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OB1

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About OB1

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  1. OB1

    Take On: Hinds!

    Yes indeed I have, Love it, with the roll pitch and yaw stabilizers turned on (Auto pilot flight comps) it is easy as pie in my opinion.
  2. OB1

    Take On: Hinds!

    Yeah your probably right. I am a die hard sim fan and this game to me is frustrating as it sits in between. But I can confidently say that I hope this is the future of Arma 3. Atleast it will separate the boys from the men when it comes to flying :)
  3. OB1

    Take On: Hinds!

    Does anyone have any experience or knowledge about the Mi-24 to compare the flight model ? As I understand it they bought the flight model from someone else and it most likely was developed with the rough specifications of the hind such as weight, dimensions, number of rotors etc etc.. It maybe close to the real thing but have they modeled the flight computers ? I'm no expert but generally, flight sim comparisons between civilian and military helicopters usually results in the military aircraft being easier to fly/stable because of its advanced flight computers.. Basically what I'm asking.. Is the Hind really that much of a pig to fly for real ?
  4. Ok kylania it works great ! thanks. now trying to add more than one sound is.... almost working.. if I just use the example you posted, I add another addAction lets just say its "Siren On2". this setVariable ["sirenOn", false, true]; this setVariable["currentSiren", objNull, true]; this addAction ["Siren On","sirenOn.sqf",[],1,false,true,"","(driver _target == _this) && !(_target getVariable ""sirenOn"")"]; [color="#008000"]this addAction ["Siren On2","sirenOn2.sqf",[],1,false,true,"","(driver _target == _this) && !(_target getVariable ""sirenOn"")"];[/color] this addAction ["Siren Off","sirenOff.sqf",[],1,false,true,"","(driver _target == _this) && (_target getVariable ""sirenOn"")"]; the action menu inside the vehicle works what seems to be perfect.. you play either "Siren On" or "Siren On2" and the rest of the menu disappears and displayed an option to turn what your playing off. in the "SirenOn2.sqf" _car = _this select 0; _car setVariable["sirenOn", true, true]; _car setVariable["currentSiren", objNull, true]; _siren = "HeliHEmpty" createVehicle [1,1,1]; _siren attachTo [_car,[0,0,0]]; _car setVariable["currentSiren", _siren, true]; // loop code adapted from police_sirens.sqf by one or more of the following: Coldfuse, DaChevs, Dead3yez, Armatec, Killerc22 for [{_i=0}, {_i < 1}, {_i=_i}] do { _siren say "[color="#008000"]siren2[/color]"; if(!alive _car)exitwith{}; if(!(_car getVariable "sirenOn"))exitwith{}; sleep 30; }; The script works fine for "Siren On" but no sound for "Siren On2", it appears to work but I think the Helipad is not attaching. So what needs adjusting you think or does this not suit at all ?
  5. thanks allot kylania, ill give that ago once I have woken up abit more :)
  6. ok thanks ill give that a go. ---------- Post added at 01:25 PM ---------- Previous post was at 01:09 PM ---------- Hmm ok this is how I think I have to do it but im not sure how to go about it; Create invisible H-pad from script and assign name eg heli; heli attachto [vehiclename,[0,0,0]]; heli say "sound"; then either upon the creation of a new sound or just to stop sound new sound; delete vehicle heli; Create invisible H-pad from script and assign same name again : heli; heli attachto [vehiclename,[0,0,0]]; heli say "sound"; stop sound; delete vehicle heli; so the way i see it we only need 2 scripts. 1 for stop sound and another for start sound or over write with new sound, this can be the same script.. soo how would this look in a script ?
  7. yeah i have not explained completely how I am going to be using this :), the multiple sound will be controlled by the player and will have the option via an add action where the playing can start a sound and stop a sound and do it as many times as the player so desires... by creating, destroying and attaching seems rather uneconomical...
  8. thats the only way ? oh dear... thats not going to work for me at all.. any way around this ? using different class sound or music ?
  9. Hia again. Ok. Strait to it. I have a number of sound of class cfgsounds. No triggers are involved I am calling the sound from a script, using a simple vehiclename say "nameofsound" I need the sound to be stopped where I please and because I am not using triggers I cannot just delete it to stop it. Is there a script command to silence or stop all custom played sounds ? thanks.
  10. Thanks but I'm not sure how to exec a .sqf from that when a specified number has been reached. Sorry I'm really not good with this stuff..
  11. I was playing around with the IED idea in the editor a long time ago, Just recently found my old test mission so you are welcome to take it and expand on it. Have not tested multilayer but I think you will have fun with it :) http://www.2shared.com/file/j3AMw_q1/IED_TESTDesert_E.html ---------- Post added at 01:30 PM ---------- Previous post was at 01:25 PM ---------- quick explanation - the bomb is somewhere on the vehicles you have to search and find it. Only a specific class unit can enter the detection zone and only 1 of that type of unit, Find the bomb and disarm it :)
  12. Here is another one for you guys, I need something that can detect the number of players in a server and if the number of players reach a specified level if executes a .sqf any ideas ?
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