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Janat

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About Janat

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    Corporal

core_pfieldgroups_3

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    Student
  1. Janat

    Where is the recoil/laser trails?

    This is a pretty good representation of what red tracer rounds look in real life (1:25 onwards to see it clearly): It looks pretty real in A3, they are just a bit too visible daytime.
  2. Janat

    Changing weapon while moving?

    I can't imagine any reason why someone in the future would NOT use a sling on his rifle. Without a sling, your movement is very much restricted since you always have to hold your rifle (or drop it). Also, I can tell from experience that with a properly configured sling, dropping the rifle while drawing the pistol is a viable move and that you can easily do this on the move (as long as you moving slower than jogging). Of course the rifle gets on the way a bit, and in some situation more than just a bit, but most of the time you can adjust the position of the rifle (ie. move it to your side or back) with one hand in less than a second. It doesn't really restrict movement while it's hanging there, it just makes movement more uncomfortable. Also, dropping your rifle and drawing the pistol, even on the move, takes about one second. Maybe two or three if you've never done it before, but I would guess these soldiers are properly trained.
  3. Janat

    Changing weapon while moving?

    I think that if it's impossible to make it possible to switch to the pistol while moving, making the switch very fast could be a good solution. I mean in real situation, a soldier wouldn't carefully throw the rifle to his back and then take out the pistol if the rifle jammed or ran out of ammo. He would quickly throw the rifle aside with one hand (usually soldiers have rifle slings) while taking the pistol out with the other hand (the whole process from beginning to being ready to fire with the pistol taking about 0.5 seconds to 1 second). A fast switch would emulate this quite well.
  4. Janat

    Enemy counter

    Yeah, sleep 1 inside the while loop would repeat the script fast enough while being quite easy on the cpu. That trigger would work, too, but it's not as pretty (and somehow I have a feeling it would take a bit more processing power, which is hardly a problem if you're not running loads of scripts). Edited the counting script to actually do what the OP asked it to do.
  5. Janat

    Enemy counter

    I'm not sure if this works in A3, but it did in A2. EDIT: I put the unnecessary stuff inside the spoiler create a script with a code like this: enemyCount = 0; forEachUnit side "OPFOR" {enemyCount=enemyCount+1}; hint format["Enemy count: %1", enemyCount]; To make the script repeat, you can use something like this: while true do {[i]the script you want to repeat[/i]}; Now I'm not completely sure whether the syntax is correct since I've had quite a long break from scripting, but I'm sure you can pick up the general idea and if this code doesn't work, find out the correct syntax and commands. :)
  6. Janat

    ARMA 3 - still unrealistic optics

    Of course you can't effectively scan your surroundings while you are aiming with a magnified scope, even if you keep both your eyes open. However, you still have that peripheral vision, and may notice movement outside your scope area. I wasn't really talking about whether the kind of 3D scope that they have in RO2 is realistic, merely stating that some kind of implementation of it would be (extremely blurred, with those peripheral view dots when there is movement in the left side of the screen (or in the side of whichever eye is not looking at the scope)).
  7. Janat

    ARMA 3 - still unrealistic optics

    Have you shot a rifle with a magnified scope? I can say that it is perfectly possible to shoot and with both of your eyes open.
  8. Janat

    Does jogging and running seem odd?

    If the animation you're talking about is in the E3 Demonstration video shown on the first page of this thread and at about 01:40, then I somewhat agree in that the transition between those animations seem to be a bit too quick. I haven't really seen any over the top or unrealistic animations.
  9. Janat

    [SP] Cut the Power

    Yeah, I'd recommend you to not use any mods affecting AI behavior with this mission, as it may become impossible or very frustrating to finish. Glad you enjoyed the atmosphere :)
  10. Janat

    [SP] Cut the Power

    Here's Armaholic download link in case someone has problems with the Ofpec link: www.armaholic.com/page.php?id=16603
  11. Janat

    [SP] Cut the Power

    Weird, I just clicked download and it worked. Maybe try it with a different browser?
  12. [sP] Cut the Power Author: Janat Version: 1.5 Required Addons: Arma 2 CO 1.59+ Mission Description: Player is leading a USMC Force Recon squad as Lt. Weiss in order to infiltrate Elektrozavodsk for a sabotage operation in Russian captured Chernarus. Features: A highly atmospheric covert ops infantry mission with multiple objectives like searching for a person and sabotaging a power plant. You can choose when and how to approach your objectives, as well as what weapons you use. Immersive stealth action. OFPEC score 8/10, read the review here: OFPEC Review All comments and feedback appreciated :) DOWNLOAD: OFPEC Armaholic Installing Extract this zip archive to your arma 2 mission directory (example: C:\Program Files\Bohemia Interactive\Arma 2\Missions) Change log v1.04 - Improved intro and outro scenes - Added automatic save points - Improved automatic save points v1.05 - Reduced the amount of spawning enemy patrols and the amount of enemies in a single patrol - Enemy patrols now spawn further away from the player - Some minor improvements v1.1 - Reduced the amount of enemies - The mission is now more balanced - Improved mission objectives - Lots of minor changes v1.11 - Optimised performance - Removed player team waypoints v1.12 - Objectives automatically update v1.2 - All script errors fixed - Many scripts have been tweaked - The mission features voice acting - Intro and outro tweaked and extended - AI is now a lot more responsive - Custom difficulty settings make the mission more challenging and realistic - Numerous minor changes v1.3 - Tweaked cinematics - Tweaked voice levels - Removed most automatic save points - Added G36 ammo - Some minor changes v1.4 - Added unsilenced M4A3 ammo - Improved handling of music tracks - Script improvements v1.5 - Minor script improvements - Added a couple more civilians Credits Bohemia Interactive (creators of Arma 2 and Arma 2 OA) Janat (mission design, editing and scripting)
  13. Try using commandMove instead of doMove, or group Hunters instead of leader Hunters.
  14. Thanks, wonder why the fade out doesn't work without fade in in this script... It does work everywhere else :confused:
  15. I can't get fadeMusic to work in a script. The script should first fade out any music track currently playing and then start playing a new track. Everything else works, but fadeMusic doesn't seem to do anything. The script has been compiled and preprocessed in init.sqf. init.sqf nextTrack = compile preprocessFile "nexttrack.sqf"; I call it via editor trigger trigger activated field [_next = "track", 3] spawn nextTrack; If I use call instead of spawn, sleep command doesn't obviously work, else it works the same way as it does when spawning it. How can I get the script to work the way it should work? Here's the script: nexttrack.sqf private ["_musicTrack","_transitionLength"]; _transitionLength fadeMusic 0; _musicTrack = _this select 0; _transitionLength = _this select 1; sleep _transitionLength + 2; playMusic _musicTrack;
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