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feralcircus

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About feralcircus

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  1. This is amazing :-) Is there a way to make it work when ordering AI to get into the vehicles as well as players? Because at the moment the vehicles are invisible to other players when AI get in before a player, leaving soldiers flying around in the sky. So basically I'm wanting the AI to make the script function just as a player would. Cheers
  2. feralcircus

    JSRS3: DragonFyre

    Got it running on both my servers and it's truly TERRIFYING!!! AMAZING WORK yet again :-)
  3. Exactly the same problem here. I would love to get this script fully working... I initially thought it was something to do with 'itemsPlayer' & 'inventoryPlayer' being absent from certain parts of the script but I added them and it still doesn't work unfortunately. Admittedly my scripting skills are practically non existent so I'm probably missing something else :-s Any ideas anyone?
  4. At last almost a year later I've finally managed to figure out (bluff my way through) my civilian kill punishment script lol :-) If anyone wants to use it, here it is... Civilian INIT... _EHkillCiv = this addMPEventHandler ["MPkilled", {Null = _this execVM "ShowCivKiller.sqf";}]; this setFormDir random 360 --------------------------------------------------------------- .SQF file... _target = _this select 0; _killer = _this select 1; if (isPlayer _killer) then { hint format['%1 has killed a civilian. His weapon has been confiscated and he has been sent to the island of ALCOHOLICATRAZ charged with drunken war crimes', name _killer]; sleep 2; _killer removeWeapon (primaryWeapon _killer); _killer setPos [7085,5944,1]; };
  5. feralcircus

    J.S.R.S. 2.2 Soundmod

    Hi LordJarhead Awesome mod as always :-) I'm getting error messages when the main cannon is fired on the AFV-4 Gorgon Sound 40_mm_40mm_AutoCannon_far not found Sound 40_mm_40mm_AutoCannon_tail not found Sound 40_mm_40mm_AutoCannon_echo not found Sound 40_mm_40mm_AutoCannon_first not found Cheers
  6. Thanks for all that matey I really appreciate your help :-) But I still can't get it working :-( I've been messing around with it since you posted it and It's driving me mad lol You don't happen to have a more simplified (play school) version do you, or an example mission? Thanks again fella!
  7. Hi thanks for the quick reply! Sorry I'm not very good with this sort of stuff, I'm also slightly brain damaged which doesn't help much lol :-s I was thinking... Is there an equivalent of this but in reverse so it goes into each players init and detects when you have killed a civilian? this addEventHandler ["Killed", "endMission 'END2'"]; Sounds too simple to be true but I can hope :-)
  8. Hi I'm wondering if anyone can help... I'm trying to write a script for a MP mission that punishes players for killing civilians. All the script has to do is... Send the offending player to a marker on the map with a message explaining why they have been teleported to this location. Hope you can help Cheers
  9. AWESOME!!!... Just need a way of blocking out the environment sounds (wind, insects) when inside buildings like in this video...
  10. feralcircus

    Music Recommendations

    FERAL CIRCUS www.feralcircus.co.uk
  11. feralcircus

    Ambient combat - Needs work

    I've noticed this too... (I've posted this in the tracker too) It's the simple fact that high frequencies do not travel as far as low frequencies. That's why distant gun fire has a mid frequency 'POP' and distant explosions have a deep rumble due to the high frequency not being as audible to the human ear at range. So the farther away the sound source, the less top end frequency you will hear. Maybe they could apply a simple parametric low pass filter which progressively cuts & boosts frequencies depending on distance and direction from the sound source and obstacles in the way? At the moment just lowering and raising the volume of sound sources isn't good enough to make it sound far away. ARMA 2 did a descent job of this (although the modders did better :-)
  12. I have noticed that when an enemy is far away, he fires his weapon and the sound is immediately there with no delay. So you hear the shot before the round reaches you, instead of the other way round. And the delay should be longer with more distance (speed of sound) just like in ARMA 2 Really enjoying ARMA 3 by the way.... AWESOME!!! :-)
  13. Check to see if the sheep still walk like Michael Jackson
  14. Ha ha haaa! quality :-) Fetch a MASSIVE slab of turf in from the garden! I'll join you on that hill with Trackir and a flask of hot tea!
  15. feralcircus

    Things to do before ARMA III is released!

    Listening to this rock band... ;-) www.feralcircus.co.uk
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