bjwimer
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Everything posted by bjwimer
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Just caught your "join.me" looks good mate. My favorite part of CrimeLifeRPG was the crafting. You mine coal/iron and take to factory to make steel. Mine sand/unrefined oil to make silicon then electronics. steel + electronics + iron + ?? to make vehicles and such. Throw in sulfur to start gun powder, cotton for clothing, wheat for sammiches. Then you got an MMO.
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Kegety's Spectating script 1.05 for Arma 3
bjwimer replied to Kerc Kasha's topic in ARMA 3 - USER MISSIONS
After the new Arma 3 update on the 15th it just fades to black screen. *EDIT* figured it out. It is because of the internal spectating mode that Arma 3 just added in the last update. Because of this you have to leave and come back for this script to work. -
ANNOUNCE: PVP script pack released
bjwimer replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
it worked with Arma 3 before the 54 upgrade on April 15th... now not so much, can't figure out why -
Just letting you kids know I had these files from back in june and ported it over to Arma 3. Basically changing class names where appropriate. Works pretty decent so just a big thanks. Trunks aren't working but I just worked around it. But if you have random insights on why I am listening. *EDIT* just thought I would throw in lock/unlock doesn't work either so searching the FNC_vehicles to see if I need to change something.
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Click here for my steam screenies Short sleeves are Civie clothing. If you want long sleeve you have to use one of the overall skins... Until I can figure out which texture combat clothes/vest are.
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I like the punching... Can't seem to get it to work in my mission.. What is your secret master.
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Just curious: Is anyone interested in no-respawn MP?
bjwimer replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://www.armaholic.com/page.php?id=18929 -
Just curious: Is anyone interested in no-respawn MP?
bjwimer replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is the only game type I play. Just add a spectate script for the noobs that treat this like COD or BF3 and die first and it should be fine. If anything only a revive option where a team mate can bring you back, but only with a health kit or something. -
Demolition SOCOM Style
bjwimer replied to VisibleGhost's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Finally.. I thought I was the only one that hates respawning. I too loved SOCOM and can't wait til this and the others (VIP rescue, attack the base, ETC) are done for arma the exact way socom 2 was. -
Civilians running for the hills.
bjwimer replied to silentcid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can make civilians friendly to opfor and they will not be afraid of them when near. EAST setFriend CIVILIAN -
I had the same issue with the fill crate script. Apparently every player is filling it at same time which will create server lag. I recommend a preset list (not everything in the damn game) in the ammo/weapon/item crates. Once I shrank it down to 5 guns/ammo and 20 items everything went much smoother
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ahh very nice. Learn something new every day. I also "borrowed" a line from another mission I played where you get the distance. Added that to the text and it looks pretty spiffy. Like you, I agree the pictures make it look... blech. However with weapon name/distance it looks nice and gets the point across. For those wanting the extra lines... just add _dist = round (_victim distance _killer); then change {format ["%1 killed %2 with %3 from %4 meters",_killerString,_victimString,_weaponName,_dist]}; and you get "Bob killed Bob with peashooter from 600 meters"
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Very nice script. I changed just one line just so I can see the weapon name in the kill message. You did all the work naming things I just used them :). Now if I can figure out how to get it to say the name of the gun instead of the classname. {format ["%1 killed %2 with %3",_killerString,_victimString,_killweapon]};
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Declare winner in a last man standing type game
bjwimer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a DM type game where there are a limited amount of respawns and I would like the outro to declare "bob wins". I have the trigger set up to bring up the briefing when there is only one player left but how do I name him in the message screen? -
AI animations changed or not working?
bjwimer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Old Arma2 user here. I used to use "civilsitting1..3" for civilians sitting with their hands tied. No matter what I do they stand there. I also use the "disableai 'fsm'" or just "disableai 'move'" and that doesn't seem to be working now either. I hate how some run away just because of an explosion. Did these actions get changed or just not implemented? -
Clay Dogs (Dog Handler & Guard Dogs)
bjwimer replied to Clayman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the fast reply. At least now I am getting an error, "type group, expected nothing" I placed it in the actual trigger, which something tells me I am supposed to put it in init.sqf or something? -
Clay Dogs (Dog Handler & Guard Dogs)
bjwimer replied to Clayman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Notice: this is my first attempt at scripting anything so I do apologize for the noobness of my noobosity. This works great if I just put the wild dogs module around my map. However I would like to set a spawn trigger when someone just walks into the forest or something. That way it will save on cpu and frame rate by not having 100 modules spawning at the same time on the other side of the map where no one is. I was able to spawn enemy ai units fairly easy using [getPos aPos, EAST, 5] call BIS_fnc_spawnGroup I assumed i should change "EAST" to "CLAY_WDM" but that isn't working. Any help would be appreciated... even just the line I should put in the trigger.