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Everything posted by feralcircus
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Virtual Garage - possible to use as spawner like VVS?
feralcircus replied to rlex's topic in ARMA 3 - QUESTIONS & ANSWERS
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 -
Got it running on both my servers and it's truly TERRIFYING!!! AMAZING WORK yet again :-)
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Addon-Free Stat Save System [Script]
feralcircus replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Punishment script for killing civilians...
feralcircus posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Punishment script for killing civilians...
feralcircus replied to feralcircus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]; }; -
J.S.R.S. 2.2 Soundmod
feralcircus replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Punishment script for killing civilians...
feralcircus replied to feralcircus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
Punishment script for killing civilians...
feralcircus replied to feralcircus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 :-) -
Advanced Combat Sound Environment (A3) WiP Thread
feralcircus replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
AWESOME!!!... Just need a way of blocking out the environment sounds (wind, insects) when inside buildings like in this video... -
FERAL CIRCUS www.feralcircus.co.uk
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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 :-)
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No delay in sound when enemy fires from a distance...
feralcircus posted a topic in ARMA 3 - BETA DISCUSSION
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!!! :-) -
What's the first thing you're going to do on Alpha?
feralcircus replied to zukas3's topic in ARMA 3 - BETA DISCUSSION
Check to see if the sheep still walk like Michael Jackson -
What's the first thing you're going to do on Alpha?
feralcircus replied to zukas3's topic in ARMA 3 - BETA DISCUSSION
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! -
Things to do before ARMA III is released!
feralcircus replied to almanzo's topic in ARMA 3 - GENERAL
Listening to this rock band... ;-) www.feralcircus.co.uk -
Arma 3: Confirmed features | info & discussion
feralcircus replied to Maio's topic in ARMA 3 - GENERAL
When you compare Altis to Lemnos they're similar in shape but there are many, many things missing (like entire harbours, vilages etc...) Lemnos is a bit hilly, but even if it was mountainous that never stopped good old Brunel :-) I just think that it would be a nice touch to have trains along the shoreline and tunneling through the more elevated landscape. each to their own I guess :-) -
Arma 3: Confirmed features | info & discussion
feralcircus replied to Maio's topic in ARMA 3 - GENERAL
Hi there... I posted this in the wrong place before and was asked to post it here instead... >>>Railway lines & trains in arma 3?<<< Does anyone have any info on weather ARMA 3 will have fully functioning railway lines with working trains that you can actually get inside? At the moment trains seem to be a static feature, but it would be great to have a working rail network for some train ambush missions :-) I had one arrogant reply telling me to check google maps :-s like that has anything to do with ARMA 3's Altis map which is just a rough representation of Limnos in the Greek islands, & I'm sure (hoping) there will be more maps added in the future for this feature :-) Cheers -
makes sense two companies selling each others products :-)
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I've noticed in a video that the characters in ARMA 3 have the ability to duck down from the waist... Does anyone have any information on weather this action can be controlled incrementally via Trackir? (like when leaning) THANX
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Ha ha haaa!!! I'm the same, trying to use TrackIR in real life while out shopping :-s Looking for 'F12' (reset) wondering why it's not working properly lol My wife embracing me saying "This is real now darling, We're in the supermarket."
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I could NOT play ARMA without TrackIR... I did try but it just felt DEAD. Was like M1cr0s0ft Steven Hawking Simulator! :-s lol I was automatically leaning and my head was all over the place but nothing was happening :-{ They should sell it with the game as a package :-) ---------- Post added at 12:39 PM ---------- Previous post was at 12:37 PM ---------- this this this!!!!! Do it!!!
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I'm not sure if keyboard users realise just how many different movement speeds there are when using analogue stick. from a slow creep to sprint and everything in between... they're missing out :-)
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WOW AWESOME! That's how all keyboards should be made :-) Keeps everything nice and smooth. Although it does look complex to the point where I'd probably fry my fingers off trying to construct that :-s lol Think I'll just keep using my xbox stick & mouse :-) Thanks for that, analogue definitely needs to be the future for all keyboards! :-)
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Yes I fully understand that the game is designed to be played with mouse & keyboard and it's looking mighty AWESOME... But it would be nice to see a one off vid showing off it's FULL potential :-) Does a keyboard exist with a small xbox style analogue stick built in? That would be cool :-) Just 1 analogue stick & a head tracking device (2 controls) replaces a colossal 8 separate movement related keys!!!
