pele93
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Posts posted by pele93
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The rear doors near the ramp don't appear to be animated on the C130J static(like they are on the normal C130J) and it would be nice to jump out the side rear doors instead of the ramp for HALO jumps.
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Someone was asking before about the lack of altimiter and not knowing when to open chute, just make a script with this code or add it to one of your own scripts
waituntil {(getPosATL unitname select 2 < 500)}; hint "500m open chute!";Obviously you can change the 500 to whatever height you like to open your chute at, not as good as an altimeter but better then nothing :)
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Cheers, will come in handy:)
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I kind of liked the old way using the regular C130 and waypoints is that still useable? This allowed time for custom loadouts on the plane then a trigger to kill unit after the dropCan we do it that way in OA?
I believe you can, not quite sure how someone posted it somewhere but I prefer the static c130 as I believe it gives longer time as it's not going anywhere so you can just spawn it above the drop zone and take all the time in the world
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You could check if the player's vehicle is a parachute.What commad would I use for this?
Sorry I'm really noob, is it a variable or something?
I was thinking I'd have a script that was to check if player was parachuting then if the player was parachuting it would loop the wind in parachute sound effect?
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Very cool indeed Pele - thanks for uploading too. Is there any way to add a wind noise to the parachute section - ie the sound of the wind through your rigging once the chute deploys? I always think the parachute stage is too quiet....I'll have a look thru my audio samples and see if I have anything like that and see what I can do.
I'm a very noob scripter but should be able to figure that
---------- Post added at 09:49 PM ---------- Previous post was at 09:18 PM ----------
Having said that whats the easiest command to use to check if player is parachuting?
I assume when parachuting it's like their driving the parachute??
So there would be a variable to check?
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That's not working for me at all, I keep just plummeting straight down at attention. Never get any HALO options or animations. :(Really?
Theres no options you just need to walk off the ramp...
Is it setup the exact way I set it up?
I'll do another one up on utes with just the halo stuff so it's easier to troubleshoot
---------- Post added at 06:37 PM ---------- Previous post was at 06:06 PM ----------
Theres one on utes, I used it just then works fun just sprint off the ramp and you should go into halo mode....
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Can anyone point me to a quick guide or faq on how to make custom animations?
I'd like to loadmaster to do some hand gestures and a run and jump gesture for the player would be cool too :cool:
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FSAPmKTD6Ec
Heres a really poorly compressed video of where I'm up to in example mission, I just made a custom sound from various sound samples I had around for the ambient sound in c-130 I can upload mission later if anyone wants me too... -
Thanks mate, I will take a look. I was going to give it a go myself but it makes life easy when you have an example to take in.As for the sound, wouldn't the playsound be the one to use, then you will have to dig up the engine noise soundfile and play it. Hopefully there is a list of them somewhere.
I believe it was probably something like that but on a infinite loop???
I looked thru all the bis stuff and couldn't find anything :(
It's a rough example not everything is in the scripts some is in unit init's lines I'm very beginner at scripting etc.. So it's nothing special but gets the job done :)
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I got the rocking motion and the c130 static to be replaced with a real c130 once you jump out but does anyone know how to get the c130 sound effects when inside the static model??
---------- Post added at 06:51 PM ---------- Previous post was at 06:02 PM ----------
I've uploaded what I've done so far here, It's just a really simple example mission if anyone is intrested. The base on the map is from the US showcase mission by BIS and the C-130 stuff was done looking through the BIS parachute mission I just can't seem to figure outt how to make the sound effects :(
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Got this to work really nicely using a trigger activated as soon as I fell below height of static c130.
player setvariable ["bis_fnc_halo_now",true]
Player was the name of my unit also..
Also had this in the init line of the unit
halo = player spawn BIS_fnc_halo
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I'm after something like this but like in the parachute scenario where the c-130 moves slightly whilst in it, like minor minor turbulence and after you jump out it flys away and isn't static... Does anyone know how to achieve this?
Thanks
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I have experienced the exact same things, step for step. Thanks for explaining it better than I could.I have experienced this but only at the start up menu, the mouse is really shakey and laggy but as soon as I go into the editor it stops being laggy and is fine.
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Awesome news about the FLIR :)
Looks good, can't wait to use it.
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Thanks didn't help though.
At the moment I have all graphics option on lowest or disabled, and still getting damn out of memory CTD
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Post processing didn't make a diffrent still crashing, I assume it's something to do with it not being large address aware and hope BIS release a patch soon
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I'm on version 1.52 hopefully bis will release a patch so I can get back to OA, looks awesome from the brief time i've spent with it....
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Win 7 64bit, just tried xp compatibility mode and it crashed before it even loaded the menu, just as the splash screen poped up it crashed with same error message.
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hmm worked but hasn't stoped crashes, happens most during scenarios and bootcamp, yet to start campaign although it still happens in editor too just not as often, almost everytime I start a SP mission it crashes
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Dont worry about thread crapping I'm intrested in what he's getting at as before I got the error the first time my whole game slowed right down and lagged at about 0.5fps for a few minutes.... Maybe the game cache is too blame?:confused:
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Thanks for the advice tried it and it didn't work :(
With arrowhead not being largeaddressaware yet wouldn't that mean maxmem should have fixed my issue if that was it? I've never had to use maxmem or cpucount in arma 2 anyway...
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I was playing around with OA for a few hours then it crashed and I got this, I tried maxmem=2048 and even maxmem=512 as well as lowering all graphics to lowest... Why is it doing this?? I can run vanilla ArmA 2 and even ArmA 2 w/ ACE with no issues whatsoever and I am running an unmoded OA w/ unmoded arma 2 and still get this issue.
Any idea as I'm really loving the new OA features and want to play it... My first issue ever with BIS software too :(
exact error message is
Out of memory (requested 0KB) footprint 63989595578KB pages 16384KB
Also just got another diffrent error message
Out of memory (requested 1KB) footprint 617921858KB pages 16384KB
I believe this means it is ram or page file related?
I have an i7 930 w/ 6gb ddr3 on a p6t motherboard and nvidia gtx260 gfx card and have tested ram and got no errors :confused::)

C130J Static Side rear doors animations
in ARMA 2 & OA - SUGGESTIONS
Posted
To get more people out faster they generally use both side doors but yeah not for halo but for paratroopers
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