

Warpo
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Everything posted by Warpo
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It will be big.. Thanks for your informations. I'm looking forward to this game. Definitely buy it. Just question, whether it will improve (repair) glare and problems with lights and shadows: And also, whether they work at the dark storm with a beautiful rain (better weather generally), such as the game Stalker:
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Video in TV (How to make a video to television)
Warpo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How plays video directly on TV? The third video here, at the time of 1:20: http://armedzone.com/general-news/the-setpos-getpos-virus-video-by-albert-schweitzer/ Thanks for the advice, I apologize for my English.:bounce3: -
Taviana Island for ArmA 2!
Warpo replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can't wait :don2: All images from Taviana Island: http://bisgame.blogspot.com/2011/08/taviana-island-update.html -
MBG_Buildings_3 - European Theatre
Warpo replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks very great -
USEC Parachutist/H.A.L.O. Series
Warpo replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Will be released this addon? -
Zing.cz (Czech) preview: http://www.zing.cz/preview/418/arma-3-vojenske-zpravodajstvi
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This game looks simply incredibly beautifully. And it is still about a year in development.:bounce3:
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Oh my god, awesome Arma 3 prezentation
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Many new images of the Arma 3: http://www.zing.cz/novinky/5149/e3-2011-arma-iii-v-obrazech And more new images in gallery !: http://www.zing.cz/screenshoty/index/2625/arma-3 ;)
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Taviana Island for ArmA 2!
Warpo replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sila detailu a citu pro tento ostrov je neuveritelna. ;) -
Pre-announcement ARG answers to questions discussion
Warpo replied to Damu's topic in ARMA 3 - GENERAL
#12 "Considering the ASCII animation we saw showing a ball smashing a wall, is BIS planning to add more complex destruction physics to buildings in Arma3?" No :( -
Taviana Island for ArmA 2!
Warpo replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If it is to be a Czech language, so there are couple mistakes. Otherwise the island looks very pretty and I can't wait for the official release. Probably the most beautiful island in to Arma 2. ;-) -
+1 I want to big storms, black clouds. Severe weather.
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Anyone for the idea of more realistic 'destroyed' vehicle models?
Warpo replied to Sky999's topic in ARMA 3 - GENERAL
This is awesome (in Arma 2): http://www.armaholic.com/forums.php?m=posts&q=13837 Destructible environments and vehicles :) -
I want a similar map from the game Oblivion (TES: Oblivion). It is amazing. Forests, rivers, waterfalls, caves, mountains and snow. Or map games Stalker.
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Taviana Island for ArmA 2!
Warpo replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks very impressive. Amazing island Wherewith more new buildings, thereby better :) btw, What is this language on the blackboard? -
I suppose, that BIS has some 144 employee;)
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http://www.armaholic.com/page.php?id=13947
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Automatically attacking to enemy units
Warpo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I sorry for my English. I'm basically a beginner at some scripts. I need to deal with this: _Warrior = _this; while {Alive _Warrior} do { Hint "START"; _Enemy = nearestObjects [_Warrior, ["Man","Man"], 100] Select 1; _man_damag = damage _Enemy; Side _Enemy = EAST; while {Alive _Enemy} do { if (_Warrior distance _Enemy > 0) then {_Warrior Move position _Enemy}; if ({_Warrior distance _Enemy <= 4 && Alive _Enemy && Side _Enemy == EAST} count allUnits > 0) then {_man_damag = _man_damag + 0.51; _Enemy setdamage _man_damag; _Warrior playMove "AmelPercMstpSnonWnonDnon_amaterUder3"}; Sleep 6 }; Sleep 1 }; I want to unit "_Warrior" automatically searched enemy force "_Enemy" and then himself to this unit attacked. But this script so does not work. "_Warrior" runs so to me (when I'm from him nearest, I'm West as him) I want, that he go only against other side.. A second problem, after killing one unit, he is inactive for searching other enemy unit. I need, that he constantly searched enemy force (in the 100 meters), until he is alive .. What am I doing wrong here? I hope you understand my problem, thanks for the advice ..:) -
Automatically attacking to enemy units
Warpo replied to Warpo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh my god, now you're really pleased me. Thank you very much, you saved me a lot of time. I'm also teach something (I have previously worked only with SQS). This Script wokring perfectly. Of course, further improve the script, it creates a protection, etc.. Yes Warrior is not armored vehicle. Exactly how to you write. :D I helped with Google Translator, is it shit..:p -
Automatically attacking to enemy units
Warpo replied to Warpo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, I look at it. Still, please you look for this script and repair error in him. I need it's have functional soon as possible and not until a few days. Just quickly solution. Thanks.. -
Automatically attacking to enemy units
Warpo replied to Warpo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Big thanks to you.. I'm tried repair this sript. Somehow it works. Do you see a mistake there, where? Thanks.. _Warrior = _this; while {Alive _Warrior} do { _EnemyField = nearestObjects [_Warrior, ["Man"], 100]; _Enemy = _NepritelField Select 1; East = side _Enemy; _man_damag = damage _Enemy; while {Alive _Enemy} do { if (_Warrior distance _Enemy > 4) then {_Warrior Move position _Enemy}; if (_Warrior distance _Enemy <= 4 && Alive _Enemy) then {_man_damag = _man_damag + 0.51; _Enemy setdamage _man_damag; _Warrior playMove "AmelPercMstpSnonWnonDnon_amaterUder3"}; Sleep 4 }; Sleep 1 }; Or other solution this script. Runs him person created through command "createUnit". For example "CWarrior ExecVM "Attack.sqf", _Enemy not, it's complete side east. -
Automatically attacking to enemy units
Warpo replied to Warpo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can well with the editor, the script also. I'm concerned about a specific solution to this script, I do not want use waypoints. I need only to "_Enemy =" seting for side East. How to do it (Side == _Enemy EAST; does not work)? ;) So that I want use this for next working in the script. -
UnuldorCZ is not BIS employee, omg :rolleyes: Seriously doubt
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UnuldorCZ thank you:bounce3: