ArmAriffic
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Posts posted by ArmAriffic
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do you have 1.60?
do you have mods\addons on?
we need a bit more info to be able to help you
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i'm pretty sure that would be in the ACE\difficulty settings
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Could you elaborate? What should I change it to and how?Go to
%userprofile%\Documents\Take On Helicopters\takeonh.cfg
scroll down untill you see
AToC=7;
and change 7 to 0
more info here (< is arma2.cfg but should apply to TOH)
I'm just guessing what to do as I don't have TOH yet though :)
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haha glad it works now :)
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solved my own problem
_center = _this select 0; _dist = _this select 1; _aitarg = nearestobjects [_center,["man"],_dist]; {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg; sleep 1; _aitarg2 = nearestobjects [_center,["man"],_dist]; {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg2; sleep 1; _aitarg3 = nearestobjects [_center,["man"],_dist]; {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg3; sleep 1; _aitarg4 = nearestobjects [_center,["man"],_dist]; {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg4;
and
if (_DisX > _ZoneDis and _inzone) then {Hint "Debug: Not In Zone";_inzone = false;nul = [_DZ, _DZS] execVM "deletewest.sqf";};
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could the target be inside the minimum range of the M270 & the M119?
change them to a M252 or something and try like that
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Just add something like waitUntil unit distance player > _C then delete them in the spawn script?)Nah that wont work, as I need to do it on multiple zones
Also, _C is a horrible variable name. :) Why not use something like deleteDistance or timeToGoByeByeRange? :)I was just using it as a temporary name lol :D
PS. I updated the script at the top, I forgot about the spawn marker so you probably thought that I meant it for one area
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I'm trying to create zones where AI spawn when the player enters and de-spawn when he leaves, so far I have
dist.sqf
_unit = _this select 0; _targ = _this select 1; _ZoneDis = _this select 2; _Mkr = _this select 3; _inzone = false; while {true} do { _DisX = _unit distance _targ; if (_DisX < _ZoneDis and not _inzone) then {Hint "Debug: In Zone";nul = [_Mkr, 50] exec "SpawnWest.sqf";_inzone = true}; if (_DisX > _ZoneDis and _inzone) then {Hint "Debug: Not In Zone";_inzone = false;}; sleep 1; };
spawnwest.sqf
_US_groups = ["US_Team"]; _markerPos = getMarkerPos (_this select 0); _grp = [_markerPos, West, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Infantry" >> (_US_groups select (floor(random(count _US_groups)))))] call BIS_fnc_spawnGroup; [_grp, _markerPos, (_this select 1)] call bis_fnc_taskPatrol;
called like
nul = [P1, Car1, 10, "test1"] execVM "dist.sqf";
everything is going awesomely but I haven't been able to find a way to detect which AI units are <_C meters from the target and delete them when the Player is >_C meters from the target, thanks in advance :)
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How deep does that go I wonder, am I able to order members of my squad to dismantle/load/move/unload/assemble?Would this spill into HC?
I'm guessing it's like it is already available in OA
Dismantle Static guns\mortars, one person carries the tripod and the other carries the actual weapon
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Hey, sorry if it's been covered already and I missed it, but what exactly doe the destroy fuel pumps option do? Does it mean fuel stations can be destroyed by players, are all destroyed by default and must be repaired, are all destroyed and cannot be repaired, or just some are destroyed and some aren't?if "Destroy Fuel Stations" is set to yes they will be destroyed and cannot be repaired, if set to no they will be there and fully functioning
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Bullshit. I'm an atheist to the core and would not consider myself amoral at all, thank you very much.+1 I'm atheist and there is nothing wrong with me
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1.4 has been released
NEW FEATURESSkyrim launcher support for Skyrim Workshop (PC)
BUG FIXES
General optimizations for memory and performance
Fixed occasional issue with armor and clothing not displaying properly when placed on mannequins in player's house (PS3)
Long term play optimizations for memory and performance (PS3)
Improved compiler optimization settings (PC)
Memory optimizations related to scripting
Fixed issue with dangling scripts not properly clearing from memory
Fixed crashes related to pathing and AI
Fixed crash in "Haemar's Shame" if player had already completed "A Daedra's Best Friend"
Fixed rare crash with loading saved games
Fixed issue with accented characters not displaying properly at the end of a line
Fixed issue where dragon priest masks would not render correctly
Fixed issue where quests would incorrectly progress after reloading a save
Fixed issues with placing and removing books from bookshelves in the player's home
Optimized bookshelf script in player-owned houses that would occasionally block other scripts from properly firing off
Fixed issue where weapon racks and plaques would not work correctly in player's house if player immediately visits their house before purchasing any upgrades
Fixed issue where the player house in Windhelm would not clean up properly
Fixed crash related to giant attacks and absorb spells
Fixed issue with ash piles not cleaning up properly
Fixed occasional issue where overwriting an existing save would fail
Fixed memory crash with container menu
Fixed infinite loop with bookshelves
Fixed issue where transforming back to human from werewolf would occasionally fail
Bows and daggers will display properly when placed on weapon racks
Fixed occasional audio issue that would play sound effects louder than intended
Fixed bug related to hitching between cell boundaries
Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian
Fixed issue where traps in Shalidor's Maze would not work properly in French, German, Spanish and Italian versions
QUEST FIXES
The Unusual Gem that was inside the Thalmor Embassy is now accessible after finishing "Diplomatic Immunity"
In "Breaching Security", the quest token is no longer required to receive a fortune reading from Olava the Feeble
Fixed issue where Galmar would not complete Joining the Stormcloaks properly if "Season Unending" was an active quest
Fixed issue where starting "Season Unending" after finishing "Joining the Stormcloaks" would prevent "The Jagged Crown" from starting properly
Fixed issue where progressing through "Message to Whiterun" while "Season Unending" was still open would block progression for both quests
In "Arniel's Endeavor", fixed issue where a quest journal would trigger multiple times
In "Forbidden Legend", the amulet fragment can no longer disappear after player leaves a dungeon without taking it
Fixed rare issue in "Forbidden Legend" where killing Mikrul Gauldurson while sneaking would make his corpse unaccessible
In "The White Phial", the phial can no longer disappear if player leaves dungeon without taking it
"The White Phial" will now start properly if player already has a briar heart in their inventory
Player can no longer get stuck in Misty Grove after completing "A Night to Remember"
Fixed issue where leaving Riften during "A Chance Arrangement" would prevent quest from progressing
In "Darkness Returns", a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest
In "Revealing the Unseen", if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
"Onmund's Request" will now start properly if player has already found Enthir's staff before receiving this quest
Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor
"Repairing the Phial" will start properly if player already has unmelting snow or mammoth tusk in their inventory
Finding Pantea's Flute before speaking with Pantea no longer prevents her quest from updating
In "The Break of Dawn", fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis
Fixed rare issue in "The Mind of Madness" where player is unable to equip the Wabbajack
Fixed issue in "Pieces of the Past" where Mehrunes Dagon's Razor will not trigger properly if player leaves the cell for extended period of time before activating it
"Blood's Honor" will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
Fixed rare issue where "Dampened Spirits" would not start properly
Fixed issue where player would be unable to become Thane of Riften if they purchased a home first
Fixed issue where killing guards in Cidhna Mine would block progression for "No One Escapes Cidhna Mine"
Fixed numerous issues with "Blood on the Ice" not triggering properly
In "Blood on the Ice", Calixto can now be killed if player owns a house in Windhelm
In "The Cure for Madness", killing Cicero then resurrecting him no longer impedes quest progress
Fixed rare issue in "To Kill an Empire" where an NPC would fail to die properly
Clearing Knifepoint Ridge before starting "Boethiah's Champion" no longer prevents quest from starting.
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maybe they should upload a video so we can be excited too... :D :rolleyes:
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SOME sort of "alien" has to be real, there is billions of planets\stars and we can't be the only one with life...but I don't know if they would visit earth just to probe rye :p :D
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nice concept but not really practical
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Sell it on steam? Yes
Force it on steam? Fuck no
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That would be fixed with DirectX 11, improved object render distances, and other techniques. Now, tell us!Bank heists, terrorists taking over all the things, SWAT dudes doin' their thang, y'no mah bro :D
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Then let me give you a challenge. What would be the most interesting scenario you would encounter in a metropolitan environment using ArmA 3's engine? Think long and hard, use your imagination and anything goes.Me, I think I would really enjoy maneuvering my helicopter between the skyscrapers, preparing to deliver my passengers to the objective rooftop via fast-rope, and evading enemy fire using the buildings as cover.
I can think of some pretty cool ones, but they are running at 10fps from all the objects... :D
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You're boring.Oh it's so on!
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create a trigger, make it's size the size of the marker, set it to activation:civilian, Not Present
eg. http://imageshack.us/photo/my-images/507/arma2oa2012012717251024.png/
It should work for civvies spawned in ALICE...shouldn't it?
What did you contribute?
in CARRIER COMMAND: GAEA MISSION - GENERAL
Posted
+1 lol