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TPM_Aus

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Everything posted by TPM_Aus

  1. Mods: Vinjesvingen, RHSUSAF, Echelon Int. Operator Package, GCAM
  2. I used unit capture and animations for the below trailer.
  3. TPM_Aus

    Arma3 Videos

    Trailer for my groups upcoming campaign.
  4. Would it be just a lil to cheeky to ask for an approx ETA on this new map? 😁
  5. Anyone having issues with the garabge cleanup not working on a dedicated server with a headless client?
  6. Anyone figured out how get the car wheels to turn while AI are in playback? Along with jet flaps? The flaps seem to stay in airbrake mode.
  7. Is it possible for animations that have fire enabled, to set the amount of shots fired and at what time through the animation? Eg 3 secs in to an animation, 3 shots are fired.
  8. For example, if I wanted to use "Acts_SupportTeam_Front_Move" animation, can I get the character/AI to fire using [this,0,0.3] call PLP_fnc_fireWeapon I get the following error, "Error: Unit man1's animations acts_supportteam_front_move is not able to fire weapons". Edit: sorry I stuffed up. I entered "acts_supportteam_front_move " not "PLP_Acts_SupportTeam_Front_Move_fireEnabled".
  9. As in the animations when the character actual moves around, instead of the static animations where the character is stuck in one position for screenshots.
  10. This mod is awesome, I have been having a play with it over the last week. Just would like to know about the fake shooting, does this only work on static animations or does it work on the dynamic animations as well? I have not been able to get it working.
  11. Hey all, got a question regarding the alive cleanup scripts. So I set the Alive cleanup script in the module to 180secs and it worked fine when running the mission on my computer as a hosted mulitplayer game. However when I run it on my server with one headless client, the cleanup script doesn't work. Anyone had this issue before? Peace.
  12. TPM_Aus

    Arma3 Videos

    UnitCapture & UnitCaptureFiring test footage.
  13. Will I am here, I also need a hand. I posted a new thread as I thought this thread was closed. I would like to record an A10(Jet) flight path data and firing data. I can record the flight path easily enough and infantry movement, firing and animation data, but not a vehicle (A10 in my case) firing data. I would also like to record passenger firing data, for example. Jeep is driving along and the passenger is firing out the window. Anyone got any solutions? Peace. Solved my A10 flight and firing data issue.
  14. You will need to add captureData2.sqf to the init.sqf This video will show you how to do basic vehicle movements and infantry combat. Also, dont forget in the captureData2.sqf you need to add a 2 to each HLF_Move/Fire/AnimData lines. Example HLF_mopeDate2 = ; HLF_fireData2 = ; HLF_animData2 = ; Then in the captureData3 you would add a '3' at the end of each section.
  15. TPM_Aus

    Ravage

    I have set it to only delete once players are also 250m away. This is a Multi-player Zeus Event mission and I don't want heaps of bodies left around the map. What is the Ravage default cleanup time, anyone know?
  16. TPM_Aus

    Ravage

    Yeah I changed it to 30secs and 30secs between each group of cleanup items. It is also only cleaning up dead bodies and empty groups.
  17. TPM_Aus

    Ravage

    @haleks Will the phantoms be released as a standalone script/mod? This would be so awesome for my upcoming event "[Ravage]Encerrados En".
  18. TPM_Aus

    Ravage

    @GEORGE FLOROS GR Clean up script worked like a charm. 😄 Haven't tested on dedi yet but it should work. Thanks.
  19. TPM_Aus

    Ravage

    Interesting, thanks. I will look into this. Looks like @GEORGE FLOROS GR will be getting more questions from me in another topic 😄
  20. TPM_Aus

    KP Player Menu

    Hey Wyqer, would I just activate it from the init.sqf? and have the path to the show_fps.sqf?
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