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neokika

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Everything posted by neokika

  1. 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_
  2. 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_
  3. Hi, you know me now :), I use around 75% of head bob and would not stand not using it. :D _neo_
  4. 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_
  5. 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_
  6. Hi, The method your mentioning is exactly what I sent you before: New Conversation System Tutorial :D _neo_
  7. Hi, This is what you need. _neo_
  8. I can't open it, says I'm missing a mod, hexa_weapons. _neo_
  9. Hi, A easy way: - Place the Functions module on the editor. waitUntil { !isNil "BIS_fnc_init" }; [nil, nil, rPLAYMUSIC, "FH_assembly"] call RE; _neo_
  10. neokika

    Images on tv screen?

    Hi, Yes, it is possible, look at setObjectTexture. _neo_
  11. 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_
  12. neokika

    IED script help?

    Hey, Can you explain better what you want to do? _neo_
  13. 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_
  14. neokika

    IED script help?

    Hi, You mean this? [(getMarkerPos "TAG_marker" select 0),(getMarkerPos "TAG_marker" select 1),0] _neo_
  15. Hello, why not just use attachTo? _neo_
  16. A solution would be to script it. :D _neo_
  17. 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_
  18. Thank you for sharing. _neo_
  19. 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_
  20. 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_
  21. 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_
  22. neokika

    waitUntil + or

    Hi, Well, that is far from a good solution. That could be easily converted to: waitUntil { sleep 1; (mtask1override || (!alive _pmcsuv) || timerDone) }; _neo_
  23. 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_
  24. Not sure of what you mean? :) _neo_
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