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Krowkie
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Posts posted by Krowkie
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Please BI add the following:
Real bomber aircrafts which can bomb from miles up with radar
Option to change clothes whenever
Fix MP Netcode
Be able to lower pistol
Decent animations when entering/leaving vehicle
Less weirdish animation when running unarmed/pistol
Thank you
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Reading trough many comments, I find it funny that many people bash on the futuristic setting...
The setting will be just far enough in the future (2015-2030?) for BI to be creative and come up with there own creations/mashups. Myself I like a near-future setting, but don't worry there won't be any laser guns and plasma rifles...
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I'm pretty sure nobody mentioned this,
I don't know if this is possible in RL or not, but it's hella handy for RPG/general MP missions:
Please enable aircrafts to go backwards (even if ultra slow) or atleast make a vehicle which can pull/push an aircraft back/forward.
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You will also be pleased to know that this time around the sea looks/behaves like a real sea, with realistic waves and boats with physx!
Also for underwater gameplay check the Gamespot Live Cam from 2:30:00, including fly over island, vehicle physx test, water physx,..
EDIT: I can already imagine a MP mission where 1 team starts underwater and the other team has to defend a coastal village but you don't know exactly where the enemies will pop there heads. This game gonna rock :)
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w10 in your array just says '10', probably why the first 1 to 9 work.Thanks! Never saw it.
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At the top of the script, try waitUntil {time > 0} or add a small sleep. Not sure if it helps.If you get an error message due to the waitUntil, you may have to spawn the contents as well (unsure).
I.e.
[] spawn {
waitUntil {time > 0};
...contents of the script...
};
waitUntil dind't seem to help, it's strange though. It says: error playmove, type number expected object
but sometimes w1 up to w9 do the animation and nobody else does anything...
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Hi, I made a noobish script to make all my guys inside my base initiate the animations, this is the script:
{_x playMove "AmovPercMstpSnonWnonDnon_idle56kliky"} forEach [w1,w2,w3,w4,w5,w6,w7,w8,w9,10,w11,w12,w13,w14,w15,w16,w17,w18,w19,w20,w21,w22,w23,w24,w25] ; {_x playMove "ActsPercSnonWnonDnon_carFixing2"} forEach [eng3,eng4]; {_x playMove "AinvPknlMstpSnonWrflDnon_medic1"} forEach [med1]; {_x playMove "AinvPknlMstpSnonWrflDr_medic5"} forEach [med2]; {_x playMove "sitUnarm_L_relaxing"} forEach [eng1]; {_x playMove "aidlpercmstpsraswrfldnon_idlesteady01n"} forEach [guard1,guard5,guard6]; {_x playMove "aidlpercmstpsraswrfldnon_idlesteady02n"} forEach [guard3,guard7]; {_x playMove "aidlpercmstpsraswrfldnon_idlesteady03n"} forEach [guard2,guard4,guard8]; {_x playMove "UnaErc_UnaErcPoslechVelitele"} forEach [eng2];
then I put execVM "USanimations.sqf" in my init.sqf, can anyone help me?
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Maybe move all the animation stuff to an external script?
That whas the first plan, because I knew it would make thing's easier. But I just started learning about scripting yesterday, and i'm kind of rubbish at it.
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this is the full code i'm using:
this disableAI "MOVE";removeAllWeapons this; this setBehaviour "SAFE";nul = this spawn { sleep 0.1; _this switchMove "" };
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Your image host sucks. :) Requires some silly key.Oh, hold in i'll post em next to it
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I've been messing around with animations in-game using:
nul = this spawn { sleep 1; _this switchMove "" };
but when I made a group of soldiers all doing full workout with differant sleep's, this whas the result (after some time)
There kinda funny though. (first press the link, then enter the code. Re-click the link and you will see the images)
http://www.imagedump.com/view.php?file=562228.jpg code: comeonin
http://www.imagedump.com/view.php?file=562229.jpg code: comeonin
http://www.imagedump.com/view.php?file=562231.jpg code: comeonin
Can anyone help me?
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Is there any tool or command to see you're/object exact location for using it like this: _camera camPrepareTarget [82425.31,70735.20,-9311.25]; ?
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Sry for bringing up old topics,
But could i use this module to restrict civilians (spawning randomly from ambient civ module) from entering my military base?
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Let's say for instance I have to take over a village, but if i don't do it in the given time, reinforcements will spawn and counterattack
Just spawning in general, is it better to spawn a base in when u get close, and be gone again when u leave. But for all time, so i come back an houre later and everything is still there, just not causing fps drop?
Jets physics
in ARMA 3 - GENERAL
Posted
Could a dev confirm that fast-movers will have more hit-boxes (engine, hull, weapons,..) then arma 2?