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eddie247

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Posts posted by eddie247


  1. Hi, i'm Very new to ARMA 3 scripting and having searched a bit and finding the functions I want to call but not an example good enough for me to use, I'd like to know how to create a script including them for my target vehicle, a ZSU-39 Tigris. I intend to bomb it and shoot missiles at it so need to be able to see it and target it therefore I'd like to stop it moving so I can practise killing with a jet. I simply don't know how to write in the zsu-39 tigris bit as there's a hyphen in it. I would put these functions into the init part of the vehicle window. I know that much! I tried a couple of things and it just said "init: missing;" when I pressed enter. 

     

    Please, can I have an example script using both these functions for the tigris to just force the engine on and stop it moving or a link to a decent vehicle scripting tutorial or something. 

     

    I have this... if (!isEngineOn _) then { _jeep engineOn true; };

     

    Thankyou, Eddie247. 


  2. The crash to desktop may be your graphics card driver failing and it may / may not restart properly afterwards so you might have to completely restart your computer for it to reset.

    This happened to me for a while with a GTX 285 until i realised my GPU overclock was too high and shortly after the game started running in game in full 3D mode the driver would fail and I would be stuck in the desktop without control until I pressed escape and windowed etc so I have since stopped overclocking and I don't get this problem anymore (my card was underclocked at manufacture as its the 2GB version).

    I have a custom cooler that runs at 100% and the GPU temp rarely goes over 50C so heat is not the issue for me.

    I think the fermi based Nvidia GPU driver resets properly after failing, without the need for a full reboot, but earlier series GPU (200's and earlier) doesn't even though it says it does in an error message near the clock in desktop.

    Guaranteed way to tell whether your your card is working properly or not is to monitor the hardware frequencies on GPU monitoring software like MSI afterburner or everest. Arma 2 is the stability benchmark I use for overclocking. It'll BSOD in no time if the OC settings are very bad or just crash if they are a little way out. Then I bust out BC2 and take things from there.


  3. There arent ANY maps in Frostbite2 that are 1x1km.

    There arent any AI in it either

    or planes, boats, editing facilites, mods allowed, no climbing into vehicle animations.

    The 40mm grenades are OP. Blowing holes in 2 layer thick brick walls, i think not!

    Frostbite 2? I say Frostbite POO!!

    :yay::yay::yay::yay:

    Battlefield is Battlefield. End of.


  4. Pls record different sounds for equivalent vehicles on each sides so you dont think a friendly vehicle is coming then get lit up by enemy!! :-(

    Example:

    Vanilla T90 and Abrams sound the same

    I use the XRSM sound mod. A mixture of elias, jsrs, trsm and vops sound mods compiled by the XR ppls.

    I use it mainly for the vehicle sounds such as hummer and stryker. Also the tanks have different and pretty nice sounds.

    The XR download sections is down atm so i can 't post a link...


  5. I would also like to see the flashbang implemented correctly.

    In order to do this there would need to be a rework of the throwing and or cover systems to allow players to throw the nades around corners.

    This could be done possibly with the lean buttons when a grenade is equipped. How that would work to throw into a window above you idk but it would work for throwing into spaces either side of your cover.

    Making the grenade launch angle straight from the shoulder unless they are leaning backwards would involve more advanced animation than is current in Arma2. That being said though we know there are changes to be expected in this area so we have to wait and see what the new animations are like.

    :cool:


  6. Lol 20 bullets to the leg and it probably wouldnt be there anymore. Realism like that is missing from most if not all modern fps / milsims. Roll it on.

    Weapon repair kit would be an interesting addition (for hardcore mode maybe? or as a module)

    Shooting a weapon from someones hand would be FTW!!

    And I totally agree at the weapons acting like body armour. V annoying and amusing at times of boredom (i.e. trying to shoot your teammates weapon without killing them ;))


  7. there could be a function where there is a random chance they will tell you where their allies are, and also forcing them to drop their gear is important.

    I like the dropping gear idea once the enemy has reached a detained/surrendered state.

    Also I like the idea that with lower skill level they would divulge information about their allies whereabouts given brief questioning using the already existing interaction menu.

    If the enemy had a "surrender" ability determined by how many enemies he has detected around him making him drop his weapons and put his hands up ("hands up" being an already exisiting animation in arma 2, pls put this in 3 also ;)) this would definately develop the idea further.

    Beanbag shotguns are a suggestion for a ranged stun weapon, like the stun pistol in Zargabad Life etc. missions.

    A weapon to outright stun/blind and or knock the target to the ground for a pre determined amount of time based on skill level is something that could be added.

    @MissionCreep I think the soccer idea is ridiculous ;) however some form of dance mat type activities using some new dance move animations like previous Arma2 dancing would be fabulous and a wonderful group activity in a warzone.


  8. I'm all for stealth kills. I wouldn't say the knife is the most efficient way of doing it but I would like to see a stealth melee attack.

    Also something like a garotte (cheese wire),

    and or a neck break (possibly skill induced/escapable by tapping a button or a particluar combo of keystrokes to apply sufficient force/escape).


  9. Oh yeah, SimCopter! I loved this game :D

    I know it's not directly related to SimCopter but anyone remembers Streets of Sim City? :) (and not to forget Sim Tower)

    20071017084028!Streets_of_SimCity_Coverart.jpg

    In the timeless words of the guy from the streets of simcity country radio channel

    we are but a splatter (splatter, splatter) on the windshield of the wagon...

    lmfao

    Simcopter was great until you couldnt complete a mission then it stayed glitched on the map forever. :(


  10. I see this episode as a last stand type of combat so realism like soldier is shot then goes home to recover would not be an option.

    That being said, ironing out the current medic glitches like in insurgency where healing fails and you pretty much have to rejoin the server, and adding a little more complexity to the injury system with possible addition of defribulator and heart/blood monitoring and blood transfusion if neccesary would add a little more skill and interest to the medic role.

    Is there currently no simulation of body armour in the chest? Mb i'm thinking of another fps which in noob mode takes about 5 shots of 7.62 in the chest to kill someone, however frustrating it can be is probably more realistic than many other games however i struggle to believe than 2 shots of the same ammo does not dismember a limb or render it completely incapacitated.

    Total limb dismemberment is not something I would put a priority on (albeit adding to RL factor) but the ability to disable a limb would nicer and especially if it reduced the speed of say reloading afterwards as the soldier could only use one arm.

    I guess i would like to see injuries affect stamina/ balance as well much like it does in ACE.

    Will keep watching this space though, looking forward to many marine assaults, walking out of the water to slit enemy patrolmens throats and james bond style underwater harpoon gun fights LOLLOLOLOLOL


  11. Quote from hotshots homepage

    This package tries to rebalance equipment between the two factions. Mainly, it contains thermal vision for OPFOR vehicles and rifles. Furthermore, I added weapon zeroing from OA for weapons that didn't have it; that affects both sides.

    Rifles and equip containing TWS now: AKS74 GOSHAWK, FNFAL ANPVS4, PKP, SVD, KSVK, VSS VINTOREZ, Binocular, Laserdesignator, Vector...

    Vehicles containing FLIR now: BMP3, BTR90, T90, BRDM, LAV25, MI24, KA52, AH1Z

    NEW: some air vehicles were missing the "lock"-sound, causing to be shot down without any notice and chance to defend. This has (hopefully) been changed.

    NEW: If players want still to have grass enabled, they can, as there is a file included (gdtmod_grass) that will just trim the grass...

    In addition, there are some files that upgrade UI. Basically they do what their name says. You can delete them, if you dislike them:

    SolidBackgroundForChat.pbo

    SolidBackgroundForChatInputDialog.pbo

    ImprovedExtCameraPositionForTanks.pbo

    DisableCenterHandIcon.pbo

    trueuser_skybox_bluer.pbo

    trueuser_nvgs.pbo

    trueuser_igui_gunhud_bigtext_bottom.pbo

    trueuser_igui_gps_top.pbo

    trueuser_igui_commandbar.pbo

    trueuser_fov.pbo

    Credits go to RG, Wraith, KJU, TGW and GLT...

    DOWNLOAD:

    YOMA AUTO CONFIG URL: http://xrserver.com/repo/XROA.7z

    DOWNLOAD DATABASE: http://xrserver.com > ARMA 2 > ADDONS > GRAPHICAL MODS

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