Khalashnikovf
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Everything posted by Khalashnikovf
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How to exit a looping script?
Khalashnikovf replied to darkxess's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/for_do Just setup how many times it should shoot and setup step 1 and it should be fine. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not able to do something. Particles are particles. Thats why I recomended to use 20kT max :) You have to specify where are soldiers stands, in what stance, etc. And about that your hopes. Im so busy right now that I cant even find some time for proper sleep, so... -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, thanks... Will be better if there is any person which can help me with preload issues and particle restrictions... Im working now on another improvment in Shocwave model which will count with diference in terrain (so units could theoreticaly "hide" behind the hill :) ) and Heat radiation to be more believable (because now can plan just fly through the Mushroom cloud and nothing happens to it). -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually I havent find a time to test a boats :D Will do that some times ... -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are quite velcome, dont forget to PM me message with mission where you made this stuff and Im looking forward to enjoy it ;) I have also some plans with it. But its for long time now because of my time exhaustion :( EDIT: Pls, make sure you study behavior of any units acting "weird" after shockwave,ok? :) -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Emmm, what? :) __________________________________ If you want to completely disable countdown timer, you have to enter "nuke_countdown.sqf and find 55th line with hintSilent parseText format ["<t color='#ff3300' size='2.0' shadow='1'.... and // it (also for sure line 74,95 and 97) Then you have got no countdown anymore. EIDT: And those your teammates. If you want them to have alive, dont use my Nuke script :D Send them into some building, lie down on the ground and hope for their survive also like yours (that "cheat" is only for testing purposes) -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
New version is out. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Dont be fool. It is said that I used base of lucilk nuke script and its also visible in mission folder. The only diference is that I massivle reworked it to image of my own :) -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There some Arma sound Issue with playing sounds, dont know why. I guess that I cant spoil command like playSound :) I have been watching for that countdown, and it works properly already. I will upload newest version tonight. But first: I will try to improve somehow a few things. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I added at very end of first message guide how to setup your wanted Nuke :) I will have got a little extra time this evening, so I will try somehow that Countdown thing resolve. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Countdown shouldnt be visible if you setup it properly. Oooooh,I know. Its because of you have set up Nuke like missile. Well, I did not take care about this (will do in time). That flash thing, Im plannig to make some color Corrections based on Nuke power and distance from it. But it will be lot of work. About those any Hint... just search in shockpush.sqf for some not // hints and there you go :) Edit comment: Its one bad thing I was already asking of community. But nobody answered how to make particles visible from any distance. Only that you would knew :) -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Countdown can be disabled by setting it on Zero. Points on map should be possible to disable too. You can use it in your mission for sure, then add it here, Im curious what did you make :) Im kinda busy right now and cant spend time with it to finish it. But once I have some time... I promise :) EDIT: Search in nuke.sqf for: nul = [_pos,_kT,_playersInvicibility,windAngle,true] execVM "lk\nuke\fallout_cloud.sqf"; The last one true is for dots, so if you type false, it will still do fallout cloud but without dots. -
Particles visible even from 10 000 metres?
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know how to make some cycle :D (I have my own radiation script :) ) There is problem with cycle for particles. Create particle and destroy particle ... and destroy it completely so its not visible anymore and create whole mushroom cloud only one mm beside ... its impossible. There must be way how to let particles be visible in distance -
Particles visible even from 10 000 metres?
Khalashnikovf posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Is there anyway how to do this? Well, except to set up distanceview on maximum? I need it for my nuclear explosion script and I need it to be visible for almost all around of Island. Any ideas pls? -
Particles visible even from 10 000 metres?
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I had same thoughts, but Im glad that I know how to modify particles, not mention to cycle its still changed position :) Math is no issue, but particles and method of it ... it would be really funny and I guess not working properly because of growing Mushroom cloud from the ground. -
Mine is not any addon, its only demo mission with lot of sounds making Nuke sounds real. Some are from lucilk nuke script. But its only script... well, kinda complex :)
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http://forums.bistudio.com/showthread.php?t=112397 You should try to search!
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Destroy all Walls in city
Khalashnikovf posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Title says pretty much everything. I was trying to destroy wall and fences with this... _array = _pos nearObjects ["NonStrategic", 400]; {_x setDamage 1;} forEach _array; but every building is destroyed (as I wanted), but all fences, market tents and walls are untouched. Maybe I have to use other type of Static, but dont know what type. Some help pls? -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
New version released with lot of New Stuff. -
Create a thousand markers via one script? And if some unit is in It?
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But Im not sure if the name of something is able to be with " " signs. Isnt it? ---------- Post added at 23:04 ---------- Previous post was at 22:59 ---------- Well, little extend of topic. And what if some unit is in area of this marker (or trigger) How can I make it? Unit in Location? -
Create a thousand markers via one script? And if some unit is in It?
Khalashnikovf posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need to create limitless number of markers at once via only one script, how can i do that? I need to somehow change its name or what? Every marker would have its own position based on some array. -
Create a thousand markers via one script? And if some unit is in It?
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
emmm,what? :D -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And have you realised, that some thing are just not working in that game? You think that everything is just fine and working there like in some book? For example: I had to completely remade physical properties of Man class units, because within their actual properties, they were killed by even 5 km away of blast of poor 1kT bomb. So, not everything has to be like you would like to. Anyway, Im downloading this book already so I can look at it. ---------- Post added at 03:08 PM ---------- Previous post was at 02:06 PM ---------- Well, I found some new info and data, so I can rework some stuff again. But If Im going to make something like this, I will need new and better view of Nuke. Because honestly I dont like this original blast by BI. So Im looking for someone (Evil Echo) who can help me with Effect of Nuke. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I readed Wiki too. And its working within these functions. But they are much more complicated when you have no idea what power of nuke it is made. So you just have to believe its like that when you look at one of those graphs where is Overpressure visible. -
Nuclear Explosion - Physics Improved
Khalashnikovf replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1.1 version, repaired Lean system. Works now pretty much cool and its ready to be working in game.