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mantls

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About mantls

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    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Music, Sports, Physics, Scripting/ArmA.
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    Student

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  1. mantls

    FIM-92 Stinger

    Regarding the keys. I found that many people are using tools which are out of date resulting in Keys and Sigs which would not correspond to each other correct. But you can always make keys + sigs yourself, its not that hard...
  2. You should take a look at WolfenSwans Civilian Assassins. cheers
  3. if !(local _unit) exitWith {};
  4. mantls

    L85A2 Release

    Wow, just gave it a little try. And i must say i'm amazed by the Quality! Also thank you so much for organizing good sounds! It's such a shame when good Models get "ruined" by bad sounds. One thing though, Auto fires seems to be a bit stuttering, like the gun would be choking on a bullet ^^.
  5. i think that is due to DrawIcon3D.
  6. yeah but this will not work in A3 due to said "bug" (if you want to call it that).
  7. yeah sure (was more of an example^^), guess CBA would be helpful in that respect.
  8. It's only dependant one ACE's MH-6J class, isnt it? and CBA due to post/pre init stuff (pls correct me if im wrong). But i recall it used the freeaiming (aim and press/hold alt). #1 Will be terribly stuttery in MP because of locality, i know it looks good in the Editor (onEachFrame would be even more suitable) but it'll probably be nasty in MP. #2 Well, that's our initial problem.
  9. Well i guess you#ll need to drop it first? since its in the players inventory i presume.
  10. you put this part // Maximum values for skills _skillSet = [ 0.25, // aimingAccuracy 0.45, // aimingShake 0.6, // aimingSpeed 05, // endurance 0.4, // spotDistance 0.4, // spotTime 1, // courage 1, // reloadSpeed 1, // commanding 1 // general ]; { _unit = _x; { _skillvalue = (_skillset select _forEachIndex) + (random 0.2) - (random 0.2); _unit setSkill [_x,_skillvalue]; } forEach ['aimingAccuracy','aimingShake','aimingSpeed','endurance','spotDistance','spotTime','courage','reloadSpeed','commanding','general']; } forEach (units _grp); under the part which is above it in the code i included that to make it a little bit more obvious, should be in like lin 32 or so. Basically after the group and its units have been created.
  11. well the st_lbenhance worked around the freeAim thing if im not mistaken. Is there already a ticket for this? if not we should reeeeeeally make one.
  12. in the spawn_XXX.sqf files. example: _n=0; while {_n < _grpSize} do { _unitType=_pool select (floor(random(count _pool))); _unit = _grp createUnit [_unitType, _pos, [], 0, "FORM"]; _n=_n+1; sleep 0.1; }; // Maximum values for skills _skillSet = [ 0.25, // aimingAccuracy 0.45, // aimingShake 0.6, // aimingSpeed 05, // endurance 0.4, // spotDistance 0.4, // spotTime 1, // courage 1, // reloadSpeed 1, // commanding 1 // general ]; { _unit = _x; { _skillvalue = (_skillset select _forEachIndex) + (random 0.2) - (random 0.2); _unit setSkill [_x,_skillvalue]; } forEach ['aimingAccuracy','aimingShake','aimingSpeed','endurance','spotDistance','spotTime','courage','reloadSpeed','commanding','general']; } forEach (units _grp); that should do it. I didnt test it tho, just came up with it in the forum text edit thing, so excuse possible syntax errors or the code not working. cheers
  13. Nah, AttachTo completely glues you to the attached Object, rendering your completely unable to move.
  14. BTW, also works like a charm with WolfenSwans Civilian Assassins. We've been using both in conjunction in our Public Mission (which you can play on our Server).
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