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Echo38

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Everything posted by Echo38

  1. Echo38

    Will ARMA3 feature realistic tank armor?

    I checked out the TOH demo, and although the physics are pretty good, at present the pilot is killed any time the helicopter rolls over on the ground, under any conditions. I'm hoping that this isn't the case in Arma 3, because it isn't realistic. While rolling a helicopter on the ground is indeed a very bad thing, I've seen many videos of hideous-looking helicopter mishaps (in reality) where the occupants were unharmed despite the appearance of it having been a fatal crash.
  2. Echo38

    Does jogging and running seem odd?

    I hope that they're more life-like than they have been in past games in the series. I can run faster, run longer, reload quicker, and generally do everything better and quicker in real life than my soldier character in Arma 2, except for shooting with rifles and hand-held machine guns. (I'm much better with a pistol than the soldiers in the game are, but significantly worse with rifles.) And I'm not even in good shape. Not to mention the un-pausable actions. I assure you, if I were being shot at, I wouldn't sluggishly keep putting my binoculars away, I'd drop 'em and get down! So far, the movement and actions in this series have been clumsy, clunky, and slow--unrealistically so. It looks to me as though a great deal of the Arma fans want Arma 3 to be like this--unrealistically awkward. This is worrying. It's neither fun nor realistic, and both the "fun" and the "realism" crowd should be on board for improving this.
  3. Steam? Try verifying your game cache. Right-click on Arma 2 from within Steam, click Properties, click Verify Integrity of Game Cache.
  4. I'd tried that with a trigger, but it deleted the man if he wasn't in a parachute, even though the vehicle pilot1 != pilot1 should have meant that the man was not deleted but only any vehicle he was in. Also, could you explain what each of the parts of your script does? For example, I can't figure out what the "select 2" etc. does in this case; the command reference example doesn't seem to explain what you're doing with it here.
  5. Echo38

    ArmA 2, How to change control Settings

    With mouse movements, you have to click & drag the requisite movement from the list on the right side of the screen. Simply moving the mouse in the desired direction will not bind it, unlike in most games.
  6. My best guess would be that the editor skill level is multiplied by the options skill level. So if you set down a 50% A.I. in the editor and your skill level is set to 10% in the difficulty options, you'd get a 5% absolute skill level A.I. when playing. This is, however, nothing more than a guess. Another possibility (though not the only one) is that the game might use the difficulty options skill level when the editor A.I. is set to 50%, and uses the editor A.I. level for any other value.
  7. Use a second trigger with a 1 second countdown. So the first trigger condition "this" activation "a = true; b = true" (a being your main effect, whatever you want it to be) ... second trigger condition "a and this" on activation "c" (your secondary effect, whatever you want it to be), with countdown selected and 1, 1, 1 for the min, med, max time. Hope this works.
  8. Thank you, Tajin. Unfortunately, that script should leave the parachutes floating down empty; I created a few triggers which simply move them back into the aircraft, and that's what happens. I can't figure out how to identify the parachutes to delete them; maybe some sort of "foreach thislist" thing? Right now I've got a very kludgy workaround that I'm not happy with; if the altitude is greater than 6 and less than 29, it does a double deletevehicle, which deletes the parachute (if any) and the character, and then it explodes the helicopter. The reason I had to do the double and explosion is that, when I only had one deletevehicle and no explosion, they were sometimes visually exiting the helicopter and then disappearing into the air (because at certain altitudes, they eject without a parachute even without scripts and triggers, and a character not in a vehicle is considered by the deletevehicle command to be a vehicle). The explosion at least provides a distraction. Aside from looking a bit silly, the obvious problem with this is that the helicopter and any players remaining in it are destroyed. If only there were a command like deletevehicle, except which doesn't delete a character when he is not in a vehicle. Or a way to point the deletevehicle command at the parachutes floating down empty.
  9. Damn! It doesn't work for A.I. My initial tests were misleading. In that case, it probably also will stop working for players when they are given dismount orders.
  10. Checked the FAQ and did a couple of searches, but didn't turn up anything in fifteen minutes of searching. How do you add a weapon to a specific turret on a vehicle? I've discovered that you can use triggers to force manual fire for the aircraft's pilot even when another player is the gunner, but there is some odd behavior involved. Namely, if the pilot has manual fire on, the gunner cannot do damage with the cannon, although he can with missiles. The cannon makes the firing sound and uses ammo, but does not do damage nor show tracers for the gunner. (I've only tested this with the Su-34, so far.) So I tried to make a script that removes the fire action for the gunner whenever the cannon is selected, but I couldn't figure out a way to do a weapon check in the "On Activation" field. None of the "returns the selected vehicle weapon" checks worked--it gave me an error when I tried to create the trigger. For example, currentWeapon vehicle == "GSh301" gave me the error message "Invalid number in expression" when I tried to hit the OK button on the "edit trigger" window. I tried all sorts of combinations of brackets, parentheses, etc. Now I've had the idea to remove the cannon from the gunner's "turret" and add it to the "pilot's turret." It must be possible, since the UH-1Y has rockets available only to the pilot, a minigun available only to the right door gunner, and a minigun able to be fired by either the pilot or the left door gunner. Can anyone tell me how to do this?
  11. I can't figure out how to make this work. The addaction thing doesn't work when a human gunner's in, and I wouldn't be able to remove it because there doesn't seem to be a way to find out the index for a default action. Same goes for "fire," which is even more important. I'm totally lost. A hand, anyone?
  12. Echo38

    !working

    Ah, I think I understand now. Thank you, gentlemen.
  13. Having horrible difficulties with the ! thing. It's too short to search for on the forum, the wiki and command reference don't explain why I'm having difficulties, and I've spent many hours on a very simple script, to no avail. I'm trying to write a check to ensure that a unit has spawned, because if I hit "disable AI" before the mission starts, the disabled units are apparently considered neither dead nor alive. They don't activate my "unit is dead" trigger nor my "unit is alive" trigger. So in order to have the mission end when it's supposed to, I'm trying to make a trigger which checks to see if each playable unit is in the mission. I'm doing this with a "any group member present" trigger, grouped to each of the four units (each of which is in its own group). On activation, spawn1 = true for unit1, spawn2 = true for unit2, etc. The second trigger contains in the Condition field !spawn2 and in On Act. obj2p2 = true. Here's where the problem lies, as I finally found out by gradually eliminating all of the other scripts in the mission. !spawn2 is evidently not being recognized as a condition, although no errors pop up in "showscripterrors" mode. How can I get around this?
  14. I've tried "a or b" and "a || b", and neither one works. The game always treats the "or" like an "and." I've got a very, very simple setup here so that there is no possibility of doubt: Condition: this On Act.: x1 = true Condition: this On Act.: x2 = true Condition: x1 or x2 On Act.: player setdamage 1 I've even got x1 and x2 set up with text cues, so I know that x1 is firing when it is meant to and x2 is firing when it is meant to. And yet I do not die if I only fire x1, or only fire x2. I only die when I fire both x1 and x2. Why is "or" being perceived by the game as an "and"? ---------- Post added at 21:21 ---------- Previous post was at 21:17 ---------- Update: Hmm, I think I can work around this by simply creating a second trigger identical to the first except for the condition. Condition: x1 On Act.: player setdamage 1 Condition: x2 On Act: player setdamage 1 But then, what is the "or" function for? And I rather need it for a more complex script: (objtown2reached1 or !alive pla1 or !spawn1) and (objtown2reached2 or !alive pla2 or !spawn2) and (objtown2reached3 or !alive pla3 or !spawn3) and (objtown2reached4 or !alive pla4 or !spawn4) ---------- Post added at 22:33 ---------- Previous post was at 21:21 ---------- Update: Solved. I worked around it by creating many triggers with one condition each, instead of one trigger with many conditions. Many conditions and few activations. The problem is solved, but since "or" and || are too small for the search engine, there doesn't seem to be much point in this thread remaining in existence.
  15. Searched for twenty minutes for threads on action indexes and removeaction; found a bunch of threads about how to remove custom actions, but didn't see a single thing about removing default actions. For example, how to remove the "manual fire" action. In my case, I'm trying pilot aircraft1 addaction ["manual fire", aircraft1]; I'm not sure if this will work, but if it does, how would I remove the action later? What about removing manual fire for an aircraft for which I didn't add it with a script (i.e. an aircraft which doesn't have a player as gunner)? How do I find the index number for the default actions (such as "get out", "gear up", "gear down", "eject")?
  16. My apologies for resurrecting such an old thread, but I managed to solve this problem using a simple script which appears to work both with players and A.I., in both single-player and multi-player. It consists of a trigger which is set to "repeatedly", containing the following (where "gunship1" is the name I gave to the aircraft, and where "6" is the altitude above which ejecting is disallowed): Condition: (getPos gunship1 select 2) > 6 On Act.: gunship1 setVehicleLock "LOCKED" On Deact: gunship1 setVehicleLock "UNLOCKED" If you like, you can selectively allow ejecting for certain positions and not others. For example, in a C-130 you could allow the passengers to eject for paradrops, while still disabling it for the crew, by using the lockDriver et al. commands. (For the C-130, I would change the altitude from 6 to 0, and perhaps create a speed limit as well) By using the lockCargo [cargo index, lock] function, you could even deny parachutes to only certain passenger positions (for example, the co-pilot's seat and the one in between the pilot and co-pilot). I allow ejection from my helicopters at 6 meters or below, because at that altitude there is no parachute when you eject. At 5 meters they die from the fall; at 4 meters they can survive with wounds if horizontal and vertical speed is low. It's especially useful for transport helicopters, which can hover 2 meters above the ground to let out the troops without actually landing.
  17. I'm fine with switching back and forth with manual fire, but I can't get that to work. Both the (player-controlled) pilot and (player-controlled) gunner can fire the cannon while the pilot has manual fire on (which is only possible with scripts or if the pilot enables manual fire before the gunner enters the aircraft). The real problem is that, due to a bug, if the (player-controlled) gunner fires the cannon while manual fire is on, ammunition is expended and the firing sound plays, but the gunner cannot see tracers (the pilot can see them) and the gun does no damage (tested on a target a few feet away). Missiles still lock, track, and do damage, regardless of who fires. I'll try addaction ["manual fire", driver fighter1] I want to somehow disable the cannon for the gunner, only allowing the pilot to fire it, either altogether or at least while manual fire is on for the pilot. Ultimately, all I care about is that the pilot can fire the weapons (especially the cannon), and the gunner can fire the missiles, and that the bug doesn't occur. I'll look into this "weaponsturret" command. Thank you.
  18. Echo38

    To much torque induced yaw

    It sounds to me as though your aircraft is not correctly trimmed. If you trim it, it shouldn't yaw while in a hover.
  19. Wait, I think I know the problem! You mention that it works as it should "when autohovering," but when you turn off autohover, the odd behavior happens. I think you're in autohover when you think you aren't, and are not in autohover when you think you are. It's a command, not a displayed status, so if it says "autohover on," then autohover is presently off. Clicking the "autohover on" button will turn on autohover. So, whatever the button says, you're in the opposite until you click it. So, if you experience weird behavior and you check the context menu and it says "autohover off," then you're in autohover mode (in which mode this sort of thing does indeed occur).
  20. When I did the forum search for other threads pertaining to this question, I found a thread containing an interview with the composer; the interviewer mentioned that someone had to translate from Czech to English, so I'm not sure that he speaks English. And, no, I don't know how to contact him, regardless.
  21. I'm really hoping to see realistic chamber & reloading animations this time. Remember the bullet in the chamber, don't have the character pull back the slide when it should be already back, and don't have him slap home the bolt when it should be already home! I wish the game would correctly simulate the chamber mechanics. So few games do. (Only one I've seen was the Rainbow Six series). Don't forget about the bullet in the chamber, and don't work the slide when you can't and/or don't need to!
  22. Please post a screenshot of your controls screen with the relevant functions visible.
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