luckyhendrix
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Posts posted by luckyhendrix
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It sux that you have the always have aces to the map when having a GPS.
I wanted to have soldier which had just a GPS to know their grid coordinates and have a black map.
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thx,
but it doesn't seems to work, it returns me any as X coordonates, Y coordinates works fine.
here's my little GPS script
_unit = _this select 0;player sidechat format["%1",_unit];//Debug
_mapGrid = (getPos _unit) call BIS_fnc_PosToGrid;
_mapgrigX = _mapgrid select 0;
_mapgridY = _mapgrid select 1;
hint format["X:%1/Y:%2",_mapgridX,_mapgridY];
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hello for my script I need to know if the player is looking in his sight (right click)(in an armor or an helo) is it possible ?
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Hello,
Is there a way to get the grid in wich the player is ?
What I want is a script for MP use that gives you your grid in a hint box when you hit the GPS button.
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I've already did it , no mods.
It certainly comes from 1.03 I hadn't it before ... :mad:
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since 1.03 can't use the editor anymore , double click doesn't work. I can't place anything on the map double clickhas no effect at all.
please help me to fix it.Without the editor the game looses 99% of his interest. :mad:
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the HMMWV can go as fast as 90(ingame speed mesure) it's more than enough for such an heavy vehicle
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In fact if you ad an init line for someone in 3D editor it doesn't seems to work,altough it works fine in 2D, weird.
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Hello,
I'm trying to make a mission where player must go trough a town populated with enemies.
I used the 3D editor to out a few enemies behind windows and on roof tops,
in their init I wrote this :
this setunitpos "UP";dostop this;this disableAI "MOVE";this setbehaviour "AWARE"But at the first gun shot they all go prone like scared little girls ....
Is there a way to learn them to be men and stand up (all the time)?
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i don't think you get the point the ingame sliders slidders for VD is false in fact.
Because they are 2 separate VD :
-Terrain view distance wich is determined by the sliders
-Object view distance wich is 40% of your terrain viewdistance and wich can't be higher than 1700m.
So , if you put your slider to 10 000m you will see 1700m of terrain with trees, houses , tanks, infantery. But for 1700m to 10 000m you will only see flat terrain with no tree , no house , no enemy tanks
In arma I this value was of 2700m but it was already too low considering the range of today's weapons.
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The reflex missile to be bugged also it's almost impossible to aim with it , you must aim considerably over the target if you want to hit (same goes for all ATGM on BMP2 and 3 )
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What about the military symbol (or something like that) module ?
What is it's purpose ?
Also is it possible to have for some group leader (human ) too have all other Allied group shown on map (like when the high command fonction is activated).
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I also noticed some problems , I had put only 1 faction , CDF and no air patrols.
A few minutes later a russian drone flew over my head ...
Also I had put russian only with 0.2 probality of air patrol and 1 of ground patrol , and in 20 minutes I saw 2 mi24, 2mi17 and not any single ground patrol ....
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having civilian disapearing in front of doors is for simulating them getting in the bulding, I find it realistic when there's fireshot they run for their house and get in.
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Working with temperature in the current state of ARMA engine is just impossible,
this could be a good workaround you'd just have to stick light to all object that are usualy emiting heat , and all other things would stay very dark.
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In ARMA I with A.C.E. , we had IR flare (fired from M203) , When you shot those flare ppl who had NVG would see the whole area light up and ppl without NVG would see no differences.
We could use this method to simulate IR vision: Stick on every vehicle/person a light that would be only visible for people using a certain type of goggles...
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Just make the test your self ,on the editor put a tank at one side of the airport of stray sobor, put you on the other side , put view distance to 2000m, even tough you may see the ground at 2000m you won't see the tank , because the distance at wich you can see object is not related to the "view distance settings" in the graphical settings. In the first ARMA this was fixed at 2700m (even if you put view distance to 5000m, you won't see any object further than this) and now in ARMA II it's 1000m or so , really this is a big issue , because when people will have better PC in 1 year or 2 they will be able to put viewdistance to 3000/4000m but this will be pointless because anyway they won't see enemy further than 1000m...
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put a UNLOAD waypoint where it should land and in the on act. field of the waypoint put this
nameoftheheli land "GET OUT"you should also put an invisible H just below the UNLOAD waypoint.
Next, put a move waypoint where the heli should go after having droped the guys, and in the CONDITION field of this waypoint put
!(player1 in nameoftheheli) AND !(player2 in nameoftheheli) AND !(player3 in nameoftheheli) AND ...put this for each of the players.
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Seriously viewdistance is a HUGE problem in ARMA II, the distance you can see objects is very lower than in ARMA I less than 1000m most of the time , and this really matter , because even tough you may see the next hill , you won't see the armor on top of it. Not being able to see an armor at 1000m is a big issue....
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http://forums.bistudio.com/showthread.php?t=79235&highlight=group+heli
look at this it works better in MP
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thx a lot it works, the only things is that someone is needed as group leader (player).
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This is an issue I encoutred many times.
i want that my chopper takes off after all players (in MP) are inside it.
!(alive unit1) OR (unit1 in heli) AND !(alive unit2) OR (unit2 in heli) ...I used to use this comand , but if you disable AI in lobby it won't work anymore.
I also tried to put
doesn't seems to work.groupname in helineed your help guys.
thx
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the easiest and fastest way to find it out is to launch a mission and try it ...
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have you put the createCarrier.sqf in mission file ?

Groups in 3d Editor
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted
you can
, you must create a new group with F2 before adding an unit
in the list on the left side you can see an arboresence with groups and each unit in these groups, you must select the group in wich you xant the unit to be before placing it