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darkwiiplayer

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About darkwiiplayer

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  1. So I've had a few ideas over the last few hours and I decided to just make a forum post about them and see what other people think. 1. Now that Arma 3 supports loading vehicles in other vehicles, I think the device tempest should be exchanged with the possibility of loading a device (preferably only the sling-loadable device) onto a tempest and probably into a blackfish/xi'an too. I've been wanting to make a "steal the device" type mission for a while now, but I'd want players to be able to choose between sling-loading the device out, or just driving it across the map, and maybe even flying it away by plane. Scripting all this would be way too much work when I can just make another "clear the base" type mission instead. 2. I've wanted to add an option to add a parachute when releasing a sling-loaded object for a while now, but the only real option there is is the ropeBreak event handler, and that wouldn't just trigger when releasing a sling-loaded object. To give an example, imagine the server was also running a mod to allow refueling while flying and used ropes to make it more realistic; now let's assume a huron done refueling and is suddenly hanging from a parachute because event handler. Wouldn't that be funny? No it wouldn't. BIS please add some sort of hook to run code (only) when sling-loading or releasing a vehicle. 3. As most mission makers (should) know, background music is vital to create intense and entertaining combat scenarios, specially in missions that are more linear and tell a story (not so much in sandbox type missions). Until now the best way I've found to do this is to add a trigger around target areas and start playing music when the player side is detected by the enemy side (or the other way around, depending on the situation). This is kind of limited though, and I've had this idea that one could calculate how much bullets are flying by a player, average that over a minute and boom! choose the music according to the resulting value. But then I remembered: SQF. But I don't think this idea should be dismissed this easily, and maybe it could be added into the engine to be a bit less resource-intensive. It would be really great to have a function like `<unit> getCombatIntensity` that spits out a value (maybe a float?) representing how much is going on around that unit at that moment. Maybe also add some information about the average distance, direction and type of the enemy fire (as in, different music for urban combat than for a tank shooting from 2km away) and this would be a great tool for almost movie-quality situational background music. Not to mention the other uses, like dynamically subtracting score in a stealth mission if a player is getting into larger firefights, or telling a player to retreat when they are being surrounded (in other words, when the game detects incoming gunfire from multiple directions). Do your thing, BIS, make it happen and make it great! :) Note: I may add more things later on, but for now that should be all.
  2. Time: 2016-12-17 16:00 CET Location: darkwiiplayer.com (Arma 3 and teamspeak servers) Looking for Players to test a new mission on altis. --- About the mission: Players: 2-16 Location: Near Abdera, Altis Main focus: infantry combat Daytime: Most likely evening (Mission allows for adjustment) Aditional features: Zeus, Dynamic Squads, Virtual arsenal, Respawn (base)
  3. So, one of these days me and some friends are playing a custom arma 3 mission on altis, and we need some more people to participate. It would be awesome if any of you would join us :) The mission will be to clear out an enemy village in the north-west of altis. I'm doing the mission myself, so I can, if needed, add more players, or change certain things, though I hope the mission will be perfectly playable (I have to test it with some friends tomorrow). It is a very flexible, so there can be a sniper team, air support, trasport vehicles, supply drops, whatever we get enough people for. It should also be playable as a small squad of infantry, but that would be a lot more difficult (Which is why we need more people). So, if you are interested, go to this link http://doodle.com/33d3hpbv375xk9eg to aggree on a date for the mission :)
  4. darkwiiplayer

    Setting the target of a homing missile

    I want an AA-System that covers a large region of altis with only 1 or 2 launch sites, so no, that wouldn't work :(
  5. darkwiiplayer

    Setting the target of a homing missile

    What mean is, each iteration of the loop the angle of the missile is set to the exact direction of the target, so it will always be flying straight at the target, so it will never miss. Also it doesn't react to flares, so it's even more impossible to survive it. In short, if that thing is launched aiming at you, you die. What I want is something like a long-range AA-missile that depends on a radar and on the height of the aircraft, so that it won't be fired if you fly below the radar or if said radar is destroyed, which will be an optional objective for the mission.
  6. darkwiiplayer

    Setting the target of a homing missile

    The problem with that script is that, as far as I understand it, the missile always points exactly at the target, instead of adjusting the trajectory slowly like a real missile would, which means tahat it's always going to hit. Also flares won't work that way. What I need is something that let's me change the target of the missile, so that the game engine handles the rest for me. I don't know if there is such a function, but I didn't found anything like that after hours of searching, so I thought someone here might know.
  7. So I am making (or at least trying to) a mission for ArmA 3, and one of the things I want to do is a radar-based anti-air system. The problem is that I need to create the missiles myself and don't know how to set the target of a homing AA-Missile. Does anybody know a way to do this? Guiding the missiles myself WOULD be an option, but that would be really hard to script, since I don't want the missiles to always face directly at the target, and I also want flares to still work, etc.
  8. darkwiiplayer

    Game freezes after some minutes

    lol I completely forgot about this post xD Anyway, thank you for the answer. I think I might get my graphics card repaired or just wait until I have money to buy a new one. I also started getting this problem with some other games recently, so I guess it has to be my system and not the game. Now at least I know it's the hardware. Thank you again for the answer :)
  9. Lol I am getting a similar error, but I haven't got Google Earth installed =/
  10. Hello Every time I (try to) play ArmA II operation arrowhead, my computer just freezes completely after some time, between 3 and 15 minutes. Ithappens on every map, every mission and in every mode (Single player, multipleyer or editor). I have already found another post, describing a similar problem, but I haven't been able to fix it as described in that thread =/ http://forums.bistudio.com/showthread.php?112869-Computer-Freezes-Entirely-And-Makes-High-Pitch-Sound I also recently installed Red Orchestra, and it gave me the same problem; the computer just froze after about 20 minutes of playing the game. I have already tried running the game and checking the heat every minute, but it stays at 40 °C to 50 °C until it freezes. I have been playing operation arrowhead with no problems for a very long time, and now it started to give me problems for no good reason, except that I bought a new headset with an external USB soundcard. NVIDIA GeForce 9500 GT CM Storm Sirus 5.1 headset motherboard: MSI 870-C45
  11. I am getting the same problem. Every time I start to play ArmA II: Operation arrowhead, my computer freezes after a time between 3 and 20 minutes. I havent tried ArmA II. I have played the game for a long time without any problem, and now it started giving this problems. After reading this thread, I think it might have something to do with my new headset, which comes with an external sound card. It might also be my new graphic tablet, but I really dont think that might be causing the problems. I'll have to do further research in the device manager and try if deactivating any of these devces fixes the problem. If anyone knows what might be causing this, please tell me. I really love ArmA II and it would suck if I couldn't play it anymore, or if I had to completely format my computer only because of one game (Which might not even work...). NVIDIA GeForce 9500 GT CM Storm Sirus 5.1 headset motherboard: MSI 870-C45
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