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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Hello all - wondering if anyone can help me with this? Basically, I have _unit DoTarget _Target; _unit DoFire _Target. Now what I want to do, is to stop the unit firing at the target I've assigned. It's a shooting range target. I've tried Dowatch ObjNull and disableai "Target" but none of these things appear to work. I would just set the ammunition to 0 but I need the unit to be able to target enemy units. :p I bet the answer's dead simple and I've missed something glaringly obvious.
  2. Kydoimos

    AI Cancel Targets?

    Interesting guys, thanks for that! I'll try it out. :)
  3. Kydoimos

    AI Cancel Targets?

    F2K Sel, I don't know! :p I'm using the commands with a machine gun mounted Strider. I think the FireatTarget might work for what you need.
  4. Kydoimos

    AI Cancel Targets?

    Tried doWatch objNull, but it didn't work. And I don't really want to assign a new target, either. Thanks for the suggestions though, chaps. I do appreciate it!
  5. Kydoimos

    Custscene Cameras

    Wow! Thanks mate, that's awesome! Very, very helpful! I ought to be able to do some cool stuff with the above - thanks very much!:)
  6. Just testing the water here - but how many of you out there would be interested in reading scripts for mission making, recording your voice, and emailing it to other members in the Arma community? Are there any native Greek speakers out there? :) Farsi speakers even? Does anyone fancy doing some recordings if provided with a script? There's some great things you can do with 'Audacity', including radio-like speech effects.
  7. Kydoimos

    Community Voice Dubbing

    Don't mind about the southern accent, Jones! :) Any American accent would be good! Give it a bash if you like! No swimming, I'm afraid. The co-ordinates are right, but were you reading them for Altis? :p Because the mission is on Stratis! Swimming is in the pipeline though!
  8. Kydoimos

    Community Voice Dubbing

    Iceman - check out these threads: http://forums.bistudio.com/group.php?groupid=96. Or create a new one with your request - it might be an idea to post on an amateur voice actor's forum, because I don't think there are many Farsi speakers floating around the BI forums (I may be mistaken!). Thanks Demongod, looking forward to the recordings! And Jones, yeah, check out the script: https://www.dropbox.com/s/h4h763zzkby1ctm/Script.docx. I'd love to hear your southern accent. I'll also check out this kick-ass music! :)
  9. Kydoimos

    Community Voice Dubbing

    Okay all - I have a script. Am now in need of some American accents - so please, give us a shout if you're interested!
  10. Kydoimos

    Play sound while in vehicle?

    Simply fantastic - I was wondering how to sort this. Thanks!
  11. Kydoimos

    Ropes?

    I swear I've seen a create rope command somewhere, but now I can't find it. Have I imagined it, perhaps? :p There's a rope in the config. viewer which is quite cool, but it's a bit long and too static for what I wanted to use it for. Basically, I want to have a helicopter carrying a small crate. Any bright ideas or suggestions, folks?
  12. Kydoimos

    Ropes?

    That would be awesome! PS - Roy, thanks for the drawline3D tip. It's quite cool. Think I'll probably hold off for the genuine article, though. Still, it does look pretty good.
  13. Kydoimos

    Ropes?

    Cheers guys! Thanks for that - let's hope we see some cool rope stuff at some point in the campaign!
  14. Heya - can anyone help? I'm trying to stop an AI unit from jabbering on and saying things like 'Area Clear'. I can't use enableradio false because the unit speaks to the player (doing so hides the radio subtitles). Also, I've tried enableradio false and it doesn't stop him from speaking... any suggestions?
  15. Thanks - I'll give that a go! Is there a way I can re-enable movement too, via a script like the one posted above? Helpful response, again, many thanks! ---------- Post added at 17:40 ---------- Previous post was at 16:58 ---------- Nice try Arctor - no dice, I'm afraid. Funny effect though, you can glide around in the animation. :p
  16. Kydoimos

    Animation Transitions

    Mmm, okay yeah, I'll look into that, Pete. Good thinking! :)
  17. Hi all! Does anybody know how to create seamless and smooth transitions between animations? Particularly for the player? I want to emphasise the 'seamless' and 'smooth' transition aspect here. Basically, I've found that if you use the switchmove command followed by the playmove, you get a pretty good transition - but it's not perfect - there's a split second jump. It seems in the campaign there's a certain point between two animations that a switch can occur and it works okay. I've been trying with the hubspectator animation and the standard standing with weapon lowered animation. At 9 seconds the animation switch is pretty much spot on. Any moment before or after that and you get a visible twitch. Any ideas? It'd be really useful to know how to create perfect transitions.
  18. Check the config. viewer. It's not as if I'm making it up.---------- Post added at 08:01 ---------- Previous post was at 07:56 ---------- Here: "Land_Portablelight_Single_F" or "Land_Portablelight_Double_F".
  19. Kydoimos

    Community Voice Dubbing

    Hi, Demongod - I've got a few roles for you to try out soon - very exciting stuff. I'll keep you posted. In need of an American accent! The armoury template is finished and out on Steam Workshop. In the end, I cast a chap named Andrew Mooney - I think you'll agree he's quite good. I'd love to cast you in a role for a new SP mission I'm putting together though, as I was impressed with your recording. Anyway, check out the template when you get a moment, so you can see what sort of stuff I'm up to :). Hope you like it! I'll be writing the script over the next few weeks and I'll send you a copy - if you're interested!
  20. You could try using either the single or double portable light, attaching it to something, then using the hideobject command. Might work?
  21. Kydoimos

    Armoury Template

    Okay - the template now has a fully functional showcase mission - with working KBTell dialogue :eek:. Please check it out and give us a thumbs up if you find it helpful.
  22. Hi - sorry about the late reply - IndeedPete, I'm putting together an update for my Armoury Template. Should have it up and running today; subscribe on Steam Workshop and check out the .pbo. There's loads of speech etc. I'll also post here again and try and give you a breakdown of what I did...
  23. Hiya - how does one open doors to buildings in a script or with a gamelogic? I know how to lock them: ((nearestobjects [this, ["house_f"], 5]) select 0) setVariable ['bis_disabled_Door_1',1,true]; but I'd like to open them... any ideas? I tried BIS_open_door_1 but that didn't do it.
  24. Kydoimos

    Opening Doors

    As always 2nd Ranger - very helpful - thanks! :)
  25. Kydoimos

    Removing Vehicle Parts

    Ok - thanks very much matey, good to know!
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