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Khalashnikovf

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About Khalashnikovf

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  1. Long time I was gone. Many people asking me about porting it to Arma 3. Well, since my original part of script is only physical part I need to wait once someone make particles etc. And it would be really awesome if some will already implement my math of counting size of Explosion and mushroom cloud. Will update first topic soon with more information what is need to be done. I already tried my script in Arma 3 and it work EVEN much better with PhysX system.. Cars were rolling like in real, but there will be ALOT of work with covering system, new vehicles, etc. Once I will get some free time to spare, will definitively look on it and ALSO finish my original work to perfect stage :)
  2. Well. Mediafire is pretty much all for now. Can you advice me some other totally free host servers?
  3. Good point about those helicopters sitting on the ground, will look at that ridiculously big pressure forcing them to be pushed and artifically lower it to not look kinda stupid :) Otherwise nice looking vid, keep up!
  4. You can create script. Search for if then You can launch it for certain unit only or: Search for forEach and you can do it for all units on map for example Just use biki and dont be shy or lazy ;)
  5. Its not so simple as it can look like http://forums.bistudio.com/showthread.php?t=112397 This is one of you looking for, try to find your wanted Shackawe and try to beat falling soldier from air to not be killed :)
  6. Khalashnikovf

    Inverting ZORA?

    Well, should be much more easier to create trigger of some circle area which kill everything what will get inside
  7. Yes,I discovered this issue too lastfew days ago ... and sincerely, have no idea why is that so... Would need some Pro for analyse this stuff. Because every unit is affected by it, but not play by it self if he is on foot.
  8. Hello everyone. I was thinking about how bad some ppl fly with transport choppers. So I made this little training mission on Island Everon. You are pilot of big one Mi-17 and your Instructor too. If you will be able to handle this beast, there will be no issue with Black Hawk or Littler Birds at all. ______________________________ Requirements: - Arma 2 Combined Ops - EVERON Island ______________________________ Features: - Computer which counts points for Instructor and Student Pilots according to their performance through Test flight. - Instructor shows the way and Student should be following him. - Rules which are applied on how pilot should fly (everything is explained in mission) - Different difficulties from Recruit to Expert - Final Exam results represented with mark and Comments for what is player suitable (from LEGENDARY to "Able to fly in CoD" :D ) ______________________________ Log: version 1.0 - First released version. ______________________________ Bugs: - Not known ______________________________ Download: http://www.megaupload.com/?d=ULD6NQ74 http://www.mediafire.com/?ws8do8g6mi87l86 ______________________________ Future: - Add to hint which dificulty you are playing so players can show their performance for example here :) - Add it to a Chernarus in way like Pilot Choose his Helicopter and by that fly course - Make it for more Players which could compete between them self :) ______________________________
  9. Funny Man. This is free community, not some Market :D
  10. Well, I made some Library you have been talking about, its for Nuke script., This serves for finding closest building with actual shape and determinating if unit is inside or at least behind that building covered from Shockwave. if (_unit isKindOf "Man") then { _nObjects = nearestObjects [_unit, ["Building","House","Strategic","NonStrategic"], 40]; if (count _nObjects > 0) then { { _bPa = _unit distance _x; _bPb = _pos distance _x; _bPc = _unit distance _pos; _priorityB = 0; _bParams = [_x,0,0,0,0]; [_x,0,0,0,0] call BuildingListPreload; //player sidechat format ["%1, bPa:%2, bPb: %3, bPc: %4",_bParams,_bPa,_bPb,_bPc]; // this will show all available building class around unit 40 metres if (_bParams select 1 != 0 and _bParams select 2 != 0) then { if (_bParams select 1 >= _bPa) then {_priorityB = _priorityB + 100;}; if (_bParams select 1 < _bPa and _bParams select 2 >= _bPa) then {_priorityB = _priorityB + 200;}; if (_bParams select 2 < _bPa) then {_priorityB = _priorityB + 300;}; if (_bPc < _bPb) then {_priorityB = _priorityB + 10;}; _priorityB = _priorityB - (_bParams select 3); if (_priorityB < _priorityM) then {_priorityM = _priorityB; _bParamsM = _bParams;}; }; } forEach _nObjects; And this is Library itself: It should be all usable buildings in Arma 2 + OA. I made my own indexes needed for my stuff, but it would be easily possible to convert to yours. This sript is also possible to run infinite many times for each unit it self :) EDIT: I should explain the function of it. This script will find most suitable building which provides the most possible protection to make best cover for soldier. For you is important that library. I like your idea to create some sketch of evrybuilding and then use it to search player inside of it. It would be possible to use it also for more acurate cover behind building, but would be better to make it more accurate, like one letter is a half of meter. ------W-------\ IFFFFFOOFFFFFFFI\ IFFFFFFFFFFFFFFI\ IFFFFFFFFFFFFFFI\ !FFFFFFFFFOFFFI\ I-_-------------\ IFFFFFFI********\ WFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ --W---********\ /floorEnd\ /houseTop\ Legend: [spoiler] - = Horizontal Wall I = Vertical Wall ! = Horizontal Entrance _ = Vertical Entrance \ = End of line [size="1"](to determine it like in text)[/size] * = Empty space for L houses F = Floor O = Object W = Window[/spoiler] /floorEnd\ = End of first floor (next floor could just continue) /houseTop\ = End of walkable floor for units (so you could OOOO Antenas of roof)
  11. Wow, looks really nice. Will check it later. I like the modeltoworld idea. that Could do the stuff much more better then just and aproximate radius. But it will still do problems with buildings o L shape, right? :( This all works fine for cornered standard buildings, but some non typical ... But maybe these non typical could be check via nearestBuilding(and closest position in house) since almost all non typical buildings are accesable.
  12. Khalashnikovf

    ArmA3 Wishlist and Ideas

    I would be really graetful for this: - Once there was comfirmed that blasts will create actually Shockwave I would like to be able set how Strong will that blast be from classic C4 to H-Bomb. And just dont forget to make soldier and other vehicle classes to be able cover in, or behind house, well with some possibilitties that house will fall in ruins on them :) - Improve AI fight in buildings once there will be every single one able to enter. I would like to see some Ambush actions with not stupid looking AI watching in other way and standing in one position in house (House patrol scripts are good, but still restricted by some rules) - Make zeroing at Grenade launchers animated (so it will not so "jump" with any change) - Animated entering and leaving vehicles !!! - make it possible to change position in vehicle, or better said STANCE, so Soldier can cover crouching him self (they should be also able to look at window like driver when he wants to over drive someone or co-drivers to shoot)
  13. If you give me soem time (day,week,month)... I will make some addition when it should be this Cloud terminated.
  14. Most of these are luanched once and not used by global measure. Only Nuke.sqf. That is the one which makes particle effects of cloud.
  15. Well, the Nuke script is launch through Spawn preloaded in init. so you can try terminate that exact global variable. Should work. But you got point with this termination of script, I will do something for it in future. So Mission makers will be able to terminate Cloud earlier and (I presume) Fadi IN black and write something like 1 year later, right? Will do that, but, give me some time,ok?
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