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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. No luck with that one, I'm afraid, Larrow! Thanks for the suggestion though!
  2. Just wondering. I've created a character with a custom voice for a mission - is there a way to silence their radio voice? As it is obviously not the same. Or better still, is there a way to interpolate a custom recording? My first guess is that all of this is hard coded. Would love a confirmation on that, though, if it is the case. Thanks in advance to all you helpful souls! I've already tried Speaker = "none"; in the cfg identities.
  3. Simply awesome! Thanks so much guys!
  4. Hi everyone - I'd like to know how I can edit a unit in a vehicle. For instance, how would I set the identity of the pilot if I set down a vehicle with the crew already inside, rather than an empty vehicle? Thanks in advance, guys!
  5. Thanks Iceman! Nice one! Didn't think it'd be that simple! ---------- Post added at 15:46 ---------- Previous post was at 15:44 ---------- Ah - I spoke too soon. It's not quite that simple. I want to enable speech between players but I want to stop the default radio voice. Setting radio to 0 disables all voices!
  6. Kydoimos

    Setting Arm Skins?

    Ah okay, thanks Pete!
  7. I've seen some pretty cool arms in the update - is there a way to assign these to units in the editor? I know about the setFace command, but how about arms? It'd be great making some custom tattoos and things, huh?
  8. Kydoimos

    Setting Arm Skins?

    ---------- Post added at 19:15 ---------- Previous post was at 19:13 ---------- Yes, maybe - it's just I've seen people with tattoos on their arms! They look well cool! I found a .paa file for the tattooed arms, but have no idea how to implement that into the game. Check out the Epab data file - some interesting new bits in there!
  9. Hi all - there's a very old thread on this for Arma 2. But it never really reached a conclusion. Outside of attaching an object to something, is there a way to freeze it in place? Say for instance, a medikit or something?
  10. Thanks semiconductor - actually, in the end, the attach object worked quite well. I've got an MX rifle leaning against a wall, and when you pick it up, the rifle you exchange it with goes into the exact same position - which is quite cool. I didn't realise the exchange was taking place, as the player unit had the same gun! I wanted to get rid of the option to pick it up, but then, when I realised that it was getting picked up normally, I left it attached.
  11. Hi - does anyone know if there's a way to get rid of the numerical digits in a callsign on the commandchat? And is there a way to replace the BLUFOR callsign on globalchat? (setgroupID doesn't do the job), and lastly, on the vehiclechat, can you get a callsign instead of just 'Pilot'/'Driver'? Thanks to anyone who can help with this!
  12. Can anyone tell me how to reproduce the electricity effect from Mission 01, with the downed Blackfoot? (You can see sparks in the cockpit).
  13. Kerc Kasha, brilliant stuff! Well found! Very, very helpful! Really appreciated, mate!
  14. Does anybody know if there's a way to replicate that effect? Possibly as a particle effect?
  15. Hi all - can anyone tell me how to group units in a script? Basically, I want to disable the simulation of a group and hide them. Then, I want to activate the group and unhide them. I have it working by individually disabling/enabling, hiding/unhiding each unit - but there must be a better, cleaner way of doing it! Sorry if this is a stupid question or if it has been covered somewhere else! (There are so many entries for groups on the forum I didn't know where to start looking!)
  16. Kydoimos

    Grouping Units

    I found the forEach command and figured it out.
  17. Ah, interesting. I didn't want to use it in conjunction with the Blackfoot wreck though! No wonder I couldn't find it anywhere in the config files! Thanks for letting me know!
  18. Heya - can anybody help us out? I would like to know how you get the parameters for the camera to make cutscenes and also what they mean. As you can see, I have a script below, but I don't really understand how to use it. I know you can copy and paste parameters on the splendid camera, but I don't know how those parameters correspond with the script (or even if they do at all!). Apologies if this has been covered somewhere else - I have had a look at some of the other camera threads but I couldn't find one that seemed relevant! _camera camPrepareTarget [?,?,?]; _camera camPreparePos [?,?,?]; _camera camPrepareFOV ?; _camera camCommitPrepared ?;
  19. Kydoimos

    In-Game Rolling Credits

    That's awesome - thanks, mate! I'll be sure to give that a whirl!
  20. Okay - asking the impossible methinks - but ... can anybody think of a way to get player shadows onto user textures? Is it impossible? The user texture objects seem to be rendered in front of shadows, smoke, flames etc. Any ideas? I'll be seriously impressed if anybody can help me! :p
  21. Hi all - bit of a tricky one this. You know the debris that flies from a vehicle when it explodes? Is there a way to place those particles in the editor and stop them from disappearing? I'm trying to create a crash site. I can place smoke, flames, etc. but what I really need is some scattered scraps of metal. Any ideas? Is there a way to place a broken rotor blade somehow? :) Probably not, I guess. It's a shame there's no Ghosthawk wreck like the Blackfoot one!
  22. Kydoimos

    Crash Site

    It's in the making. It's actually the second part of a campaign. The first mission is Road's End and will be released just after Christmas, I'd imagine. Currently doing the audio dubbing. To get a taster of the sort of thing you'll be seeing, check out this showcase mission: http://steamcommunity.com/sharedfiles/filedetails/?id=192033855. If the link doesn't work, type in Armoury on the showcase search, or check out the templates on Armaholic. Some seriously cool stuff going on.
  23. Kydoimos

    Crash Site

    Thanks Kevsno - really interesting! I'll check it out! :D ---------- Post added at 23:08 ---------- Previous post was at 21:31 ---------- ---------- Post added at 23:12 ---------- Previous post was at 23:08 ---------- The rotor blades I added by using the User Texture object. And the great news is, you can place the debris in the editor! Woo!
  24. Kydoimos

    Crash Site

    Thanks Jim, not quite what I was after. It works, but I wanted to place the debris. Appreciate your help though! :) Does anyone know how you can create the crater effects too?
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