to set this up in the mission init file, so that I don't have to place the line in each instance of the aircraft, and so that it will activate on respawn, but I must be doing something wrong, because it isn't working. I've tried the if (alive object) deal, but I'm still stuck. Ideas?
  15. quicksilver67

    FRL Airforce Addons release thread

    And to think I was just going to come in and mope that I was missing the animated cockpit gauges... You're way ahead of me, man. Looks very good, but oooh is it not a rough field fighter... I'm look at the exhaust particle effects thinking they are too orange near the afterburner nozzle... I'm remembering that it goes something like red, orange, blue, white for heat near the rear.
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