Jump to content

swiftn7

Member
  • Content Count

    98
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by swiftn7

  1. Well, John_Spartan and Saul, You guys are awesome! I just stumbled upon this as I found a comment on reddit about your mod. And what do I find here?! THIS! Wow, just wow! BIS stands embarrassed somehow IMHO.
  2. EDIT: NVM, just overread the last post from Old Bear. I would rather say they are on standard clocks, otherwise it won't be compareable. The difference of around 4 fps between i7 and i5 is marginal, in my opinion, and won't legitimate the extra 100€.
  3. swiftn7

    showNotification custom pic

    Glad to hear you solved it. Just to help others with the same problem, how did you do it now? I assume you opened the picture in GIMP, resolution 256x256, added the Alpha channel, saved it as PNG, and could convert it to PAA with TexView?!
  4. swiftn7

    showNotification custom pic

    Just in case you don't get it to work, upload the pic-file and I would be happy to help you out!
  5. swiftn7

    really... no omnidirectional movement?

    This is implemented on the hardware side already. Most gaming mices have buttons to set programmable sensitivity rates. So you just zoom in, set-up your mouse with one click and you are good to go. Why doesn't your superior gaming rig have this feature?
  6. swiftn7

    showNotification custom pic

    I think you have to add the Alpha-Channel and delete it from the visible area of your picture. Convert the pic to jpg. Open it in GIMP or Photoshop Add an Alpha Channel layer, you should now have a red overlay on the whole pic. Mark the area of the picture which should be visible, and delete the Alpha Channel layer in this area. Save the pic. When you re-open it in TexView now, the pic should be properly displayed and be usable for your mission.
  7. swiftn7

    waypoint question

    Another solution: Name the vehicle, like "car1" or something. Group the 2 AI guys, make one a higher rank. Set the waypoint for the high ranked guy. Put this in the init field of the leader: this moveindriver car1; and this in the init field of the fellow guy: this moveincargo car1;
  8. Well, Thanks for the fast replies. But that doesn't really fit into my plans. I know how to use the task modules, but as I try to have a mix of linear (like transport through AI driven vehicles etc.) and non-linear elements, I stumbled upon this issue.
  9. Hey folks, Perhaps someone can enlighten me: I am working on a mission where the player has to follow several waypoints, and I want to use the "On Activation" field to set the task state to "assigned" like this: tsk0 setTaskState "assigned"; , but this does not work. Alterantively I could use a trigger checking if the player has reached the specific waypoint but I have no clue what the code has to be there. Any suggestions? Thx an advance.
  10. swiftn7

    i want the beta back

    ...but he needs at least directX10, and that's a no-go on XP. I know there are hacks to implement it to XP, but it is non-sense in my opinion. Sorry to hear you are stuck on Vista :) As Günter is already planning his upgrade, he should be fine soon.
  11. It is common knowledge that Arma is in desperate need of single core performance, therefore AMD CPU is no option at this very moment. I am also upgrading my rig from Phenom II X4 945 Radeon HD6870 8GB RAM to Core i5-4670K (+new Mobo of course) GeForce GTX 670 12GB RAM That's a 600€ upgrade, but since I am running my current machine for 3 years already, it's time to invest :) @Kris470: total agree. Most of the MP servers just suck! So on a bad server not even a GTX690 would give us better framerates. The netcode needs improvement, and also the servers need to be configured correctly.
  12. And don't forget that you can connect the UAV Operator to any autonomous vehicle, as long as it belongs to your faction. "Empty" autonomous vehicles can not be connected to the players UAV terminal, at least it was not possible when the autonomous stuff came up in beta. Haven't tested in final release yet.
  13. swiftn7

    Ladder Animation and Sound

    Would you mind to re-read this post and the quote in it? They are talking about a "slide ladder down" feature...
  14. As long as any unit is not sitting in a boat or heli, the statement is "false" and that's why the trigger is not activated. There is no specific need to check whether units are on foot...
  15. In short: All units have to be in an air or ship vehicle to make the statement "BIS_grpMain==0" true {Any vehicle in thislist OR (NOT a "ship" vehicle AND NOT an "air" vehicle)} count units BIS_grpMain==0 That's how I read it, might be wrong too...
  16. swiftn7

    In flight start of a mission

    Mmh, my question was related to the reunion of player units, not AI. If I separate a squad of "real" players into several groups, will it be possible to "join" them to one group again afterwards with this waypoint type?
  17. swiftn7

    damage vehicle module

    You don't even need a trigger. You can use a simple waypoint to do this. Should be "nameofhelo" setdamage 0.9; (1 would destroy it instantly) "nameofhelo" allowdamage FALSE; to prevent the total destruction of the helo on hitting the ground "nameofhelo" land "LAND"; to get it down to a complete hold, best combined with a helipad (visible or unvisible) set at the waypoint, perhaps you have to use "nameofhelo" disableai "FSM"; to prevent the helo from trying to take off again once enemy units have been sighted. You may also use the 'allowdamage FALSE' to your units to prevent them being killed on impact and reset it to TRUE on a "GET OUT" waypoint at the crash location for the squad.
  18. swiftn7

    In flight start of a mission

    Yeah that would work for SP, but how to do it with MP? Will the "join" work there too?
  19. swiftn7

    In flight start of a mission

    I am struggling with the very same problem, so the above mentioned code gives me a solution BUT how can I use this on a larger group (standard squad is 10 units I think) not fitting in a single MH-9? I would have to "init" every single unit in a specific helo, wouldn't I? Or is there a smarter way to do this?
  20. You could try '_helo1 land "LAND";' on a "Transport Unload" waypoint; This should bring the helo to a full stop on the specified waypoint or a helipad if there is one in 500m range. The crew remains sitting, the "cattle" is thrown out.
  21. The problem with scripting is to have the correct syntax. Starting with your initial try It should look more like this (not 100% sure though): ?((grp1 behaviour) =="COMBAT") : setcombatmode grp1 =="BLUE";
  22. It should work by placing the "Group Modifier - Combat Get In"-Module and syncing the vehicle and your AI group with the module. Afterwards define a waypoint where they are supposed to retreat to. Could be even easier when you group the vehicle and the infantry, so the vehicle will wait until the whole group is in (if not using an empty vehicle).
  23. Here you will find all the info you need for scripting. I myself played around with the "skirmish modules", quite easy if you obey some rules. See this post: http://forums.bistudio.com/showthread.php?147681-Skirmish-module-tutorial&p=2315351&viewfull=1#post2315351 Should work like a charm when you connect that to a trigger scanning for enemy units alive and respawning new AI groups once all former are killed.
  24. Some might already have seen this... So I am fine with non-explosions on crash. There is no need for fireworks all the time.
×