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ShinShin

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    67
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10 Good

About ShinShin

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    Game, Draw, Think, & Learn.
  • Occupation
    Future Soldier

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  • Biography
    I'm Black, White & Native American
  1. The Quality of the radios them self are really nice. Better then ACRE's if I may say so. Good work, keep it up.
  2. ShinShin

    Blastcore A3

    Shock waves.... lots of shock waves... that's all I have to say ;D
  3. ShinShin

    Invasion 1944 V3.0

    I'm in love... I can't get enough of the WW2 Mods/Scenarios. Love I44 for A2, now A3, I'm gonna love it a million times more now when it's released.
  4. ShinShin

    CSLA Studio - A3 WIP

    This will be great come it's first release, will there be any custom islands to be made with it also?
  5. Is there some kind of way to reduce the amount of animals making noises... it happens so often and for so long from far away and only difference up close is that it only gets louder. It's driving me nutts.
  6. ShinShin

    AI Spawn Script Pack

    Is it possible to have the reinforcements come in and land at a marker area instead of being limited to the very center of that marker/position? and instead they pick a random location within that target marker/landing area? Say for instance, I run the reinforcements script and the pilots target landing location is a [100x300] marker (some sort of rectangle) and the pilot can land freely any where within that markers area. Suggestions/Wishes: 1-Force AI to go back in to "SAFE" mode after being engaged or engaging someone within a delayed time period (say 1 minute or so), would this even be possible since "knowsAbout" is sorta hard-coded and you can't just up and change the value for the units? 2-Give AI reinforcements the ability to land anywhere freely within target marker landing area instead of being limited to precisely the exact center of marker/or marker area. eg "Call BIS_fnc_selectRandom" with radius/marker area and all that good stuff
  7. Is it just me, or is it that every time I click "left-alt" my unit/player is transferred to where I clicked on the map with the "alt" key. If possible, could you make it so that the person using it does not get warped any where in anyway. anyways, great script! Okay, I JUST realized... I removed everything to your script and realized that I still got teleported while in the editor (I hadn't known they updated the game to have that function when in the editor) so please disregard this post. If anyone else is wondering that aswell... It's the game, not the scripting. But for a scripting suggestion I would change that key from "ALT" to something else this way there isn't any confusion. Thanks again for your work.
  8. lol No worries, thanks for the help and concern you all had xD
  9. Yes, thanks for your Input and I will try it as you've stated. as for the "_x" part, that wasn't meant to be, was just fiddling around with it way before I made this thread and forgot to change it back to "allUnits;". Hehe :) Okay, tested your way and it's working great now. Thanks man, for such a small problem It was really frustrating me for the past 3 hours. lmao
  10. RPT is spitting this error out at me and I don't understand why. { if {(side _x == EAST) and (vehicle _x ==> Error position: <if {(side _x == EAST) and (vehicle _x ==> [color="#B22222"]Error if: Type code, expected Bool[/color] File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\Co13_OperationWhiteKnight.Altis\startUpInit.sqf, line 84 But anyways, tried it your way and that's the result.
  11. Hey! Quick help/Question. I'm having a small bit of trouble now trying to get this bit of script to execute if the conditions are met/true. I'm wanting to execute this code only if the unit(s) are infantry & if they're a vehicle or in a vehicle then I want it to do nothing. [Status | Working] (10/29/2013 - 7:30AM) { if ((side _x == EAST) && (vehicle _x == _x)) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceOn"; _x setBehaviour "SAFE"; _x setSkill ["aimingSpeed", 0.60]; _x setSkill ["endurance", 0.50]; _x setSkill ["courage", 0.60]; _x setSkill ["spotTime", 0.50]; } } forEach allUnits;
  12. ShinShin

    Dynamic Player Markers

    Smexy! ;D Good work man. Saves us a lot of time, thanks for your work <3
  13. Anything to shorten the length of the script it self +1 to that man.
  14. Alright, let me replace the line in the script with what you've given me and I'll get right back to you on the out come... ---------- Post added at 08:14 AM ---------- Previous post was at 08:03 AM ---------- Awesome man, it worked... now with it setup this way, do you know if this would be MP compatible or would I have to take that on a run for myself. S.N. I'll update the main post for any others who'd wish to use the script and reference the page.
  15. Okay, so getting to the unit variables... _playerUnits = [tom, bob, steve, rick]; So i've tried this (and maybe I was doing it totally wrong or missing something) but calling on the units via an array never worked out.
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