Jump to content

spruten

Member
  • Content Count

    6
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About spruten

  • Rank
    Rookie

Contact Methods

  • Steam url id
    Spruten
  1. Those objectives are canceled as part of the mission's story. I don't think you can complete them. My best time is only 7:18 with 3900 points.
  2. Yes, I'm assuming that you do assign the gear in an external script, and, as far as I know, I think that is the only way to make a unit respawn with the same gear. To assign the gear in an external script, in the Notepad file you made in the Custom Loadout tutorial, just replace all occurrences of "this" with "_this" ("_this" is a reference to the argument passed into the script. I don't think "this" is defined as anything in a script), and save it as whatever.sqf. The whole init. field of whichever unit you want should like: this execVM "whatever.sqf" this addEventHandler ["Respawn", { _this select 0 execVM "whatever.sqf"}]; The first line is necessary because the first time a unit spawns is not considered a respawn. Also, here "this" (your unit) is the argument passed to the script whatever.sqf
  3. This is apparently how respawning works: a new unit of the same type as the dead unit is spawned at the respawn marker. The control of the old unit (now just a corpse) is switched to the new unit. This new unit is of the same type as the unit you placed in the editor, but it is not the same unit you placed, so the code in the init. field in the editor is not executed on the new unit. You need ask the arma engine to alert you when the unit respawns, and then execute the custom loadout script again. Put this anywhere in the init. field: this addEventHandler ["Respawn", { _this select 0 execVM "Jester Loadout.sqf"}]; _this select 0 refers to the newly spawned unit. _this select 1 would refer to the old unit, which would be dead on the ground at this point. (The respawn event happens when the unit dies, and the code in the curly brackets is not executed until the respawn event happens.) Or, you can add this to the end of your custom loadout file, so that you wont' have to add the above line of code to init. fields. _idx = _this addEventHandler ["Respawn", { _newUnit = _this select 0; _newUnit removeEventHandler ["Respawn", _idx]; null = _newUnit execVM "Jester Loadout.sqf" }]; But, everytime the loadout script is run a new event handler is added. To ensure that strange problems don't arise, before the loadout script is run again, the old event handler is removed, so the unit only ever has one respawn event handler.
  4. Sync the trigger to the waypoint that's just in front of the helicopter, not at the extraction point. Think of the trigger's activation as completing the waypoint, allowing the helicopter to move past, not as activating the next waypoint.
  5. spruten

    Blotchy Graphics

    The AToC setting and the HDR quality setting fixed everything. Thanks.
  6. In OA, at night especially, everything looks "blotchy," and as if colors on the screen don't transition smoothly and gradually into different shades, but have sharp gradations. This is most noticeable with clouds, smoke, dust, etc. Skydiving through clouds at night. Skydiving mountains coming into view. On the ground at night. Inside a vehicle at day. I think that this may be a problem with the drivers, because I get the same blotchiness on Grand Theft Auto III. There it is also most noticeable in dark areas. I have tried the 11.10 Preview 1 and 3, and the 11.9 drivers. I even installed them "properly" (safe mode, registry clean, etc.). GTA III Also, my grass is white when I stand still. It gets its color back when I move straight, but when I turn and move it loses its color again. White grass. I am using the default graphics settings (All Normal, 1600 view distance), except I've change the 3d resolution to equal the screen resolution. I am running OA on Win7x64, Phenom II x4 955, XFX 5850, and 4GB RAM. I have not overclocked anything. How can I fix this? Thank you.
×