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Posts posted by Pundaria
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My tanks BMPs, etc. from All in ARMA Standalone (18Gb) have no sound and the skin flowing like a stream on the tank /.\
How does this happen? Anyone who had this problem got a fix?
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Hi everyone, I dont know if this has been posted but I have this problem.
I installed AIA HQ pack with Six Updater and the US army guns have no sound. eg. M16A2, etc.
I have in additionally downloaded JSRS 2.2 but still no luck.
Anyone have any idea on this?
P.S. I am using All in ARMA SA (18Gb) version.
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Am I the only one bugged by wearing an uniform with bullet holes on it?
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without my AK series, I am not gonna live!
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And I think explosion should get to those behind cover..... which in A2, I always end up dead from the explosion on the other side of the Big Bag fence.......
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You can already place an MG/GL/Mortar behind sandbags in Arma . It's a flexible system to .Yay, but I hate seeing soilder turn and have half their body inserting sandbags or the gun to do so. And it is more realistic for MG mount on sandbags~:p
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I am playing COD2 & COD again.
And I find it interesting when I encounter MG42 on sandbags. Since AI don't use sandbags properly, may I suggest a static defence which is a MG on sandbag could replace MG with pods or just in addition to them?;)
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I see AI just stray off from fortifications like fences and bunkers. They rather fight in the open. In Arma 3, I hope this is changed!:)
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1. Which has involved war in Serbia
2. or in Chechnya?
I have lookin' for them as modules of ARMA 2 or the series but no luck, so r there any out in the market?:D
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oh, I think it is not helping for now. I want the animation loop in the 10 minutes, and then the AI return to normal. Which the mission you gave couldn't help. But I really appreciate
Any other help people can offer me, please?
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Maybe this would do, thx first
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This is the case. I am making a mission that one shell loop an animation, namely "RepairingKneel", until 10 minutes later. How shell I use the code?
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How to set the code to check if the player has a certain object?
(like that in PMC, recovering the evidence from the doctor)
How to attach a trigger and marker to an object?
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Can we have naval bombardment this time?
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1. Running should fatigue someone and prevent his further running
2. Weight of gear should hinder someone to run
3. Characters should be able to jump and climb
4. Things should catch fire
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What Faction ore Factions are probably in ArmA 3 the Enemy ?Could it really be this Time the Chinese?
This Picture makes several Assumptions possible :
http://www.armaholic.com/datas/users/arma3_screenshot_09_4.png
What do you think ?
Regards
(ST6)Predator
can never be Chinese since the Chinese has a large market and her censorship would ban the game's entry. This is not wt BI wanna see
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Well, I dont need so many enterable building, only give me skilled AI for CQB..........
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I want to make a trigger that triggers when three triggers are true, how to?
They are named A, B, C respectively
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red hammer was made by codemasters? huh didnt know thatthen again i was like 10 when i first played OFP lol
I was eleven:p
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while {true} do { _grp = [position spawngroup, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup; _wp = _grp addWaypoint [getpos guy, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; sleep 60; };
above will spawn a new group using same type and location of wps after 60 seconds, forever, you can also replace sleep 60; with
waitUntil {({alive _x} count units _grp) == 0};
now it will spawn a group, and wait until all is dead in group then repeat it again, forever.
you can also replace true with a number variable or something to limit amount of times etc..
Dunno how to thank you =)
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I know how to spawn a group using BIS_fnc_spawnGroup
_grp = [position spawngroup, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup
_wp = _grp addWaypoint [getpos guy, 0];
_wp setWaypointType "MOVE";
_wp setWaypointSpeed "FULL";
Using this kind of script, I need to have different name for group and waypoint. Which I find it extremely tidious to make for say like 3 groups each side.
Is there a better way to spawn a group with a way point over a period of time unlimitedly at a marker without the need to name each group and way point?
I am trying to play sector control with AI~
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Ah...Yes SLX.Please use the search function in the future, as for the list of things to remove:
heres a link to a list I put together for SLX.
http://forums.bistudio.com/showpost.php?p=1894847&postcount=1509
Any questions, problems, let me know, I have been extensively testing the mod for my own mod.
Please use the SLX WIP thread for questions pertaining to SLX.
Original author is Solus I take no credit for his work, just doing my bit to help.
one last problem... after removing these, will AI still lay suppresive fire?
All in Arma High Quality pack (AiA HQ) - Replacement addons for AiA
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted · Edited by Pundaria
anyone??? :(
BTW, this is what I mean