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

cod0

Member
  • Content Count

    21
  • Joined

  • Last visited

  • Medals

Everything posted by cod0

  1. I saw some amazing screenshot, I think it's difficult to snapshot while the unit is initiating an action. There must be a way to freeze the action, and how to do it?
  2. For example, how to remove a MVD's mask and replace a normal one?
  3. I use Attachto command, but it is always shaking. Is there other way to replace it? Thanks!
  4. Forget it, my version is old, and I have to do it with action... In fact, I'm making a parachute cutscenes that include some actions, it makes things to be more difficult if the plane can move. (forgive my bad English)
  5. CameraView == "gunner" Then currentweapon player == "NVgoggles" ? I don't think it's correct.
  6. Sure it's ARMA 2, I didn't know it's only active in A1, thanks for explain.
  7. Aan how to use that? I lack some of its information.
  8. _m = 5; while {_m >= -3.7} do { player playmove "AmovPercMrunSnonWnonDf"; _m = _m - 0.1; player attachto [fly1,[1 , _m, -4.5]]; player setdir 180; sleep 0.04; }; detach player; Above is the procedure of my work. Problem is after the player was separated from the plane, he doesn't stop playing the action even if I use the "player playmove ''" or "player switchmove ''", is there something wrong with my procedure? Please help me!
  9. I remember that "Transport Unload" is only take effect in a group without the transport, your problem is your group are including the transport, so that you must change the waypoint to "Unload" instead of "Transport Unload".
  10. I realize that the initial angle of halo jump is 0 degree. I want to change it, for example, 180 degree for start. Is there a good way to achieve that? Thanks!
  11. huh...no, you misunderstood it, I just tell you about the situation, the script I have completed it. The problem is when I use the Setdir 180, the character will change the direction and then he flash back to 0 degree! I don't know whether you got this problem, but I really got it. But thank you for your enthusiasm.
  12. Sorry, I don't know what's going wrong, but it still dosen't work. In fact, I'm making a mission that player running out of the Transport to do the Halo Jump(by Using the attachto command)...
  13. I mean, to make the airassault seems more realistic, I wrote the script _missile = nearestObject [_plane, "M_Ch29_AT"]; _homemissile = { _target = ta1; _dir = [_missile, _target] call BIS_fnc_DirTo; _missile setDir _dir; _relDirVer = asin ((((getPosASL _missile) select 2) - ((getPosASL _target) select 2)) / (_target distance _missile)); _relDirVer = (_relDirVer * -1); [_missile,_relDirVer,0] call bis_fnc_setpitchbank; }; while {alive _missile} do { call _homeMissile; sleep 0.01; }; But it didn't work, what's the problem? I think it's the conditional statement(I know my skills are poor).
  14. At first I think this case would be easy, but then I got problems. When I using the script "unit acion ["autohover", unit]" ,the AI will automatically reset, then changes into the normal way to takeoff, whether I use the "disableAI "move". Is there a proper way to let it hover takeoff? Thanksï¼
  15. Thanks! Sounds like it's so difficult, but I will try it. But there are not any solution that make the AI takes off by themselves?(Though I haven't seen it in any mission.)
×