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Everything posted by ffur2007slx2_5
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re,re) object destory burn script question
ffur2007slx2_5 replied to ssm4862's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, here's the example _place=_this select 0 _PS1 = "#particlesource" createVehicleLocal getpos _place; _PS1 setParticleCircle [10, [2, 1, 3]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _PS1]; _PS1 setDropInterval 0.03; sleep 10; deleteVehicle _PS1; That's the simpliest example make a fire effect, when you do it, just find a object you wanna to smoke and put [this] exec "burning.sqf"; in its init line. -
Oh my god, you're 63! :eek: Don't make me!:eek: Totally unbelieveable.
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Chopper/aerial taxi script
ffur2007slx2_5 replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good, download and take a look. lol -
I think you should devide the age group from 17 to 25 more specifically for example 17~20, 20~23, 23~25 etc. lol
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re) object burn script question
ffur2007slx2_5 replied to ssm4862's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Find the location of that script and then exec it by Burning=[Obj,5,false,false] execVM "script location here" if you wanna to stop it, you can use terminate Burning -
Emergency Waypoint?
ffur2007slx2_5 replied to dnk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think you should use {_x move getMarkerPos "base0"} forEach _men0 -
CO=A2+AO+Patch 1.57
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The strangest glitch ever (badlands mission)
ffur2007slx2_5 replied to KiloVenom's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Badlands mission? I just wanna to know is it official mission and I didn't used to meet it before, while i only know i'll be moved to the edge of the map when i use warfare model incorrectly. i.e. I'll be swimming in the sea in utes or somewhere. -
Multiple Custom waypoints?
ffur2007slx2_5 replied to hilllbilllyjoe's topic in ARMA 2 & OA - GENERAL
Yep, all what you thought can be realized in A2 but it have to be done via script. -
Dynamic weapon genearating script released
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Spawn/ExecVM - When to Use What?
ffur2007slx2_5 replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
spawn can only be used after declearation while execVM not. -
Making new groups
ffur2007slx2_5 replied to vostov's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to change the file under cfgGroups in config.cpp -
Daytime slowdown?
ffur2007slx2_5 replied to due-_-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use setAcctime 0.85 to slow down the time a little bit but everything ingame will be slowed down as well. On the other hand, you can also use skip time to work it out. skiptime -0.25; //Means to back the time 15mins Maybe a little bit unrealistic, contradicted to the Brief History of Time. lol. -
Fog script
ffur2007slx2_5 replied to Rockhount's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good, I'll take a try when I get back home! -
PMC ipod GPS
ffur2007slx2_5 replied to Cytreen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great, I'll try asap! -
Actually, I feel pleased when I use team switch to revenge the guy who kills the "past me" before. I'll kill that guy on myself after I know where he is. And I'll also try to find the "past me" who is dying on the groud and to save him till the "past me" become conscious if First Aid model is available, then switch to the "past me" again, lol. I love it though it seems a little bit abnormal. lol.
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I prefer the camera controlling in OFP to the one in A2, for I don't like the dynamic blur effect when player is killed because I can't see the guy who kills me clearly. lol.
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I'm appreciate with the phenomena that the parachutist being hanged on tall trees when they unfortunately fall on them. It is realistic but what a shame I cannot save him or help him to get rid from it. It should be fantastic if the parachutist can help himself to cut the wire in next patch, btw, some animations on recycling the used parachute after parachutists landed are also appreciated. lol.
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Units cant find their formation - Walk in circles
ffur2007slx2_5 replied to igneous01's topic in ARMA 2 & OA - GENERAL
Teah, I found that the armor in my team always got stuttered and stopped at someplace and never move whatever what commands you ordered I've tested just then. -
beep noise can be heard when you're useing lockable weapons. Just take GBU12 as an example, switch this weapon and lock at the target, i.e. like an enemy T72. fly to it directly and be sure that you're in line with the target, then drop it when the distance is around 1000m between you and the target. Don't worry you may miss it for the bomb is inertail guidance and it can hit the target accurately. If you still have no idea about, you can see how AI A10 operate in intro. ---------- Post added at 06:20 AM ---------- Previous post was at 06:19 AM ---------- Actually your attacking range is still not far enough though you're unarrived in close fight. lol.
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Units cant find their formation - Walk in circles
ffur2007slx2_5 replied to igneous01's topic in ARMA 2 & OA - GENERAL
Yeah, I found tis problem still exist in the latest beta, AI can find their position and don't circling around until I adjust my position. Btw, The bug that primary weapon will move out of player's hands when you're turning around in prone has been fixed except AA12. -
pic + Text description
ffur2007slx2_5 replied to ssm4862's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's the example I used in my mission. class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscTitles { titles[] = {}; class WCR_Logo { idd = -1; movingEnable = false; duration = 8; fadein = 2; name = "WCR_Logo"; controls[] = {"image1"}; class image1: RscPicture { x = 0; y = 0.25; w = 1; h = 0.5; text = "WCR_Logo.paa"; }; }; class WCR_ffsx_RedShadow { idd = -1; movingEnable = false; duration = 8; fadein = 2; name = "WCR_ffsx_RedShadow"; controls[] = {"image1"}; class image1: RscPicture { x = 0; y = 0.25; w = 1; h = 0.5; text = "WCR_ffsx_RedShadow.paa"; }; }; }; -
Structured text
ffur2007slx2_5 replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AFAIK, you can use dynamic text function to do it. !isNil "BIS_fnc_init"; _handle=[“structed text hereâ€,x,y,duration,fade out] spawn bis_fnc_dynamictext; So that you can spawn the structed text anywhere you want in the screen. -
Scripting commands you want in a future patch
ffur2007slx2_5 replied to celery's topic in ARMA 2 & OA - SUGGESTIONS
I want a command which can move an object from one 3d position to another smoothly regardless simulation. i.e. Move a land vehicle to the air and then move it to another position in the air so that I can create a kinda of enviroment loss gravity! lol. What's more, I also wanna a command which can return the bullet drop position directly so that I can write the dust effect more easily when a bullet hit on someplace. -
Yeah, I'm the guy who play the game with 50% 3D resolution and my card is only HD4350, I can run the game at the fps around 36~38 in all scenarios except benchmark test 02 because this scenario is specifically designed for testing our cpu. However, I also discovered a weird problem that when I set the texture very low, the game will always break with "device reset failed". So I checked rpt file and find the origin: Failed to create surface texture (ca\structures\wall\data\wall_indcnc_mask.paa:4) So I tried to set the texture above normal, to my surprise, the problem is well solved and seldom happened again! In one word, changing everything low may not always be the perfect solution. lol.