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Nicolai

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Everything posted by Nicolai

  1. 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
  2. ArmAII units can't equip backpacks. They are added in OA, you could try the ace mod. Nicolai
  3. Nicolai

    Chopper Ai stays on the spot

    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.
  4. Nicolai

    unrealisticly dark nights in OA/CO?

    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
  5. Nicolai

    Do you guys fly with a joystick?

    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.
  6. 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
  7. 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
  8. Nicolai

    Update FaceTrackNoIR

    two words: Thank you
  9. Nicolai

    Aimimg deadzone (in options)

    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
  10. can anyone confirm that the latest Ace build is 382? Edit: My bad, sorry
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. I'm not sure but I think the scripts used by BI missions are mostly in FSM There's a discussion about this here
  17. Nicolai

    Sabotage building waypoint

    condition field: !alive target_heli and !alive target_heli2 Nicolai
  18. Nicolai

    Proper screen ratio?

    To do this yourself: 23.5 : 14.75 = 1.6 16 : 10 = 1.6
  19. Nicolai

    Question about snipers

    Awesome:yay:
  20. Nicolai

    ACM broken?

    thanks a lot rommel. Nicolai
  21. 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
  22. Nicolai

    ACM broken?

    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?
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