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Lt Gunner

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Everything posted by Lt Gunner

  1. Lt Gunner

    75th Ranger Regiment

    I also know some guys that would love to beta test :D Damn near everybody in the 7-75th is chomping at the bit to get this addon, and we were just talking about how we check this thread every day for any news lol.
  2. nice! let me give it a test. EDIT: Works like a charm! Thanks a ton man!
  3. exactly. I figured the easiest way to do this would be using the game logic, since it automatically moves with whomever is the group leader. I have a single squad of blufor moving around a map, for whatever reason. They have access to a helicopter in order to provide them quick movement from one area to another based on what intel they get. The mission isn't a high intensity operation, so the focus isn't on the combat, but the team needs to work together, provide security and watch their sectors... So I have a script that randomly spawns in an enemy squad, at a random distance and direction, and a somewhat random strength. But its always just one squad of Russian troops. That same script that spawns the group, also utilizes a game logic as a waypoint for that squad, and that game logic is automatically set positioned to the group leader of the blufor squad. The script will also not initialize if my group is airborne. I have a four triggers setup to make the script run how i want. first trigger is set to detect when all the blufor have left base for the first time. it sets one of two variables the last trigger needs, to true once everybody is gone. the second and third trigger, detect if opfor are anywhere on the map. trigger #2 detects if there are no opfor on the map, it sets the second variable to true, enabling the 4th trigger to run the script. the third trigger detects if there are opfor on the map, and sets the second variable to false if there are. I found i needed that one, otherwise the 4th trigger would only trip the first time no opfor were detected. the 4th trigger, simply waits for variable one and two to be true, then executes the script, with a random timeout. so essentially, once blufor leaves base, the script will run at a random time, and place random units somewhere around my squad, and then make that enemy squad move to me. Edit for clarity: the script will run once blufor has left base, one time. after that that variable is always true. so returning to base does not garuntee saftey. the other variable basically detects if there is already opfor or not, and switches the variable based on if there is, or isnt an enemy squad. if there is, the variable is false, if there is not the variable is true. once both variables are true, the script spawns in a group. What i need this script to do, is detect when that enemy squad is more than 600m away from my squad, and delete them. I figure if they are that far away, my group broke contact, and loaded up in the chopper and are moving to wherever they think they need to go next. So i need the spawning script to be able to create a new group wherever we set down at, to investigate the intel we got. for that to happen, I'll need the old enemy squad deleted first
  4. there were some errors, but they were to do with the alice module and the script that spawns in my enemy squads. i disabled alice, and fixed the error in the spawning script and it seemed to go away, so thats good news! On the other hand, I have put in a teleport script so i can quickly move about to test this script, and it works, but slowly. After about a minute or more, it will begin deleting the enemy squad members, and it seems to only delete them if im holding still (the game logic is set positioned to my position at all times). not sure if thats the case or if its just randomly slow at times. one potential fix, could it be written to detect an enemy group, and do something like "deletevehicle _x for each units this group"? i've seen something like that before, and I'm thinking that would be a slightly more efficient way if possible.
  5. cool, that will be somewhat important, so that JIP guys can get in. one question, if players respawn that code will still be present right? also, I'm not sure if its just how Im testing or not, but does this loop or check constantly? or it is just one time? Edit: did another test and it does seem to loop, but it takes a long time to delete the guys when they meet the parameters. also it seems to cause a LOT of lag when i run this. would it be effective to run this script in a loop once a minute or once every 30 seconds? that would be more than adequate for what i need.
  6. Thanks a ton, and for the fast reply too! I'll try it out and get back to ya.
  7. I think a step in the right direction would be to use a sample sound that has varied volume, that loops well if possible. There is a slight up - down variation in the noise of the round as it flys by. And not so much of a buzzing/humming noise, and whooshing lol.
  8. Lt Gunner

    Rhodesy's Projects

    90s era rangers like this guy...
  9. Lt Gunner

    RH wip thread

    I think it looks awesome RH, its pretty realistic looking as if somebody just dusted their weapon with a little paint. However, I don't think anybody that was going to paint their weapon is going to just put a light amount of spray on it like that. I've seen one of my sniper buddys use a dusting technique similar to what effect you got there on that weapon, but it was over the top of a full base coat of a different color. Made a nice blending between colors that really broke up the outline of the gun. The pictures that ei8ght posted, if you look closely, there is actually a good coat of the base tan, and then some striping in green on those weapons. The only bits that are black are mostly where the paint has worn/chipped off from wear and tear. so thats not really the same look as what you've got there. My humble recommendation would be to go thicker with the paint, and then chip it up a bunch, and add some stripes or dusting of a different color. Oh and troops deployed to lingor would probably use a little green on theirs ;)
  10. NouberNou the round overhead should have more of a wind rushing sound to it, and not so uniform of a sound. http://www.youtube.com/watch?v=E5hO124QyaM&feature=related If you watch this video, after the gun fires, and the distortion from the gun firing goes away, you can hear a feint whooshing sound that gets distant... thats what your looking for.
  11. Lt Gunner

    VTS vs. MCC

    both are good, and are reasonably similar in function. VTS reads addons automatically from the server just like MCC, but isn't ACE dependent. I think the layout of MCC is a little neater, and quicker to use allthough I've only played with it for a few short minutes, where I have hours and hours of time in VTS. However I do plan on making a switch from VTS to MCC due to the cleaner and more organized GUI, plus i can save a mission i've built and re-load it later.
  12. Lt Gunner

    AH-64 Pack

    I also can totally agree with that... My suggestion was more of an idea of another way to skin the cat that you maybe handn't thought of. Albeit very complex, very difficult, and very time consuming... the latter of which problems most of the community and I would rather you not encounter. :P When I posted my idea, a part of me would like to see it, maybe in a version 3.0 of the aircraft or something though. Something to work on after an initial release and a few bug fix updates. However I pretty much knew that there was no way I would see it in the initial release. still, I wanted to put it out there.
  13. Lt Gunner

    AH-64 Pack

    re-read that... was in reply to abs comment, not a suggestion for it.
  14. Lt Gunner

    AH-64 Pack

    when you fly the UAV you dont see a pilot in it right, just a camera view. basically the modeled in body would just be a proxy similar to that. Besides i honestly hate it when an apache is being piloted by some guy dressed like a normal grunt or cut and paste SF guy, it just looks bad. the whole point of creating the body is for immersion and realism, so how can an argument be made in favor of allowing uniforms other than a flight suit to be shown via some kind of complex set texture script. anyway, its just an idea and i know its stretching the boundaries...
  15. Lt Gunner

    AH-64 Pack

    I meant to actually model the legs body and the one arm as part of the aircraft, then animate it as you would animate the joystick moving around... if thats possible. then have the other arm as an image on the screen...
  16. Lt Gunner

    AH-64 Pack

    I have an idea, but it might be too much work. Just an idea, so dont kill me for making a suggestion if its not possible or just simply too much work. What if you modeled in the legs and body so that if someone were to look around the cockpit as the pilot or gunner, they would see their legs and body. modeling in an arm attached to the cyclic would be a pain in the ass, but somewhat simple for overall animations, and that would be a really awesome effect. For the opposite arm/hand you could create an arm graphic kinda like the eyepeice overlay for the AH64 in the mando missile pack. I'm not sure what any of that is called. Have the arm and hand image appear from the botom left of the screen and slide in to where the mouse is, and an extended finger tip would cover where the mouse cursor is. That way it would look somewhat like the guy is taking his hand off the collective and reaching forward to press whatever button or flip a switch. I would say it would just be a static image, that would slide around, with the finger tip attached to the cursor position. It might be a little wierd, but it would at least give the impression that someone is actually in the cockpit pressing the buttons.
  17. looks really good, thanks for the update!
  18. Lt Gunner

    75th Ranger Regiment

    Sorry to bug, but is there any news Rhodesy? This is probably my most anticipated addon right now, and I'm going nuts thinking about the missions I'm gonna make once i get my hands on these rangers.
  19. That is awesome! Any plans to create a woodland camo texture for it?
  20. thats nice work Nou. I'm personally not one that enjoys the arty aspect of the game aside from calling it in, but i have to say, your doing some great work. Im sure those who enjoy this kinda thing have a pretty good chubby over the work your doing. kudos for that.
  21. Lt Gunner

    DLC Standards

    technically the BAF, and PMC DLCs both came with maps, that were both quite small for arma standards. Personally i feel that object density is not as necessary, as space to roam. I'm not saying that quality should suffer simply to make the map massive, but the tiny little specs that were shipped with both DLCs just dont cut it. The only people who really use either map from what I've seen so far are the PvP guys, and as sad as it is, they are a minority in this community. BIS may be trying to push out maps of this size that run smoother, and have more appeal to the COD crowd in order to lure those players into arma. However, If true... an attempt to attract those players that will never notice this game, will only lose them the revenue from the long time players who expect content that will add to the game, more so than what any community member could create.
  22. Lt Gunner

    The Next Terrain . . . Your Thoughts

    Id like a large open terrain like some have mentioned, European style rolling hills similar to chernarus, but more open for tank combat, there really isnt a map that allows for larger scale combat. Id like to see something that would allow tanks to have room to maneuver and engage at realistic ranges, but still have some larger rolling hills for attack helos to be able to get behind and engage the tanks as well. Chernarus has this in a limited ability, but id like to see that expanded.
  23. Lt Gunner

    DLC Standards

    Why not release an island as a standalone DLC then? Release factions/units/gear in DLC's of their own, that can be developed without regard for terrains. Then the terrains can be developed without any other time line effecting its release? I would pay $10 for a faction without a terrain, since honestly i feel I have already twice. Both islands that came with the DLCs so far are honestly just clutter in the list of playable islands. I understand that the proving ground was developed for testing of new techniques and what not, and thats cool, but its just too small for any real arma mission, COD or battlefield it would be good. I would also pay $10 for an island that is well developed, without any troops to go with it. I honestly think it would be just as lucrative as any other DLC as well. To me, adding more guns and troops only slightly changes the gameplay experience. Shooting russians, takiban, chinese, brits, or americans, just changes the color of uniform im aiming at... and different guns only change the look of the bullet launcher, and some slight changes in balistics, no biggie. But the island im playing on makes a huge difference in the game experience as a whole.
  24. screw the fancy stuff... if the hats and things like that were going to be added, they should have been proposed WAY earlier in development, not once the addons are nearing completion.
  25. Lt Gunner

    75th Ranger Regiment

    Glad to hear that, I was starting to worry.
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