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BirdFilm

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About BirdFilm

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  1. BirdFilm

    Authentic Gameplay Modification

    Hi folks, Regarding the windage/elevation adjust graphic that is overlayed on the screen when you have a rifle with an adjustable scope: I find this horrendously intrusive for the most part and there appears to be no way I can choose to get rid of it. Would it be possible to add it to the list of bindable keys you currently have so i can toggle it on and off? As it stands I have to avoid marksman roles and take only short range optics as a rifleman because i find the game unplayable when every time i raise my rifle this big black graphic shows up. It also seems to hang around even after you've gotten rid of your scope. I accidentally added a DMS to an LMG during gear selection the other night and I had to walk around as an AR ith this thing printed on the top half of my screen. It stayed there even though I removed my optics and dropped them on the ground. It only disappeared when I DC'd and re-logged. I love this mod, but this one feature is killing the joy for me. Seems like something that should be optional and not mandatory.
  2. @Serjames: Thankyou but yes, I currently use a heavily modified version of those scripts in EOD missions. I like it a lot: it also has great random road placement stuff (i got the idea for mine from Brains' script). This just seems more full-featured and immersive, and I'd love to get it to work with randomisation as I said..
  3. Thanks for this amazing mod. I have a question: Is it possible to spawn these in via script during the mission? If so would anyone mind sharing a simple script that could take a marker as a parameter and create an IED in an random object at that marker's position. It would have to be MP compatible so if there's anything crucial locality-wise in the script, please add a note/comment to it. It is important for me to not know where the IEDs are in a given mission. I already have a bunch of scripts in a framework that allow me to randomise almost anything. One of them finds roadside positions at random, which I would love to use as a way of defining IED positions and spawning them in (including duds) so that when I play I dont know ahead of time where I should be looking, and I get the same experience as the rest of the group during the mission. As an alternative I suppose I could create a bunch of IEDs in the editor and move them at mission start. If I use setPos on the object that the IED is hidden in, will everything else move with the object or will I just end up with a dummy object and an invisible IED in the original position. (Any other suggestions as to how these can be randomized would also be welcome). I am desperate to start making counter-insurgency missions with this mod so any help would be greatly appreciated. Cheers.
  4. BirdFilm

    Blastcore: Phoenix 2

    This is amazing, and thankyou. Have to agree with the "too yellow" camp though. Perhaps the whole reason CSAT are on Altis in the first place is to mine the enormous amounts of Sodium from the salt lakes.
  5. Hi Norrin, just want to ask about the convoy script: This is a great script but I'm having a problem with the convoy restarting after combat. If i blow up the first vehicle using an IED, the convoy stops and assumes the combat behaviour, then after a while I get the "rejoin convoy" hint and most of the soldiers get back in, except the drivers who just lie on the floor for ever. So the convoy never restarts. It's all being called correctly I think. Any ideas?
  6. [edit - wrong thread, sorry]
  7. BirdFilm

    Lifespan chem light

    Is there a function that can check if the chemlight is still alive, and if not add a new one? Actually what I'd really like to do is create a new class of chemlight that has a massive timetolive value. That way I could use "static" chemlights as permanent scene lights e.g. for lighting a base. Then the regular chemlights could still be used by players. (I'd like to be able to do something similar with flares too). Alternatively, is there a way for a script to alter the object's time-to-live value as and when it is called, so the scripted chemlights behave in the new way and the ones thrown by players behave in the default way?
  8. Ugh, _i instead of i. What an idiot, sorry. @Larrow, I'd meant to write trigger instead of marker in the description, so getPos works fine, but thanks very much. Thanks for your kind help. Dom.
  9. Hi, I'm making a chemlight script that lights chemlights based on trigger positions, and it looks like this: /* USAGE: (1) Place markers on your map where you wish the chemlights to be and name them (e.g. Light1, Light2, Light3 etc). (2) Call the script from a unit's "init" line or a trigger's "On Act." line like so: nul = ["Light1","Light2","Light3"] execVM "Chemlights.sqf" */ for [{_i=0},{_i<count _this},{_i=_i+1}] do { _x = _this select i; chem = "Chemlight_blue" createVehicle[getPos _x select 0,getPos _x select 1,25]; }; [EDIT: loop iteration index was numbered incorrectly, corrected now] I get a "Type Any, Expected Number" error on the chemlight line. I'm guessing this is a dumb syntax error on my part so forgive me, I am still getting used to this language. So you fancy playing spot the noob error and helping me out? I've searched long and hard. Kind regards, Dominic.
  10. I need help with this too. The usual way of syncing a module to a trigger like you would with the "task" modules isn't working for me. Either the spawn happens at mission start or not at all. I've also tried putting triggerActivated trigger1 in the "condition of presence" line (with "trigger1" being the name of the trigger I was using), but no luck.
  11. BirdFilm

    Removing gear from opfor

    @2nd Ranger: Excuse the simple question, from where would you run that bit of code to ensure all opfor gear was changed? Thanks, Dom. [Edit: never mind, I tried running it in a unit's init and it worked fine, thanks for code]
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