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Igitur

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Everything posted by Igitur

  1. Igitur

    Fast Transitions Mod

    Sorry guys, there is no anim available for that.
  2. Igitur

    Walk As Default Mod

    Version : 061213.
  3. Igitur

    Walk As Default Mod

    I plan to work on that, but will wait for the Beta release though. Hopefully, BIS will change the default anim in the meanwhile.
  4. Igitur

    Walk As Default Mod

    Finally got it. Had gone one pack too far.
  5. Igitur

    Walk As Default Mod

    Sorry I must leave in a couple of minutes. I wont have the time for the addon today, but I have updated the script version. You may want to try it, and please let me know if you fnd some issues. Thx for the help anyway :)
  6. Igitur

    Walk As Default Mod

    Sorry won't work for some reason, probably me. I dont have more time today, so I'll try the first method. There is a Respawn EH added in the script. Let me know if that works.
  7. Igitur

    Walk As Default Mod

    I was on the verge of releasing a new update, but this is interesting. May I copy that as it is in the config.cpp when I pack the whole thing ? I'm new to this, and I followed the exemple in this very informative thread for the first release. How should I change that config exacly ?
  8. Igitur

    Walk As Default Mod

    Thanks for the feedback. I'll check that out. Did the respawn issue happen in multiplayer or singleplayer ? I forgot to deal with the walk/sprint/walk transitions. Almost fixed. The next update will include the jump feature, depending on your fatigue, and a way to get rid of the weird high/low weapon transition we currently have while running. Edit : - I just checked the Temp Walk/Run. Works fine for me. Please make sure you don't use the same key for multiple actions. Will update anyway. - You're right for the Alt key. Actually, all special keys (L/RCtrl, L/RShift, L/RAlt) wont perform for WalkRunTemp ( and only for that). I have no clue why.
  9. Igitur

    Walk As Default Mod

    @ Foxhound : Thank you !
  10. Igitur

    Walk As Default Mod

    An AddOn version of this mod is now available.
  11. I can get this work in my init file, but the same line wont work in my script file. player addEventHandler ["AnimChanged", {hint format ['%1, %2',_this select 0, _this select 1]}]; Any idea ? _________Edit Ok, I created another file and put the line in. That worked. I still Wonder why.
  12. Ok, thanks for the replies. I'll run some tests when I have more time.
  13. Well, I know the trick for a single key detection and its shift, ctrl, alt variant. I also know how to check a multiple keys combo, but how do you detect a double tap key input ? Any hint ?
  14. Any key doubletap would be great. I want to fix an issue I have in my Walk-As-Default-Mod when the Walk/run toggle key is bound to a double tap key (2x leftShift for instance). It requires some kind of delay in the key detection, but i've no clue how to.
  15. Their behaviour must have been turned to "SAFE" or "CARELESS" for some reason. Check the waypoint parameters (behaviour -must be set to sth other than safe or careless, formation -a "COLUMN" or "COMPACT COLUMN" formation form indeed as a queue) or the triggers involved if you have some.
  16. You can try : {_x doWatch (getPos H1)} foreach units group this ; in the init box of your leader. H1 for hostile 1's name, which can be a unit, a group, a target, a position, an object, a marker, etc..
  17. You may also want to try http://community.bistudio.com/wiki/enableAttack Write : this enableAttack false in the team leader init box to prevent the leader from ordering his guys to engage you. Or try : {_x allowFleeing (random 0.4)} foreach units group TL in the on act box of your waypoint (TL being the name you must have called the team leader). That will prevent your opponents to flee too soon (this allowFleeing 0 wont let them flee at all). I also suggest you change the behaviour of the guys once they have detected an ennemy presence : {_x setBehaviour "COMBAT"} foreach units group TL in the on act box of a "blufor detected by opfor" trigger.
  18. Zooloo75, this script is brilliant ! I took the liberty to modify the SBV.sqf file to better fit my own tastes, however. Basically, I changed the exhaustion fatal consequences to a forced walk effect that I find more realistic. You might want to test it and maybe add it to your own orginal version as an optional parameter. Here is the file : https://www.dropbox.com/s/shtqtsxyzq9a3ni/SBV_copie.sqf Cheers
  19. This very simple function allows you to place and remove the cinema border at will while you're playing. The assigned control keys are : LCtrl+Del. IGIT_CinBorder.sqf Copy/paste the file in your root mission folder and put: [0.5] execVM "IGIT_CinBorder.sqf" in the init.sqf The [0.5] parameter can be modified and defines the change duration in seconds.
  20. Hey, I've written my first little function for Arma. Nothing exceptional, I just begin to familiarize myself with the scripting commands, syntax, procedures, etc... The function itself allows you to place and remove the Cinema Border at will while you're playing, hiding and showing the HUD consequently to micromanage your team as you want. You do it by pressing the LCTRL+DELETE keys simultanously. Here is the code : Now I still have a couple of questions : 1) I've not been able to figure out how to upload a simple Notepad file on this forum. Anyone knows ? 2) In the code above I use a variable (cb) to check whether the Cine Border must be put in or removed. I first wanted to use a local variable (_cb) instead, but that does not work. So I declared my variable as private, just in case. Can someone tell me why the _cb variable won't work, and if or not my current cb variable is actually private ? 3) I never play online and have no clue of the specifics of multiplayer Scripting, so do you think that function could work in multiplayer as well ? Why, and what should I care for to make it usable online ? Thx a lot :cool: EDIT : duration parameter and downloadable sqf file added; https://www.dropbox.com/s/0s8s0m4y0yqb50j/IGIT_CinBorder.sqf
  21. Very informative. Thanks ! By the way, has anyone tested the function ?
  22. Done. It's always great to see helpful people :)
  23. Ok I understand better now (well, I think). The cb variable is global and that's why the function works, but that implies the counter can possibly be affected by another script or addon. I re-edit my first post and delete the " private ["cb"] " line.
  24. Thank you Loyalguard :) So if I understand correctly, my "cb" variable IS local even though there is no "_" sign before it. Just a naming convention, the important point being to declare is as private before using it in the script, right ? That's what I wanted, since I dont want this script to interfere with other players display or addons. As for the tag in the function name, I just put it to distinguish my own scripts from other files in my scripts Library, but I'll follow your advise and change the name. thx again.
  25. Did you try SwitchAction ? http://community.bistudio.com/wiki/switchAction
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