Kabolte
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10 GoodAbout Kabolte
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Lance Corporal
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System Specs: AMD X2 5400+, ATI 4830HD, 2 GB RAM
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Basically, I want to create particles so that i can make fog in the distance. How would I do that? Nevermind, I found some nice info on the wiki.
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Yea I know, once I realized what AAA did was after I took the pictures. You can still see the effects on those towers to the left though
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I bring benchmarks. The visual difference is good, but at the cost of about 5 fps in these pictures With AAA Without AAA
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I can see the resemblance
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I hate when I'm leading a few helicopters and I get 1 meter away from them and they start spamming "Where are you?". But I'm probably just retarded because I can't figure out how to tell them where I am. Then when they're flying in formation, and we come under fire and speed it up to evade the anti air, they always end up crashing into each other.
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I hope so
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How to answer to: "What is your Location?"
Kabolte replied to alpharesearch's topic in ARMA 2 & OA - GENERAL
Yea it's pretty dumb that if it exists, it's hard to figure out. It's also pretty dumb if it's not there at all. -
Is this game right for me? Honest question.
Kabolte replied to n88tr's topic in ARMA 2 & OA - GENERAL
With a good imagination and experience, it can never get stale. For example, you could have Russians attack Marines that are fortified on a mountain top and you play as the Marines. You could place bunkers and fortifications where ever you want (you could place all the buildings you can want, but not and vegetation or rocks, sorry) to make it easier to defend the fortification. You could then have an airstrike destroy those bunkers if you want it to be harder. You could give both sides whatever units you see fit, even if that's 500 infantry (I would not advise this). Then after you finish the mission, you could decide you want to change it around a bit so that you're that jet fighter that destroyed those bunkers. Or you could make a completely new mission in a completely different part of the map. And of course, you could make a new Island if you are patient enough. -
Mission editing and scripting forum I don't really know how to do this, other than setpos, but that would look pretty bad. Imagine seeing a helicopter move a few feet, then be teleported back. edit: On second thought, you could try this 1. Create a trigger 2. Create your helicopter, name it helo1 3. Create an invisible h (empty->objects), name it helo1position 4. Group the helicopter to your trigger, change the trigger activation to vehicle, not present. 5. Enter this in the onAct field helo1 doMove (getpos helo1position); That may or may not work though, never experimented with doMove
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Create trigger in script, how to?
Kabolte replied to kiptanoi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all, I need help with creating a trigger in a script too. Something is wrong here, because it is not working, even when all the east soldiers are dead in this trigger. Mission1KumyrnaTrigger1 = createTrigger["EmptyDetector",[getmarkerPos Mission1marker select 0,getmarkerPos Mission1marker select 1,0]]; Mission1KumyrnaTrigger1 setTriggerArea [125,100,27,false]; Mission1KumyrnaTrigger1 setTriggerActivation ["EAST","NOT PRESENT",true]; Mission1KumyrnaTrigger1 setTriggerTimeout [0,0,0,false]; Mission1KumyrnaTrigger1 setTriggerStatements ["this", "deleteGroup M1_Guglovo_enemies; hint 'Mission updated';mission1kumyrna setSimpleTaskDescription ["Report back to the commander for debriefing","Liberation","Liberated"];mission1kumyrna setSimpleTaskDestination (getMarkerPos "SpawnKUMYRNACommander");commander1 addAction ["Debrief","mission1Kumyrnadebrief.sqf"];",""]; I think that there's a problem with the last line -
GPS tracking script
Kabolte replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
^Good catch -
GPS tracking script
Kabolte replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I literally just had a problem like this, and I tried using an sqs file, but I couldn't figure it out. So instead, I used sqf. For this it would be while {true} do { "car" setMarkerPos getPos car1; sleep 10; }; That should work. -
Well, I've been messing around with the skiptime command, trying to make a day night cycle. I've got it to a point that I'm happy with, where if a player waits long enough, he will see days turn into nights without having to wait 12 hours (literally). The one problem I have is, it really breaks immersion when I pull out the watch and see the second hand on the watch flying around. Is there any way to remove it, or would an addon be required for that? edit: Nevermind, I solved it myself using this if anyone wants it. This will make it so every 5 seconds, 1 minute passes. That means 2 hours for 1 in day game. You still have to wait around for a while, but change the sleep value to something like 1.25, and 1 day will only take 30 minutes. The second hand still advances however, so if you use the sleep 5, I'd imagine that you would be 2 hours off (that's 26 hours passed) after 2 real life hours. Using this way will make the days a bit jerky, but it's a lot easier on performance then it is to do it constantly. while {true} do { sleep 5; skiptime 0.01666; };
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Limiting player respawns?
Kabolte replied to Griffin64's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What does #end do? End the script? Where can I find a complete list of things like this? edit: Nevermind, I see what it does now. Handy little trick -
Getting an A10 to take off?
Kabolte replied to GunnDawg09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try spawning him near the hangars or on the taxi-roads(whatever they're called). I've never had this problem myself. Or perhaps, set a move marker just beyond the end of the runway, then have the s&d order.