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opendome

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Posts posted by opendome


  1. Speaking of sounds, I've created a sound overhaul for the RH M4/M16 pack (for my personal use, so far). I believe the new sounds have the added depth and pack that punch Tsark is looking for. But of course, sound is one of those very subjective things... If you'd like to give them a try, I'd be more than glad to share them with you. However, they do still have the tail or echo (though I use JSRS3 and find that they still sound right). But, I suppose I could always have those removed by the time the next patch comes out.

    id love to try it! :D


  2. Thanks for the Canadian patches bud! They look amazing!!! For the next update could you include a JTF2 logo in OD or tan (261.jpg, a pathfinder patch (http://www.armysurplus.com/store/images/product/c/canadian-forces-pathfinders-wing-patch.png (243 kB) ), a Special Operations Basic QUalification Badge (v417_UB999_20070090_badge.jpg), a CSOR patch (Canadian_Special_Operations_Regiment_Badge.jpg), and a tan First Special Service Force patch (mApLm_-AG7uL4sZMUrqXFhA.jpg). Thanks again the new patches are awesome and Im sure all the Canadian arma players appreciate it :D


  3. for some reason I just cant this to work (it used to work for me though)

    my init.sqf is

    #ifndef execNow

    #define execNow call compile preprocessfilelinenumbers

    #endif

    if (hasInterface) then {

    private ["_cam","_camx","_camy","_camz","_object"];

    titleText ["Opendome Studios presents...", "BLACK IN",9999];

    waituntil {!(isnull player)};

    sleep 2;

    _object = player;

    _camx = getposATL player select 0;

    _camy = getposATL player select 1;

    _camz = getposATL player select 2;

    _cam = "camera" CamCreate [_camx -700 ,_camy + 700,_camz+100];

    _cam CamSetTarget player;

    _cam CameraEffect ["Internal","Back"];

    _cam CamCommit 0;

    _cam camsetpos [_camx -15 ,_camy + 15,_camz+3];

    _cam CamCommit 30;

    sleep 5;

    titleText ["Operation STRANGEBREW", "BLACK IN",3];

    sleep 25;

    _cam CameraEffect ["Terminate","Back"];

    CamDestroy _cam;

    [] execVM "zlt_fastrope.sqf";

    };

    and my fast rope script looks like

    // v1g Fast Rope by [sTELS]Zealot

    #define MAX_SPEED_WHILE_FASTROPING 10

    #define MAX_SPEED_ROPES_AVAIL 30

    #define STR_TOSS_ROPES "Toss Ropes"

    #define STR_FAST_ROPE "Fast Rope"

    #define STR_CUT_ROPES "Cut Ropes"

    if (isdedicated) exitwith {};

    waituntil {player == player};

    zlt_rope_ropes = [];

    zlt_mutexAction = false;

    zlt_rope_helis = ["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "RHS_UH60M", "RHS_UH60M_d", "CAF_CH146_F_D", "CAF_CH146_SF", "B_Heli_Transport_03_F", "B_Heli_Transport_03_unarmed_F", "CFB_Helo_Chinook", "I_Heli_light_03_unarmed_F", "CFB_Helo_Griffon_Unarmed", "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F", "I_Heli_Transport_02_F", "B_Heli_Light_01_F"];

    zlt_rope_helidata =

    [

    [

    ["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F"],

    [1.35,1.35,-24.95],

    [-1.45,1.35,-24.95]

    ],

    [

    ["B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "RHS_UH60M", "RHS_UH60M_d", "CAF_CH146_F_D", "CAF_CH146_SF"],

    [-1.11,2.5,-24.7],

    [1.11,2.5,-24.7]

    ],

    [

    ["B_Heli_Transport_03_F", "B_Heli_Transport_03_unarmed_F", "CFB_Helo_Chinook"],

    [-1.11,-3.5,-24.9],

    [1.08,-3.5,-24.9]

    [,

    [

    ["I_Heli_light_03_unarmed_F", "CFB_Helo_Griffon_Unarmed"],

    [0.7,2.5,-24.9],

    [-0.9,2.5,-24.9]

    ],

    [

    ["O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F"],

    [1.3,1.3,-25],

    [-1.3,1.3,-25]

    ],

    [

    ["I_Heli_Transport_02_F"],

    [0,-5,-26],

    []

    ],

    [

    ["B_Heli_Light_01_F"],

    [0.6,0.5,-25.9],

    [-0.8,0.5,-25.9]

    ]

    ];

    zlt_fnc_tossropes = {

    private ["_heli","_ropes","_oropes","_rope"];

    _heli = _this;

    _ropes = [];

    _oropes = _heli getvariable ["zlt_ropes",[]];

    if (count _oropes != 0 ) exitwith {};

    _i = 0;

    {

    if ((typeof _heli) in (_x select 0)) exitwith {

    _ropes = _ropes + [_x select 1];

    if ( count (_x select 2) !=0 ) then {

    _ropes = _ropes + [_x select 2];

    };

    };

    _i = _i +1;

    } foreach zlt_rope_helidata;

    sleep random 0.3;

    if ( count (_heli getvariable ["zlt_ropes",[]]) != 0 ) exitwith { zlt_mutexAction = false; };

    _heli animateDoor ['door_R', 1];

    _heli animateDoor ['door_L', 1];

    {

    _rope = createVehicle ["land_rope_f", [0,0,0], [], 0, "CAN_COLLIDE"];

    _rope setdir (getdir _heli);

    _rope attachto [_heli, _x];

    _oropes = _oropes + [_rope];

    } foreach _ropes;

    _heli setvariable ["zlt_ropes",_oropes,true];

    _heli spawn {

    private ["_heli","_ropes"];

    _heli = _this;

    while {alive _heli and count (_heli getvariable ["zlt_ropes", []]) != 0 and abs (speed _heli) < MAX_SPEED_ROPES_AVAIL } do {

    sleep 0.3;

    };

    _ropes = (_heli getvariable ["zlt_ropes", []]);

    {deletevehicle _x} foreach _ropes;

    _heli setvariable ["zlt_ropes", [], true];

    };

    };

    zlt_fnc_ropes_cond = {

    _veh = vehicle player;

    _flag = (_veh != player) and {(not zlt_mutexAction)} and {count (_veh getvariable ["zlt_ropes", []]) == 0} and { (typeof _veh) in zlt_rope_helis } and {alive player and alive _veh and (abs (speed _veh) < MAX_SPEED_ROPES_AVAIL ) };

    _flag;

    };

    zlt_fnc_fastropeaiunits = {

    private ["_heli","_grunits"];

    diag_log ["zlt_fnc_fastropeaiunits", _this];

    _heli = _this select 0;

    _grunits = _this select 1;

    dostop (driver _heli );

    (driver _heli) setBehaviour "Careless";

    (driver _heli) setCombatMode "Blue";

    _heli spawn zlt_fnc_tossropes;

    [_heli, _grunits] spawn {

    private ["_units","_heli"];

    sleep random 0.5;

    _units = _this select 1;

    _heli = (_this select 0);

    _units = _units - [player];

    _units = _units - [driver _heli];

    {if (!alive _x or isplayer _x or vehicle _x != _heli) then {_units = _units - [_x];}; } foreach _units;

    { sleep (0.5 + random 0.7); _x spawn zlt_fnc_fastropeUnit; } foreach _units;

    waituntil {sleep 0.5; { (getpos _x select 2) < 1 } count _units == count _units; };

    sleep 10;

    (driver _heli) doFollow (leader group (driver _heli ));

    (driver _heli) setBehaviour "Aware";

    (driver _heli) setCombatMode "White";

    _heli call zlt_fnc_cutropes;

    };

    };

    zlt_fnc_fastrope = {

    diag_log ["fastrope", _this];

    zlt_mutexAction = true;

    sleep random 0.3;

    if (player == leader group player) then {

    [vehicle player, units group player] call zlt_fnc_fastropeaiunits;

    };

    player call zlt_fnc_fastropeUnit;

    zlt_mutexAction = false;

    };

    zlt_fnc_fastropeUnit = {

    private ["_unit","_heli","_ropes","_rope","_zmax","_zdelta","_zc"];

    _unit = _this;

    _heli = vehicle _unit;

    if (_unit == _heli) exitWith {};

    _ropes = (_heli getvariable ["zlt_ropes", []]);

    if (count _ropes == 0) exitwith {};

    _rope = _ropes call BIS_fnc_selectRandom;

    _zmax = 22;

    _zdelta = 7 / 10 ;

    _zc = _zmax;

    unassignvehicle _unit;

    _unit action ["eject", _heli];

    _unit switchmove "gunner_standup01";

    _unit setpos [(getpos _unit select 0), (getpos _unit select 1), 0 max ((getpos _unit select 2) - 3)];

    while {alive _unit and (getpos _unit select 2) > 1 and (abs (speed _heli)) < MAX_SPEED_WHILE_FASTROPING and _zc > -24} do {

    _unit attachTo [_rope, [0,0,_zc]];

    _zc = _zc - _zdelta;

    sleep 0.1;

    };

    _unit switchmove "";

    detach _unit;

    };

    zlt_fnc_cutropes = {

    _veh = _this;

    _ropes = (_veh getvariable ["zlt_ropes", []]);

    {deletevehicle _x} foreach _ropes;

    _veh setvariable ["zlt_ropes", [], true];

    _veh animateDoor ['door_R', 0];

    _veh animateDoor ['door_L', 0];

    };

    zlt_fnc_removeropes = {

    (vehicle player) call zlt_fnc_cutropes;

    };

    zlt_fnc_createropes = {

    zlt_mutexAction = true;

    (vehicle player) call zlt_fnc_tossropes;

    zlt_mutexAction = false;

    };

    player createDiarySubject [sTR_SCRIPTS_NAME,STR_SCRIPTS_NAME];

    player createDiaryRecord [sTR_SCRIPTS_NAME,[sTR_SCRIPT_NAME, STR_HELP]];

    player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond'];

    player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], -1, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0'];

    player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 15, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player'];

    player addEventHandler ["Respawn", {

    player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond'];

    player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], -1, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0'];

    player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 15, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player'];

    }];


  4. Opendome - the virtualise options are for any units not spawned by ALiVE. Mil Placement units will still be automatically profiled normally. Personally I prefer to use "Only Virtualise Synced Units".

    Pd3 - You can use Mil Placement modules and AI Commander on Invasion mode. Have the first Mil Placement in the starting TAOR spawn some AI, making sure it covers at least one objective as a starting base (you can use a Custom Objective synced to the AI Comd for example). Place a second Mil/Civ/Custom Placement in a TAOR covering the distant objectives and set to Objectives Only (no spawning) and sync them all to the same AI Commander. AI will only spawn in the first location but will then move to capture all the other objectives.

    Awesome thanks bud! Thats what I thought but I just wanted to make sure I wasn't assuming :)


  5. I was also wondering is the dependent item responsible for marking targets? eg. if I put the generic radio as the necessary item for combat support will the SOFLAM and laser designator still work?

    EDIT: One last question, I was just thinking about the virtual AI system and had a few questions. For the synchronization options does only virtualizing synced units mean that those units are the only ones which spawn/despawn? Does virtual all except sync do the opposite? Basically I had it set to virtualize all except synced with nothing synced which was causing me some vehicle respawn issues, I switched it to only virtualize synced units and it fixed my vehicle respawn problem but Im wondering now if the OPFOR will still spawn/despawn within the spawn radius liek usual?

    Thanks!


  6. Absolutely loving the newest update! Thanks for the great work as usual! Im jsut kicking around an idea here, but is it possible to have a way to have randomly generated inventories for the civilians? I remember in the MSO days (with a few other mods like ACE of course ;) ) civilians could spawn with random inventories (just everyday stuff or radios/weapons/Intel etc) and they could be arrested. Is there a way to do that still?

    Thanks!

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