Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Xanorak

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Xanorak

  • Rank
    Rookie
  1. Xanorak

    Animation Improvements in ArmA 3

    Please correct me if I'm wrong, but hasn't that been done before? I'm pretty sure Fallout 3's weapons mostly had unique animations, and does ArmA even have that many? I thought it had relatively few compared to other games.
  2. Xanorak

    Animation Improvements in ArmA 3

    You're right, I think I was a little too harsh when I said I couldn't see the quality. But honestly, when I said "below par" I meant that most aspects of Arma II were below the quality of what was expected in this current day and age. The sounds, animations and voice acting totally turned me off. I'm not saying it's a bad game, but this sort of stuff should be somewhat expected. Also, there are tons of bugs, but I'm sure you guys already know that so I won't say anymore. Anyway, I'm glad they're revamping the animation system. I think it's a much needed change and I can see they're putting more work into ArmA 3, which is why I'm excited for it.
  3. Xanorak

    Animation Improvements in ArmA 3

    How on earth are ArmA animations good? Go climb a ladder. Go run without a gun. The animations are really bad, and the death animations were just laughable. You can even see how they aren't affected by physics, just ram a civilian with a fast car. Honestly, I didn't see any quality stuff in ArmA. I hope they put more effort into ArmA 3, because I saw only below average and worse.
  4. Hey all, I'm really new to all this stuff so please, try to bear with me ;) Anyways, I just started playing ArmA 2 recently. One of the first things I did was fire up the editor, and I'm doing pretty well in it. However, I wanted to use a few scripts for my mission. One of them being the Traffic Transportation System. The installation instructions were quite confusing to me, but it just said to copy and paste a line into my unit's init bar. I had no idea what that was, but I found out. To clarify, I go to my profiles folder in My Documents, go to Missions and create a txt file. I then pasted in the code I was told to, saved and renamed it to init.sqf. In the instructions I was also told to put the fnc_traffic folder directly in my missions folder, so I put it in both the one in My Documents and the root ArmA folder. Now, when I start my mission and click Preview, I expected to see a bunch of cars moving around randomly. What I got was a message saying the script WCRffsx_fnc_traffic.sqf was not found. This is the exact same line I was told to put in my init.sqf, and I definitely put the fnc_traffic folder in both Missions folders. The file is clearly there, but the game can't detect it! So here's the line copy/pasted from the Readme file included in the Traffic download: "Download the function and unzip it, put the folder fnc_Traffic into your mission folder directly. copy the code: fnc = [50] execVM "fnc_Traffic\WCRffsx_fnc_Traffic.sqf"; into your unit's init bar." Is it fine just to paste that line in like that? I can't think why the script isn't working. I'm running the same map, and I have the file requested. Please help! On a smaller note, is it okay to run other scripts in the same init.sqf file by putting it next to it? For example, I want to use the Advanced Fire Script, and I am told to put the line, "_nul = [] execVM "AFS\AFS_Init.sqf";" into my init file. So it should look like this? fnc = [50] execVM "fnc_Traffic\WCRffsx_fnc_Traffic.sqf";_nul = [] execVM "AFS\AFS_Init.sqf"; Any help would be much appreciated! I haven't gotten to using Triggers in the editor, by the way. I've only been spawning units and waypoints. Thanks.
×