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Everything posted by neokika
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PVP, "head bob cheating" ?
neokika replied to granQ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, I totally agree with you on that. :) What I mean is, I wouldn't play/enjoy because you made that change global, and I like using a lot of headbob, so basically what im saying, is that I would have some fun with you playing the coop mission, but once you got to the PVP and 0% headbob, I would probably leave.:D _neo_ -
PVP, "head bob cheating" ?
neokika replied to granQ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't see this thread as a joke at all, granQ has a point on what he is saying, and would not be that bad, to be able to control it within the mission. His point is still valid, although, the thread title does not show the real discussion. Now, you have to think, in a mission maker point of view, would the change be worth it? Since it can actually cause health problems to some people or simply because a person is used to a different setting. I would say, give the option, we love to have options to choose from, so it would be a nice thing to add, although, at least me, I would always let the player select his headbob setting. _neo_ -
PVP, "head bob cheating" ?
neokika replied to granQ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, you know me now :), I use around 75% of head bob and would not stand not using it. :D _neo_ -
fn_vbs_doMoveEx for ArmA II ?
neokika replied to PeterBitt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Init.sqf TAG_fnc_doMove = { private ["_unit", "_pos"]; _unit = _this select 0; _pos = _this select 1; _unit doMove _pos; waitUntil { unitReady _unit }; doStop _unit; }; Call it with: _nic = [_unit, _pos] spawn TAG_fnc_doMove; _neo_ -
fn_vbs_doMoveEx for ArmA II ?
neokika replied to PeterBitt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, You could do a function your self that does +/- the same, if I understood correctly. TAG_fnc_doMove = { private ["_unit", "_pos"]; _unit = _this select 0; _pos = _this select 1; _unit doMove _pos; waitUntil { unitReady _unit }; doStop _unit; }; _neo_ -
How to create a selection menu?
neokika replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, The method your mentioning is exactly what I sent you before: New Conversation System Tutorial :D _neo_ -
How to create a selection menu?
neokika replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, This is what you need. _neo_ -
Working script in MP
neokika replied to dlang's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't open it, says I'm missing a mod, hexa_weapons. _neo_ -
How to release a script
neokika replied to scifer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here...:D _neo_ -
Voice Acting Placeover
neokika replied to FHStronkie's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi, A easy way: - Place the Functions module on the editor. waitUntil { !isNil "BIS_fnc_init" }; [nil, nil, rPLAYMUSIC, "FH_assembly"] call RE; _neo_ -
Images on tv screen?
neokika replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Yes, it is possible, look at setObjectTexture. _neo_ -
Working script in MP
neokika replied to dlang's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, What from my above post does not work? I just tested and its working. Have you placed the Functions module on the editor? _neo_ -
IED script help?
neokika replied to USSRSpetsnaza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, Can you explain better what you want to do? _neo_ -
Camera to follow a plane correctly
neokika replied to Melmarkian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Eheh, well: while {!camtrig3} do { _camera camsettarget badplane1; _camera camsetrelpos [-7,-40,10]; _camera camPrepareFOV 0.700; _camera camCommit 0; waitUntil {camCommitted _camera}; }; Would become: _camera camsettarget badplane1; _camera camPrepareFOV 0.700; _camera attachTo [badPlane1, [-7,-40,10]]; waituntil { _someCondition }; detach _camera; Bellow example is a far better solution in this case. ;) _neo_ -
IED script help?
neokika replied to USSRSpetsnaza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, You mean this? [(getMarkerPos "TAG_marker" select 0),(getMarkerPos "TAG_marker" select 1),0] _neo_ -
Camera to follow a plane correctly
neokika replied to Melmarkian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, why not just use attachTo? _neo_ -
Heli drops troops, retreats, comes back with more
neokika replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A solution would be to script it. :D _neo_ -
Two comletely unrelated questions
neokika replied to CptBBQ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
About the first question, yes, players will have issues with calculating every frame the 30+ action conditions at same time, all the time. So yes, better option will be to remove the actions and then add them when needed. No marker limit that I know of. _neo_ -
Postprocess editor
neokika replied to Jezuro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for sharing. _neo_ -
TFS - Tire Fix Script
neokika replied to neokika's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure about this, if the Author wants to implement it he is free to do it, but I wouldn't know where to look. No, not AI compatible. =( _neo_ -
Making a chopper circle around you endlessly
neokika replied to jkhaaja's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, Im sorry mate, I havent tested the code (and did not let you know). Here is a tested and working example: private ["_chopper", "_radius"]; _chopper = _this select 0; _radius = 100; while { alive _chopper } do { private ["_center", "_pos"]; _center = getPos player; _pos = [_center, _radius, (random 360)] call BIS_fnc_relPos; _chopper doMove _pos; waitUntil { !alive _chopper || unitReady _chopper }; }; Call is with: _nic = [chopper] execVM "cas.sqf"; Again, this is just an example on how to do it. _neo_ -
Making a chopper circle around you endlessly
neokika replied to jkhaaja's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Place the Functions module on editor: while { alive _chopper } do { private ["_center", "_radius""_pos"]; _center = getPos player; _radius = 100; _pos = [_center, _radius, (random 360)] call BIS_fnc_relPos; _chopper doMove _pos; waitUntil { !alive _chopper || unitReady _chopper }; }; _neo_ -
waitUntil + or
neokika replied to TemichSablin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Well, that is far from a good solution. That could be easily converted to: waitUntil { sleep 1; (mtask1override || (!alive _pmcsuv) || timerDone) }; _neo_ -
Performance: Spawn AI or DisableAI ?
neokika replied to PeterBitt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Well, the best option is ofc to spawn the units within the mission. DisableAi is not what you would want, but enableSimulation and maybe hideObject? _neo_ -
TFS - Tire Fix Script
neokika replied to neokika's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure of what you mean? :) _neo_


