Jump to content

alleycat

Member
  • Content Count

    1003
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by alleycat

  1. Thanks, but he description is causing worry: If I make an MP mission that has 50 playable slots but should not have dummy Ai standing around when the mission starts, that would break it?
  2. alleycat

    Arma 3 Headless Client

    Can someone explain what a headless client is?
  3. The armaholic mirror should be up soon.
  4. I would like to filter all living soldier units out of AllUnits (removing all non human units). How would I do that? IsKindOf "Man" can be used but I am not sure about syntax.
  5. I dont get it, what is blue1 angry about?
  6. I would like to have briefing images to align in the center by using align="middle" but I am not sure how to fit that into the A3 briefing code.
  7. DOes that script add every unit that is not Man to the new array?
  8. The sound of the AR2 drone engine should be quieter, especially if you are looking through its camera. While using the drone is fun, having to lower volume gets very annoying.
  9. alleycat

    AR2 engine sound should be quieter

    I am sure drone pilots can lower the sound volume. You do not need to hear the drone engine buzzing when you are using the drone to spy on units that a kilometer away from you. So having a very noisy engine sound that you can not mute on the operators end makes no sense.
  10. I would like to recreate the floating camera in the sky like in the menu background missions. 1. How do you force the camera to detach from the player and "be somewhere else"? 2. Is it possible to retain controls when you do that? Using High command controls etc.
  11. alleycat

    Sky camera?

    The camera takes away all control from the player. Is it possible to enable player control when using cameras?
  12. [2-10] SWAMP - Friday Night Redneck Salt Lake Massacre Download: http://steamcommunity.com/sharedfiles/filedetails/?id=176941239 Mission: A TVT scenario with a twist. One player is the swamp monster that can see in the dark and kill its enemies with a custom melee attack. The other players have guns, flashlights, but no nightvision. Info: The 2 most dangerous creatures of the swamplands (The swamp monster and drunk rednecks) are pitted against each other in a savage battle for survival. ->Requires the ALTIS island (which is in the release version of A3) ->Needs at least 2 human players Backstory: Redneck Team It is friday night and you are having a few drinks with your redneck friends near a quiet salt lake. But what is that weird noise? Could it be the rumors about the haunted salt lake are true? ->Grab weapons from the redneck truck ->Kill whatever thing is coming to get you<br/>->Stay near the truck Swamp Monster Some foolish mortals dared to disturb your hunting ground. Kill them all. ->Kill all rednecks who are partying near the house
  13. If I disable the AI for playable slots, can players still take these slots if they join after the mission has started?
  14. I want to make a player emit a sound when he uses an action that can be heard in MP by all players. Using Say3D in the action script does not work because it is local. Is there another way?
  15. What is required get dead players access to spectator mode and block them from respawning?
  16. Where do I put that code?
  17. Trying to create a script that spawns things on the spot I am aiming at. So far I only got it to work with cursorTarget. But this only works if you have a target to use it on. Is there a way to get the position of the point I am aiming at even if it is not an object?
  18. I think the issue is that worldtoScreen always returns a z = 0 coordinate.
  19. I would like to define a sound in my mission that can alternate between different sound files. I do vaguely remember you can do that in addons but how to do it in a description.ext? This is the code so far: class thesound { name = "thesound"; // filename, volume, pitch sound[] = {"fx\thesound.ogg", 1, 1}; titles[] = {}; };
  20. Thanks that fixed the error. Now the missile flies in the 2d direction of where I am aiming at but ignores the vertical. So I added this to the script: _missile setVectorDirAndUp [VectorDir ( drone1), vectorUp ( drone1)]; _missile setDir ([_missile, _dir] call BIS_fnc_dirTo); The first line actually makes the missile fly exactly at the point the drone is aiming at, (driver) but not where the gunner is pointing at. Any idea how to combine both solutions?
  21. Thanks, but when using this like so it wont work: _dir = screenToWorld [0.5,0.5]; _missile setDir [_missile, _dir] call BIS_fnc_dirTo; The error talks about expecting number but having an array. However the wiki states that Syntax: [param1, param2] call BIS_fnc_dirTo Parameters: param1 - vector starting point, Position or Object param1 - vector ending point, Position or Object http://community.bistudio.com/wiki/BIS_fnc_dirTo Not sure why this wont work.
×