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HateDread

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Posts posted by HateDread


  1. Hey all,

    As I wrote on the Domination thread in 'User Missions':

    Just out of curiousity:

    How does one take the 'fast time' parameter and apply it to a separate mission? I can probably move the actual parameter itself across via description.ext, but how is the fast time actually executed? Is there something deep in the code?

    Thank you

    Followed by:

    Do you know if the one in Domination has the cloud-skipping problem, where each change of time/date moves the clouds suddenly? I can't remember seeing it in Domination, and it's quite immersion breaking

    Any help would be appreciated.

    Looking for a time-acceleration script for my attempt at an RPG mission. It seems the domination version is the most suitable, but I can't seem to find it in the mission's scripts/files.

    Cheers, guys :)


  2. Thanks AZC for this.

    Just wondering, guys, is there a way to make it so that if all units specified go down at once, the mission fails (Like L4D's system), as nobody can patch anybody else up? I.e. if it spits out a variable that can be checked, one could just run a trigger with condition Unit1 --Incapacitated variable here-- && Unit2 --Incapacitated variable here- etc, etc.

    Any ideas? :)


  3. Haha I know how to do that - it was my suggestions after all.

    I meant what solutions you've got for the time acceleration. I.e. what you wrote below;

    Yeah now that I've got skipTime to not lag, I need to do some more experimentation on just how much time can be sped through while maintaining a completely lag-free experience. I am thinking though that most of my lag issues happened when I switched over to setDate. I want to use setDate (so no clouds a ripping across the sky), but it will be interesting to do some quantitative analysis on how the lag issues stack up exactly with regard to setDate vs skipTime.

  4. Re. the campaign idea - thank you for the example. I'll check it out and see how I go :)

    And regarding that command (playScriptedMission), the biki page speaks as if it's featured in a particular credits scene... does anyone know where that is? End of OA, PMC, etc? Might be able to see it in action there.

    Cheers.

    EDIT: It's entered as an ArmA 2 1.00 command, but the example goes to the OA Desert :/


  5. Actually, what I'm after, as well:

    - In addition to the current faction, a similar one that's slightly more military-orientated, just to be the 'bad guys'.

    - A distinct model or two on each side, to use as the important characters in the RPG story.

    - Would it be possible to also get post-apoc. civilians? Then I could add them to ALICE, and use them as ambient :)

    Any addition items, vehicles, etc, would make my mission much easier/better :)

    Either way, nice work.


  6. Hey all,

    As the title suggests, I'm trying to get a smooth animation transition from a player lying on their back, to standing. The problem is that I can't seem to find a way that's compatible with the lack of weapons.

    I'm currently using AinjPpneMstpSnonWrflDnon_rolltoback, at mission start, so player begins on their back. On queue (as a result of an addaction), I want the player to stand. I tried using AinjPpneMstpSnonWrflDnon_rolltofront to get the player into a position from which he can normally stand, but the animation requires a weapon - in my attempts, the player is holding an invisible rifle.

    Does anybody have any ideas?

    Cheers,

    - HateDread.

    EDIT: Using the animation viewer ( ), I have managed to find some useful animations. (Namely AinjPpneMstpSnonWnonDnon_rolltofront instead of AinjPpneMstpSnonWrflDnon_rolltofront, etc.

    Now I i'm wondering how to tell via script commands when the rolling to front is completed, so I can execute a stand. How does one determine when the animation is finished? Is it Animationstate? And if so, how does it determine the animation has ended? I thought the animation continues until told to stop?

    Cheers.


  7. Howdy all, completely unrelated to previous posts...

    Does anyone have a suggestion for an effect one would see if dehydrated/dazed, in the desert? I'm talking like, for example, you're dumped in the desert by the enemy, and your vision fades in for a moment to see them walking away, only for it to fade back out again (then fade to black). So;

    - How do I get this effect? And;

    - How would would modify is on the fly, so that it smoothly shifts as dictated throughout a mission/scene?

    Thanks in advance :)


  8. It features an idea of mine that may be unique... swapping to different maps, just like in a typical RPG like Fallout 3. Trying to get it to work ;)

    Well, any updates to these guys would be lovely. I got one error;

    Warning Message: No entry 'bin\config.bin/CfgVehicles.ice_apo_resistance_medium_scout_mask_clean2'.

    Warning Message: No entry '.mapSize'.

    Warning Message: '/' is not a value

    Type ice_apo_resistance_medium_scout_mask_clean2 is not VehicleType

    Also, I'm after some rag-tag models that are non-military, in a way. Like, I want the mission to start with the player on the ground in the dust, abandoned. They wouldn't leave you with a backpack and supplies, would they? :p Just a request. I can make-do if not :)

    Would love to see more units of any of these styles. They're all good :D

    Thanks a lot!

    EDIT: Just saw the skoda. WOW! Why can't it work, again, sorry? I don't understand the MLOD issue.


  9. Hey all,

    Just wondering if I can increase the intensity/feel of the sandstorm function? I mean so that it's raging around you and you can't see very far. At present it's an occasional puff of sand floating by.

    Also, I recall running across in many missions an option to set the camera to one of five settings, from 'FX 1' to 'FX 5'. I believe I've seen it in domination, warfare, and VTS (at least one of these, then). I'm looking for the desert-style one. Is there a list of these 5? I think maybe it was FX 2, but not 100% sure, nor do I know how to actually implement it.

    Cheers,

    - HateDread.

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