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DarkDruid

Former Developer
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Everything posted by DarkDruid

  1. DarkDruid

    Arma 3 comanche

    Some sounds created with createSoundSource cannot be deleted, but I was able to delete sounds used on this wreck. But no, bug #8231 is not fixed yet. I will look at this bug.
  2. DarkDruid

    Arma 3 comanche

    Should be fixed in next update of development branch. Thanks for feedback :)
  3. DarkDruid

    SmokeScreen magazines

    1) Use this for more magazines (reload time is 1 min.): _vehicle addMagazine "SmokeLauncherMag" 2) You can create particle emitter with same parameters. In variable _object must be stored some object (emitter will be attached to it), or you can use (with small changes in the script) position instead. For more info about particles see http://community.bistudio.com/wiki/ParticleArray. [_object] spawn { _sh=_this select 0; sleep 0.7; _source2 = "#particlesource" createVehicleLocal getpos _sh; _source2 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 0.7],[1, 1, 1, 0.5], [1, 1, 1, 0.25], [1, 1, 1, 0]], [0.2], 1, 0.04, "", "", _sh]; _source2 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360]; _source2 setDropInterval 0.2; _source3 = "#particlesource" createVehicleLocal getpos _sh; _source3 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 7, 0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 1],[1, 1, 1, 1], [1, 1, 1, 0.5], [1, 1, 1, 0]], [0.2], 1, 0.04, "", "", _sh]; _source3 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360]; _source3 setDropInterval 0.15; sleep (55+random 3); deletevehicle _source2; deletevehicle _source3; };
  4. 04:33 :icon_twisted: http://imageshack.us/a/img14/6438/heli00.jpg Ok, now without cheating :lookaround: http://imageshack.us/a/img145/8167/heli01.jpg
  5. There is no sniper rifle in the alpha, you will get it later. :)
  6. DarkDruid

    Logs gone wild

    It isn't just you. We are doing some changes in the localization database. It's WIP right now. :)
  7. DarkDruid

    Development Blog & Reveals

    Some glasses aren't finished yet, see spotrep: "Most windows in houses are now destructable"
  8. Hi, scripted particle effects were moved to Functions_F\Effects. Most particle effects are defined in configs (Data_F\ParticleEffects\ParticleConfigs) in A3. There is a new script command for these config effects (it works only with some of them): setParticleClass More info about fire/smoke effect: http://forums.bistudio.com/showthread.php?149032-Spawning-fire&p=2344816&viewfull=1#post2344816
  9. DarkDruid

    IFrit classname changed in Dev update.

    These changes will be present in next stable build as well. The game is in alpha stage and some changes are unavoidable. We are sorry for any inconvenience this may have caused.
  10. Hi, try to insert this in init of your single enemy rifleman: null = this spawn {sleep 0.1; [_this, ReinGrp] execVM "reinforcement.sqf"};
  11. Rain is temporarily disabled in the game (technical reasons).
  12. If you mean blood on the ground, then try this (overall damage of the unit must be at least 0.1): http://community.bistudio.com/wiki/setBleedingRemaining
  13. DarkDruid

    Spawning fire

    This file doesn't exist anymore. Some scripted particle effects were moved into configs, reworked, renamed, etc. If you need fire and smoke in your mission, you can insert emitter in editor (insert unit > empty > emitters > fire). But unfortunately you won't be able to change the intensity of this effect.
  14. DarkDruid

    ArmA 3 Showcase Hints?

    These hints are defined in config class CfgHints (see Editor > Config Viewer > configfile > CfgHints) and there is function BIS_fnc_advHint for using them in missions. For description of this function see Editor > Function Viewer > Hints > BIS_fnc_advHint. Hints can be defined in description.ext file in mission folder as well.
  15. Right now about 70 developers :) It was mentioned here (only in czech): http://games.tiscali.cz/rozhovor/rozhovor-o-arma-3-prozrazuje-velke-ambice-tvurcu-z-bohemky-62226
  16. DarkDruid

    Choppers now affect particles :)

    Well, the muzzle flashes aren't particles. Heat effects produced by vehicle engines and even the cases produced by (vehicle mounted) guns are particles. There is a lot of work in front of us, I know it. Anyway, thank you. I prepare documentation about new possibilities in particle effects soon.
  17. DarkDruid

    Choppers now affect particles :)

    Particles aren't capable of reacting to geometry (cars, houses, etc.) but they can collide with the ground in A3. You can see it in vehicle explosions, mine explosions, etc. :)
  18. DarkDruid

    How healing system works?

    1. No, small damage remains. 2. If you mean medikit (FAK is not unlimited), than yes only medic can use it. 3. Medic can use unlimited medikit and he can heal you completely. 4. No. 5. No.
  19. It's a bug in that mission. There are created few thousands of particles more, that should be. We know about it, it will be fixed soon.
  20. DarkDruid

    In-game debugging tools

    You shouldn't be able to open it in MP. It could be used for cheating.
  21. DarkDruid

    How many underwater wrecks have you found ;)

    You can find seven different underwater animals in the alpha right now. And yes, one of them is a catshark. :icon_twisted:
  22. DarkDruid

    UAV Command

    It is not possible to use it in the alpha. There are no UAV's and the UAV Command itself is not finished yet.
  23. DarkDruid

    Arma 3 Notepad++ Syntax Highlighting

    Scripting commands added into list in last two days (I guess they are missing in syntax highlighting): ctrlSetFontP ctrlTextHeight ctrlSetChecked ctrlIDD ctrlIDC ctrlHTMLLoaded ctrlChecked buldozer_reloadOperMap buldozer_LoadNewRoads setWindForce setHorizonParallaxCoef setApertureNew setLocalWindParams setSystemOfUnits setShadowDistance setRandomLip setObjectViewDistance setObjectMaterial setHUDMovementLevels setDetailMapBlendPars enableCaustics
  24. You have to open vest (it is item in inventory) of fallen soldier by double click on it. Magazines are there ;)
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