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EO

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Everything posted by EO

  1. Hey max, I'm putting together a mission with your awesome State Prison but i cant seem to get the perimeter gates to slide open. Does it need scripting?
  2.  EO

    Arma 3 Marksman Rifles Pack

    Sorry to hijack the thread, but does anyone know how this guy does this advanced stuff with GlovePIE, (Changing weapons and optics etc.) Asuseroako is very secretive about the more advanced scripting involved
  3.  EO

    Arma 3 Marksman Rifles Pack

    Great work Mike, you have been busy lately! Do you have any plans to incorporate all your weapon packs into one single pack that includes an ammo/weapons crate?
  4. This looks fantastic, this mod gets better with every update. Ti ringrazio tanto!
  5.  EO

    Status Hud

    Nice little addon, thanks for your work. Peace.
  6. Hi Folks, been following asuseroako's tutorial videos regarding voice commands using GlovePie, but, can anyone shed any light on the scripting involved in producing the voice commands seen in this video. I have tried to PM the guy himself(through YouTube) without success. Thanks.
  7.  EO

    Speed Of Sound

    I agree with this too, first version made a huge impression, but latest version does seem a little "off"
  8. All quiet on the Western Front....any news on a future update for this fantastic mod? My name is Evil and i think i'm becoming an Armaholic.
  9. Just been playing some of the Campaign(Stable Branch) and it's working fine for me.
  10. Thanks for the heads up gdscei, keep the faith dude.
  11. All quiet on the western front......Any news on the progress of this mod?
  12. I'm putting the finishing touches to a mission where Terrorists are sent to blow-up Altis airport terminal, Police units are sent to stop the Terrorists, closely followed by Swat units, It's playing out very well, hopefully have it up on Steam in a few days time. I'll let you know.
  13. Great update dude, really appreciate the work. Already made some really cool missions with this mod, looking forward to using the Prisoner Units. Peace out.
  14. Am i missing something? Love the editor, spend a shit load of hours in it...but, there is a ton of stuff in there that i simply have no clue how to use! Is there a definitive official guide for the Editor, or are we to rely on the knowledge of the community for guidance? Clearly all the tools are within the editor for doing some really cool stuff, and as generous as Bohemia are for giving us these tools, the lack of an official guide as to what these tools do and how they work together is quite baffling. Any thoughts folks? Peace.
  15. Greetings tpw, is there any way to configure foggy breath to be less reliant on temperature and dewpoints I really just love the effect it gives, but find it frustrating it requires certain criteria to be enabled. Peace out.
  16.  EO

    Speed Of Sound

    Really appreciate the work you've put into this, looking forward to the updates. Peace.
  17.  EO

    Speed Of Sound

    WOW! Thought LordJarhead was the king of sound, but there's a threat to the throne. Great work.
  18. Roll on the weekend! Looking forward to the patch. PMC rules!
  19. Awesome stuff maxjoiner, downloading right now.
  20. Why don't you try creating an @Units mod folder and put all of massi's PBO's in there. I do that for units(@Units), weapons(@Weapons) and vehicles(@Vehicles) etc. Makes for a tidy Arma3 root folder and easier launch paramaters.
  21. Noob Alert! where would i put these lines of code...player's init? Thanks for your patience with a fool.
  22. I have an idea for a scenario which requires a smoke effect to emit from a civilian unit (like they have walked from a burning building/plane). Can this be achieved or is it even possible with a script?
  23. Awesome input tpw! I will give this a go. Thanks.
  24. Thanks Kommiekat, I'll do some digging myself regarding those A2/OA mods. Cheers.
  25. Took your advice and opened up the code....I can see it....I can sort of understand the logic....but, no, outwith my grasp i'm afraid! C'est la vie. // BREATH FUNCTION tpw_fog_fnc_breathe = { private ["_unit","_int","_nextTime", "_source","_myParticleSource","_mylogic", "_fog","_nextbreath","_time","_factor"]; { _unit = _x; // Only bother if unit is alive, close to player and foggy conditions are met if ((alive _unit) && {tpw_fog_flag} && {_unit distance player < tpw_fog_radius} && {_unit == vehicle _unit}) then { _nextTime = _unit getVariable ["myNextBreathTime", -1]; if(_nextTime == -1) then { _unit setVariable ["myNextBreathTime", diag_tickTime + (random 3)]; _source = "logic" createVehicleLocal (getpos _unit); _unit setVariable ["myBreathingParticleLogic", _source]; if(_unit == player) then { _source attachto [_unit,[0,0.1,.04], "neck"]; } else { _source attachto [_unit,[0,0.05,-0.08], "pilot"]; }; _unit setVariable ["myBreathingParticleSource", nil]; }; _myParticleSource = _unit getVariable ["myBreathingParticleSource", nil]; if(diag_tickTime >= _nextTime) then { if (isNil "_myParticleSource") then { _unit setVariable ["myNextBreathTime", diag_tickTime + 0.5]; _mylogic = _unit getVariable "myBreathingParticleLogic"; _fog = "#particlesource" createVehicleLocal (getpos _mylogic); _fog setParticleParams [ ["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 0.5, 0.5, [0,0,0], [0,0.0,-0.3], 1,1.275,1,0.2, [0,0.2,0], [[1,1,1,0.02], [1,1,1,0.01], [1,1,1,0]], [1000], 1, 0.04, "", "", _mylogic ]; _fog setParticleRandom [0.5, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10]; _fog setDropInterval 0.01; _unit setVariable ["myBreathingParticleSource", _fog]; } else { // Next breath, shorter time for more fatigue _time = 2 + (random 1); _factor = _time - ((getfatigue _unit) * _time); // shorter breath when fatigued _nextbreath = diag_ticktime + 0.5 + _factor; _unit setVariable ["myNextBreathTime", _nextbreath]; deletevehicle (_unit getVariable "myBreathingParticleSource"); _unit setVariable ["myBreathingParticleSource", nil]; }; }; } else { _unit setVariable ["myNextBreathTime", -1]; deletevehicle (_unit getVariable "myBreathingParticleLogic"); deletevehicle (_unit getVariable "myBreathingParticleSource"); }; } forEach allUnits; };
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