edg
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Everything posted by edg
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i have a custom mission i play with friends in a LAN. i have a file called 'ydar2.sqs', in the mission's .pbo. it activates an Animation move, and damages the nearest Man targeted. I didn't write it, it's an old Arma2 script. It's fairly good punch/pistolwhip, using a new a3 animation references. Although the old butt-smack animation reference differentiated seperate damage between a punch/whip and a primary buttsmack if you had one, and i've yet to lock in a nice replacement in animation-viewer, and the switching to secondary after a punch is a bit of an issue, i think it'll be ok if i can find a 'rifle' based 'punch/buttsmack' animation. That's not the issue though. click spoiler to see "ydar2.sqs" this is currently activated via a scroll-menu>action, in our mission .pbo's "mission.sqm", which, we would prefer to replace with 'Custom Key 12' click this spoiler to see the neccesary additions to mission.sqm to get the action 'Melee Attack!' to work.. in "mission.sqm" This is the problem. This is clumbsy, and the "Custom Key 12" would be most desirable as a replacement to activation of the script. I have seen a similar script activated via Shift+F in takistan life but even with their mission i am beyond my ability so far to figure this out alone. I am at the tether of my ability, and need some help or guidance. I have done my best on google, searching through pbo files to the best of my ability and searching forums, regarding expActiv or activating .sqs files on an 'if' premise - and how i could possibly bind it to custom key 12.. Anybody willing to tutor some? This is for a Private LAN mission for 20 players..
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alright ;p i never gave them that much credit in the first an second, they were so busy being in formation even if it meant travelling right into enemy fire or a tank's sights. Yo! Craig/bobtom. I played wasteland and it seems your old maste has gotten 'logistics and supply' (aka fortification, locking objects, moving objects, and vehicle storage) working for arma3... might have to ask him for upgrade if you havnt notice it yet.
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at the moment - units in arma2/3 when Intending to go someplace, 'walk' there regardless of objects in the way, even if it puts them in the floor under their objective. It does seem to be that the pathfinding is ho-hum, and the collision detection is given a 'temporary seize fire' and lets the pathfinding unit through. Perhaps upgrading the pathfinding is the way. I've noticed arma3 squad units can be commanded to go onto second floor exact positions now - But, on the way up, they often take zombie-like short-cuts through the walls. SO if the pathfinding was fixed, perhaps arma3 units as a whole would find there way from a to b easier..
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too right mate hey? by the sound of it, at the very least, 'dayz standalone' team has updated the zombie pathfinding to a much more glorious functionality. timestamp 16:00 if you wanna skip to the part on updated zombie pathfinding..
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realistic ammunitions. realistic ammunition loading. as per real life. realistic magazines, refilling of magazines. boxes or 'groups' of shotgun or revolver bullets. individual bullets/shells for boltaction strip-clip or single-shell loaders, and for pump action shotguns. topping up single-shells on single-shell reloading weaponary. ability to interupt single-shell loaded weapon reloading to shoot. ability to have different slugs/pellets loaded into the capacity of a shotgun, and mixed, via interuption of the reload of a type of ammo and the switching to another, where applicable in real-life.
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thx dude, description.ext = game type > 3. much gratitude. i sent a PM with some other script related questions if you got a moment. ---------- Post added at 05:32 ---------- Previous post was at 04:54 ---------- Wat's the go with the Strike animation? Is it inbuilt into Arma2/3? I would love to implement a melee script into my mission - using it, either that in that the unit has their pistol in their hand when they 'whip' like the zombies, or that they be empty handed, a sort of 'slap' with the primaries holstered..
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hey chief - "Want to build off of DZS platform? Just take this parameter off and change the map how you wish. Players will not be relocated and vehicles/weapons will not spawn. Zombies will spawn as usual, however." - Which parameter? Something in the init.sqf? Or is there a in-server admin option menu i missed somewhere.. How do you recommend adjusting these parameters and where are the settings?
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ill try this version out, thank you dude..!
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Hey - is it possible to rehost the Zombie spawn script as it is without Any loot or vehicle spawns? I'd prefer to add vehicles, weapon crates, base regions and supply points. I like the civilian spawns but i'd like to be without them also. The Weapons and vehicles spawning all-around lags our server, and i'd prefer to add a mission and story to the custom playable characters and inventory i've already added, and be rid of the random spawns, besides the Zombies..
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I'd like to see guns that do not use clips have 'Piles' of ammunition. These could still be in stacks of 20 for example, in regard to shotguns or a bolt action hunting rifle, or 30 for a revolver. And rather than any magazine being attached to the weapon - the ammo is fed in, one at a time. If appropriate to real-life, it'd be nice to be able to LMB or something to interrupt the reload to fire if needed, with only as many as you have reloaded in the chamber. This distinction could lend to more realistic and interesting pump action shotguns, six-shot revolvers, bolt action Karbiners (which use strip-clips of 5 but can also be topped up with individual shells) and scoped bolt-action sniper-rifles. Thinking of the dayz's 'splitting' of 8rnd stacks to 2 for the double-barrel - You could lend this 'stack' feature to the modding of more realism in 'ww2' or survival style mods, with the ability to perhaps form 'strip clips' of 5 or 'speedloaders' of 6 for bolt-actions or revolvers, depleting from the 'stack' - and the stack being able to be depleted further via 'topping' up mid-mission shell-by-shell. The pump-action could always be topped up, with no speed-loading options being available besides perhaps loading some shells onto the side of the gun on a mount.
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What i'd like to see: Clips/bullets distinctions, Shotguns/Revolvers/Bolt-actions
edg replied to edg's topic in ARMA 3 - BETA DISCUSSION
yeah frikken heck. Sure. there is a distinction. but if the distinction between the word 'clips' and 'magazines' matters to you, why arent you all kicking up more of a fuss about the cruddy system that was in arma2? the revolvers, m1014 shotguns, anybody? total sucks. it's bad enuf that we couldnt and still cant combine our half spent MAGAZINES (cough was bout to write clips) into full ones. There has to be a more realistic system in arma3. not only i guess to be in match with the new visual clips and inventory, but also to encourage ww2/ww1 mods (realistic bolt-actions) or even cowboy shooters etc (realistic revolvers and winchesters) and remington pump actions that actually pump and reload similar to real life. hell, in "s.t.a.l.k.e.r" you could load your shotgun as such, 1pellet,1slug,pellet,slug,slug,slug,pellet,pellet. if you so wanted.. just like in RL..