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About scifer

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  1. scifer

    Play Music / Soundtracks in VLC

    I didn't post my Moodjukebox script cause BI moved music files making it outdated. I tried to register at VLC forums to ask but it crashes when I accept the terms.
  2. I created a script that analyses the current scenario and plays in-game soundtracks switching between tension, darkness and truce moods automatically. Now I want to play local soundtrack files in VLC triggered by this script. How can I send any output so VLC scripting catches it and start playing new tracks accordingly? Thank you!
  3. scifer

    MKY Sandstorm script

    Why it doesn't work in Desert_E CUP map?
  4. I saw two new parameters in CfgMusic classes: theme musicClass What are they used for? What is the difference between them?
  5. scifer

    TOH South Asia Map

    Please note this map was scaled down by at least 50%. It is very noticeable by looking at the airfields' ground textures, specially the airfield near the main dam. Every thing were shrinked! And this map is considerably old as for today it is totally reasonable to have a map this size with higher detail, let alone in the future. Would you be willing to scale this map up in a future update?
  6. As stated at http://forums.bistudio.com/showthread.php?82952-How-to-get-correct-magnification Some optics have different base numbers like the CUP_optic_ACOG displayName = "Trijicon ACOG TA31F"; Advertised magnification: 1.5x - 6x opticsZoomInit = 0.0623; opticsZoomMax = 0.0623; opticsZoomMin = 0.0623; Actual magnification = 0.2492 / 0.0623 = 4 How to find the base number from config then?
  7. scifer

    Jurassic Arma - Raptor Pack

    Can't wait to see this mod in DayZ. Imagine a server with dinosaurs in place of zombies.
  8. When is it going to have Advanced Flight Model?
  9. Thank you but what is the point?
  10. Thank you! Yes I know. It's just a bad habit from the past that is stuck in my mind.
  11. Sorry I should have said it only is in the experimental branch currently.
  12. It is too inaccurate. One kg above the limit and I would end up with an object that cannot be lifted. Roughly what I did was: Generate SCF_cargoList with: _vehicle = [_this, 0, vehicle player, [objNull]] call bis_fnc_param; _allVehicles = [configFile >> "CfgVehicles"] call bis_fnc_returnChildren; _slingables = []; for [{_i = 0}, {_i < count _allVehicles}, {_i = _i + 1}] do { _candidateConfig = _allVehicles select _i; _slingPoints = getArray (_candidateConfig >> "slingLoadCargoMemoryPoints"); _isSlingable = count _slingPoints > 0; _scope = getNumber (_candidateConfig >> "scope"); _isBase = _scope < 2; if (_isSlingable && !_isBase) then { _slingables = _slingables + [configName _candidateConfig]; }; }; _slingables Filter the SCF_cargoList with: SCF_maxCargoMass = getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "slingLoadMaxCargoMass"); while {_tooLight || _tooHeavy} do { _cargoType = SCF_cargoList call bis_fnc_selectRandom; _cargoObject = _cargoType createVehicle _cargoPosition; _cargoMass = getMass _cargoObject; _tooLight = if (_cargoMass < (SCF_maxCargoMass / 2)) then {true} else {false}; _tooHeavy = if (_cargoMass > SCF_maxCargoMass) then {true} else {false}; if (_tooLight || _tooHeavy) then { SCF_cargoList = SCF_cargoList - [_cargoType]; deleteVehicle _cargoObject; }; };
  13. As a workaround I'm spawning the object and cheking with getMass in a 'while' loop. If the mass is above helo's 'slingLoadMaxCargoMass' it deletes the object and try another one.