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Egosa-U

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Posts posted by Egosa-U


  1. It shouldn't be all about the player only, but should be a dropdown-list option when placing a unit in the editor. The customisation of the player is already in your profile - so no need to wait for half an hour to wait for "fashion-victims" to get ready..

    Isn't this just a feature to increase the Narcissism and to distract players from other game issues?

    Player 1: "One - Ready!"

    Player 2: "Two - Ready!"

    Player 3: "Three - Ready!"

    Player 4: "Hmm... should I take the small eyes or those big eyes?"

    Player 5: "pff the long hair makes all the difference!"

    Player 6: "ssszzZZ the latest fashion trend are those pink backpacks!"

    30 minutes later player 1-3 shot those fashion victims unintentionally down...

    :D

    FPDR


  2. The suggestion alignes a bit to this Topic: http://forums.bistudio.com/showthread.php?t=115519

    Units should be separated, too.

    You should be able to choose between Map-default/custom/random skinning/look

    For example, the possibility of:

    • choosing side (already there)
    • choosing class (already there)
    • choosing race/ (maybe even /sex/bodyshape/tallness)
    • choosing Uniform/clothing-style (None/Hard-Hat/Baseballcap/Guillisuit/Camo/Civil/etc.)
    • choosing Weapon skin (random-woodland or -desert/align to clothing/list all current weapon skins-here).

    The clothing, for example, could even be in the Gear-menue as an item to swap or change. Changing uniforms should be very time-intensive (2-3 min).

    Before someone asks: The clothing-Style "None" is being in Army- or civilian underwear.


  3. The flank thing: You can't flank someone, if youre alone. You'll always need a second person to keep the enemy busy to get into their flank. Otherwise you would call it "second engagement". So you need the OPFOR to be in one group to start the flanking...some will keep you busy and some will move. Maybe implement UPSMON into your mission - that would keep the OPFOR units/groups communicating with each other..


  4. Hi egosa-u. I'm not in front of my arma box but looking at your code I can't really see why it shouldn't work. I actually combine my fog script with another one which determines the angle of the sun from the horizon. When the sun is below horizon = foggy breath. I will post this when I get home.

    That would be great! I haven't thought of the possibility to go along with the sun.


  5. I tried now to combine the fog with the mission-time, but haven't got that much experience with sqf-scripting :( .

    I tried to define on which times the fog should be dense and when not.

    Basically I setup the following times:

    From 0am to 3am : dense fog

    from 3am to 6am : less dense fog

    from 6am to 6pm: nofog

    from 6pm to 20pm: less dense fog

    and from 20pm to 24pm: dense fog

    So i expanded the code with additional parameters, but can't get it to work.

    I think it may have something to do with passing the _int parameter.

    Additionally, it should continue checking the time to make sure the fog-density is right.

    Hoping, someone can help...

    Heres the modified code:

    / Foggy breath 20110122
    // Save the script below as you wish. The easiest way to give everyone in your group foggy breath is to put this in your init.sqf:
    // {nul = [_x, 0, 0.01, 0.1, 0, 3, 6, 18, 20, 24] execvm "fogbreath2.sqf" } foreach units (group player);
    
    // For any other unit just put this in their init:
    // nul = [this, 0, 0.01, 0.1, 0, 3, 6, 18, 20, 24] execvm "fogbreath2.sqf"
    
    // 0.01 = slightly foggy breath
    // 0.1 = fairly foggy
    // 1 = very dense fog. Use on antarctic maps!
    
    private ["_unit"];
    _unit = _this select 0;
    _intlow = _this select 1;  // low intensity of fog (0 to 1)
    _intmid = this select 2;   // medium intensity of fog (0 to 1)
    _inthigh = _this select 3; // high intensity of fog (0 to 1) 
    
    
    _time1 = _this select 4; // time from x am (common: 0 am)
    _time2 = _this select 5; // time to x am
    _time3 = _this select 6; // time from "without fog"
    _time4 = _this select 7; // time to "without fog"
    _time5 = _this select 8; // time from x pm
    _time6 = _this select 9; // time to x pm (common: 24 pm)
    
    while {alive _unit} do {
    If ((daytime > _time1) && (daytime <= _time2)) then {_int = _inthigh};
    If ((daytime > _time2) && (daytime <= _time3)) then {_int = _intmid};
    If ((daytime > _time3) && (daytime <= _time4)) then {_int = _intlow}; 
    If ((daytime > _time4) && (daytime <= _time5)) then {_int = _intmid}; 
    If ((daytime > _time5) && (daytime <= _time6)) then {_int = _inthigh};
    };
    
    
    sleep (2 + random 2); // random time between breaths
    
    _source = "logic" createVehicleLocal (getpos _unit);
    _fog = "#particlesource" createVehicleLocal getpos _source;
    _fog setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0],
    "", 
    "Billboard", 
    0.5, 
    0.5, 
    [0,0,0],
    [0, 0.2, -0.2], 
    1, 1.275,	1, 0.2, 
    [0, 0.2,0], 
    [[1,1,1, _int], [1,1,1, 0.01], [1,1,1, 0]], 
    [1000], 
    1, 
    0.04, 
    "", 
    "", 
    _source];
    _fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    _fog setDropInterval 0.001;
    
    _source attachto [_unit,[0,0.15,0], "neck"]; // get fog to come out of player mouth
    WaitUntil {!alive _unit};
    sleep 0.5; // 1/2 second exhalation
    deletevehicle _source;
    


  6. Maybe it won't work because of the limitation to VBS 2.

    But i've searched the commands-list and found that:

    http://community.bistudio.com/wiki/precision

    Still can't find anything really useful about the breathingrate/tiredness/weapon-accuracy..

    I'll keep looking.

    Edit: Furthermore you could combine the breathing-script with the mission-time. Especially when the mission plays from dusk until night, the enabling of Breath Fog would increase the atmosphere.


  7. thank u both for your answers but isnt there a way just to slow down the environment effects without effecting the daytime?
    would be cool to have dusk last longer

    Yes, as ffur said, use acctime to affect ingametime with FastForward (>1.0) or bullettimeeffect (<1.0) on everything or use skiptime to reset/change the gametime.

    With the trigger-option mentioned by me, you can have dusk as long as you like, and noone will notice. The longer you setup the interval, the more obvious the skiptime becomes. But resetting the time back every 2 secs wont be noticeable - takes up CPU-power though..and if you just like the blue finish in a dusk mission, try this: colorcorrections

    there's even a map-template to get the right values for your settings..


  8. removeallweapons this; this addmagazine "30rnd_9x19_MP5SD";this addweapon "MP5SD"; this addmagazine "30rnd_9x19_MP5SD"; this addmagazine "30rnd_9x19_MP5SD"; this addmagazine "30rnd_9x19_MP5SD"; this addmagazine "30rnd_9x19_MP5SD"; this addmagazine "30rnd_9x19_MP5SD"; this addmagazine "15rnd_9x19_M9SD"; this addweapon "M9SD"; this addmagazine "15rnd_9x19_M9SD"; this addmagazine "15rnd_9x19_M9SD"; this addmagazine "M136"; this addweapon "M136"; this addweapon "NVgoggles"; this addweapon "ItemGPS"; this addweapon "ItemRadio"; this addweapon "ItemWatch"; this addweapon "itemMap"; this addweapon "Binocular";

    Besides: you missed out, that you need a mag before adding the weapon or the gun won't be loaded...and you got no space for two M136...

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