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Everything posted by Nicolai
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Nicolai replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you very much! Greatly appreciated! Nicolai -
ACE 1.5 Beta (Advanced Combat Environment)
Nicolai replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ace did not change them, The BAF patch interfered with R3F system I believe EDIT: please check R3F next time http://forums.bistudio.com/showthread.php?t=94280&page=46 -
Spawn Skydiver in the air
Nicolai replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ArmAII units can't equip backpacks. They are added in OA, you could try the ace mod. Nicolai -
Chopper Ai stays on the spot
Nicolai replied to [lol]clan killer bee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just a question, are you placing the chopper outside of the map grid? There are some issues with that eg. not moving when it should. -
I read somewhere that nights in Afghanistan can be pitch black. The RNLAF even had to buy new nvg's for their pilots because the old ones weren't sensitive enough. Those new ones can function with less than 0.5 millilux, which is the case if there's no moonlight or a city closeby. Nicolai
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yeah I have a microsoft sidewinder "something something" with software for windows 98. The software itself didn't work for vista but I just plugged it in and Arma inmediately knew what to do :) I also use FaceTrackNoir when flying, it's a free version of trackIr which you can set up with only a webcam.
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Player looking for squad (not for squads to post looking for players!)
Nicolai replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hello all, I'm a 16 year old though mature player from the Netherlands and I'm looking for a rather small (coop) squad to join. I don't really want to play in a massive community because I think it's harder to work together with someone you don't really know. I'll play any role needed. I have TS3 and a mic so that shouldn't be a problem. Thanks in advance, Nicolai -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Nicolai replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hi all I have 2,53 gigahertz Intel Core2 Duo processor ASUSTeK P5KPL motherboard ATI Radeon HD 4890 2GB graphics card 4GB RAM and my game is playing at about 15-30 fps (Utes is higher) Do you think that if I buy a better cpu, my framerates will improve noticeably? thanks in advance, Nicolai -
two words: Thank you
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aiming deadzone is how far you can move your weapon (left right up down whatever) untill the camera starts moving along. Deadzone 0 means CoD style aiming
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Has anyone thought about modifying the mechanics of the Ambient Civilian generator?
Nicolai replied to vostov's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
subscribing to thread:D -
ACE 1.5 Beta (Advanced Combat Environment)
Nicolai replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
can anyone confirm that the latest Ace build is 382? Edit: My bad, sorry -
Hi all, I'm making my first, relatively simple, camera script. All was going well so far, but now I have stumbled upon a problem. May I ask you to look at the following code: ;=== 10:52:27 _camera camPrepareTarget harrier _camera camPreparePos [5972.01,11561.92,23.83] _camera camPrepareFOV 0.900 _camera camCommitPrepared 8 @camCommitted _camera ~4 #loop ;=== 10:52:27 _camera camprepareTarget a10 _camera camsetTarget a10 _camera camSetRelPos [0,7,3] _camera camPrepareFOV 0.900 _camera camCommitPrepared 0 @camCommitted _camera if (triggerActivated a10trigger1) then { goto "nextscene"} else {goto "loop"}; #nextscene ;=== 10:52:27 _camera camsetTarget a10 _camera camSetRelPos [4,-4,2] _camera camPrepareFOV 0.900 _camera camCommitPrepared 0 @camCommitted _camera goto "nextscene" As you can see, the camera first tracks a harrier taking off for 4 seconds and then it should give a front view of an a-10 taking off. When that a-10 comes in a trigger area (a10trigger1), it should go to another view of the a-10. It doesn't do that, instead it goes instantly from the harrier to the second view of the a-10. I think my problem is with the If and Else. Either that or I have a trigger that's always activated:confused: If you want me to upload the full mission, just say so. Thanks in advance, Nicolai
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script troubleshoot
Nicolai replied to Nicolai's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's brilliant, it worked! I thought it was ok to leave it in multiple lines, I guess it isn't Thanks a lot! Nicolai -
trigger as condition in script
Nicolai replied to Nicolai's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok thanks Jelliz! Nicolai -
trigger as condition in script
Nicolai posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, I have a quik question regarding the use of a trigger as a condition in a script. I believe the code was if (triggername) then { hintsilent "it worked!" }; but this doesn't seem to work, the hint fires straight away. Can anyone correct me? Thanks in advance, Nicolai -
looping non looped animation
Nicolai replied to b00tsy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I might have a way to do this: If you want the men to do the animations from the beginning of the mission, you should give them all a waypoint REALLY close to them and in the onAct field of that waypoint you should play the animation. After that waypoint you should place another CYCLE waypoint also really close to the unit. So when the unit starts, it plays the animation, and when it's done it cycles thus playing it again. For a looped animation from a trigger, hang on a couple of minutes. Nicolai EDIT: Ok if you want it to happen from the trigger: Synchronize the trigger with the first waypoint. That will make the loop start when the trigger is activated. I have to say that the animation is not really suitable for a loop, you'd better find an animation which is a loop by itself. you could try using the animationviewer by clayman to find a suitable animation. Good luck Nicolai -
British 3 Rifle Infantry MTP
Nicolai replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Stalker, may I ask why you have so many different configs in the stkr_britmtp_oacfg.pbo? There's a config.bin but also a config.cpp + a copy of that. Thanks, Nicolai -
(OA) Walking in plane cargo
Nicolai replied to Z.agge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure but I think the scripts used by BI missions are mostly in FSM There's a discussion about this here -
Sabotage building waypoint
Nicolai replied to Adrenaline4real's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
condition field: !alive target_heli and !alive target_heli2 Nicolai -
To do this yourself: 23.5 : 14.75 = 1.6 16 : 10 = 1.6
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Awesome:yay:
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thanks a lot rommel. Nicolai
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Hello all, I'm using a script by [ZSU]Blake that allows enemy and friendly ai to use artillery. My question is that if you want to call a function with multiple parameters, can you leave some empty and if so, how does the computer know that you have skipped one and it should be the default value? for example: to call the script in it's most default form, you put this in the init line null = [This,"Markername"] execVM "artytrig.sqf" but there are more optional parameters like dispersion and the name of the battery. So a full line would be: null = [This,"arty area",artillery, 3, 100, 20, 5, "SoldierWB", 10000, 10000 ] execVM "artytrig.sqf"; Is there any way to leave one of those parameters open? perhaps just null = [value, value, empty, value] call blablabla Thanks in advance! Nicolai
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But there must be a default setting of some sort? If you use the ACM "out of the box" it spawns groups so it isn't using an empty groups array then?