Jump to content

batboyx2

Member
  • Content Count

    14
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

1 Follower

About batboyx2

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Really nice work so far gents, looking forward to seeing more awesome-ness from you guys!
  2. Definitely going to check this out with a few friends later on today, it looks pretty awesome.
  3. batboyx2

    MAP FSF Dariyah Released

    I'm going to take a better look at this later, but right now it looks pretty awesome, nice job!
  4. Keep up the great work Zooloo, always eager to see what you're going to do next.
  5. You might try using setVelocity on your plane in question to get it traveling in the right direction.
  6. My understanding of what you're saying here is that you need to get a picture of a BLUFOR AI shooting himself--you are trying to do this with the context menu so you can capture the photo. Why not just use a trigger with the activation on Radio Alpha, then put 'Dave switchmove "ActsPercMstpSnonWpstDnon_suicide1B"' in the onAct? Would this not serve the same purpose? Maybe I'm misunderstanding the question, but addAction seems like the most annoying way you could choose to do this.
  7. Most likely not. setVelocity is a local command and therefore can't be executed serverside for a vehicle with a player driver--as that vehicle is local to the player only.
  8. I didn't end up using 'isKindOf' because I didn't want every single mod chopper to have the exact some reaction to the wind, I was planning on adding choppers with their own custom values as people came along requesting for certain choppers to be added.
  9. No, I don't mind at all. If anything, thanks for bringing it to my attention that it works as it is for A3!
  10. I apologize that I'm also a student as well as a redditor. Apparently I'm not allowed to be away from my computer for more than a few minutes. No hard feelings though man, I'd love if you could still reach out your hand and help me! I'm new to the Reddit thing, either I didn't realize that I had a PM or I just haven't been at my computer.
  11. http://i4.minus.com/iblVjDvwGDEIZZ.png (127 kB) << This image adder won't work, please fix it... Prevailing Winds by the PhanTactical Mod Development Team Description: Prevailing Winds, or Pwinds, attempts to create wind effects on helicopters within ArmA 2. It currently works with all ArmA 2 and OA helicopters, and with the helicopters within Isla Duala. Wind simulation is drawn from the ArmA weather mechanics. If the ArmA mission has stormy weather, the wind will push helicopters around far more than on a sunny day. To correct for wind effects, pilots will have to angle their choppers into the wind, just enough to keep them stable. Autohover does not work at high wind speeds, as the helicopter won't be able to manually correct. Urban landing zones become a huge issue, as wind could smash a helicopter into a building if corrections are not made. Helicopters do not get pushed around when they are touched down. Once the helicopter lifts off the wind takes effect, as it would realistically. Note that this mod does NOT effect the AI. Otherwise, AI couldn't do something as simple as landing the helicopter at an LZ. ArmA AI don't know how to handle this level of realism (haha). To wrap up, Prevailing Winds is meant to overhaul flight. Experienced pilots may have to rethink their flying techniques. While previously courtyard landing would be optimal, a pilot may have to consider the wind and his surroundings before attempting such an enclosed landing. Prevailing Winds will be updated with bug fixes when required. Features: -Pushing about of all A2 and OA helicopters based on wind magnitude and direction. -Disabled wind for AI, so they can still pilot. -Disabled wind when touching the ground, so you don't skid off to infinity. Installation: Installation is pretty standard. Unzip the file, and drop the @PMT_PWINDS folder into your ArmA 2 Operation Arrowhead folder. (C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead) Run Arma 2 with the addon Included files: pmt_prevailingWind.pbo Usage: Place a chopper in the editor, and turn on wind effects via changing the 'Weather' slider in the editor, which is accessed by clicking on the sun icon on the right-hand side (This is called the Intel Menu). This addon will work on a dedicated server that is not running the addon, and will work on a dedicated server with multiple people running the addon. Only the person who has the mod enabled will experience the effects of the mod whilst flying, unless they are the passenger inside a helicopter. Media: Change log: v1.0 -Started Addon Notes: If anyone understands the effect of wind on helicopters, and would like to help bring more realism to the wind simulation, please let me know. It would be a massive help. Credits & Thanks: Project Head: Batboyx2 Big thanks to the community I am a part of, PhanTactical. Thanks to them for hosting my download and providing people I could have crash into the dirt repeatedly... for science! Thanks specifically to Jani (Phantom) for writing the body of this text, as I was being lazy at the time. Download: http://repo.phantactical.com/downloads/@PMT_PWINDS.7z
  12. I've been developing an addon for some time now, and I've reached a brick wall because of the RTM animation system that ArmA 2 uses. Basically, I'm currently stuck with Dslyecxi's 'STLittlebird' animations because I'm unable to figure these out. I have a few animations I want to get into the game, two of them are sitting positions from which you are able to shoot, and the third is just a relaxed sitting position for the interior of a chopper. This is what I've tried in terms of my config.cpp: class CfgPatches { class pmt_anims { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CA_Anims","CA_Anims_E","CAWeapons"}; }; }; class CfgMovesBasic { access = 1; collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a","1c","2c","3c","4c","5c","6c","7c","8c"}; collisionGeomCompPattern[] = {1,3}; class Default; class ManActions; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class States { class DeadState: Default{}; class DefaultDie: Default{}; class StandBase: Default{}; class AmovPercMstpSlowWrflDnon: Default{}; class pmt_actionChopperSit: AmovPercMstpSlowWrflDnon { visibleSize = 0.700121; actions = "RifleStandActions"; duty = -0.7; file = "\pmt_anims\anims\pmt_actionChopperSit.rtm"; collisionShape = ""; showWeaponAim = 0; disableWeapons = 1; disableWeaponsLong = 1; aiming = "aimingDefault"; aimingBody = "aimingUpDefault"; aimPrecision = 1; weaponIK = 1; canPullTrigger = 0; leaningFactorBeg = 1; leaningFactorEnd = 1; ConnectTo[] = {}; InterpolateTo[] = {}; }; }; }; This was in an attempt to get one of the three animations into the game, which doesn't work at the current time. I put this together and then try to use setmove or any of the other routines that set your current animation and nothing will happen. I do believe I'm using the proper classnames there, so I think it's logical to say that it's an error with my config.cpp. If you want to learn more about this project and what it's aiming to do, you can check out the developer video I made for it about a month ago. If anybody knows what I'm doing wrong here, please respond. I'm relatively new to the modding scene and I'd love a detailed and informed response.
  13. Hello, I am okay/good at voice acting, and have a deep voice. I am from Illinois (So you can get a grasp on what my voice sounds like naturally) I can do these amazingly: British English accents, Australian accents I can do these well: (But not amazing) Russian accents, Indian accents (Tribal Indian, not like this one - - (plus further eastern countries as well), Texan American accents, and various others I can't think of right now.I can't do these well: Any South American accents, Canadian accents (Very subtle), Chinese/Japanese accents (And regions surrounding). Contact me via PM if you are interested in my talents! That is all.
  14. I've seen many, many different scripts for this sort of thing, but this one is by far the most functional and good-looking, thank you for this!
×