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tinter

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Everything posted by tinter

  1. When the EDEN update hit, gear randomization was apparently disabled for missions created in EDEN. I need this on for my mission, but I haven't been able to get it back either by setting bis_enableRandomization to true, running the script manually from the pbo, running the function, using the description.ext parameter that controls randomization. I need a simple fix that can randomize the uniforms and headgear without having to get all the classnames myself.
  2. If you're running ACE, they actually have an event handler that checks when inventory has changed.
  3. To be honest, I think any implementation would be a waste of time for BIS, they could work on other stuff for all the time it would take to code, implement and debug this. I doubt the end result would prove to have any advantages than any external code editor. If they should do anything it should be to make it easier to work with external tools, like adding a button that opens the mission directory.
  4. You would probably get more bug reports if you didn't have to create a new account to open tickets.
  5. I've been playing around with your A-143R and I'm really enjoying it, been wanting loadouts for vanilla planes since forever. Is there any plans to make configs for CUP? It would be nice to have some Russian options for your missile box as well.
  6. Is there gonna be any change to the name? Like Cuel said I think the command name might be misleading for it's purpose.
  7. If you give them a hold waypoint and then a waypoint into the town, then you can sync it with a trigger with Switch type and activation Radio Alpha. This will make them hold until the radio order is given.
  8. tinter

    TF47 Launchers [WIP]

    It's not modified work though, it requires the original mod.
  9. Many problems with performance can be attributed to the CPU. Not because the graphics run on the cpu, but because the AI and scripts running end up so intensive that the CPU is the bottleneck. In MP, the way scripts and ai run is a bit different, but there's also the added synchronization between players to make performance worse. Since arma performance is mainly single threaded, they've explained their reasons before somewhere. All in all, this means that the CPU is the main limiting factor, among others. RAM is a big deal, specifically frequency I've heard and graphics matter to the extent of wanting high graphics settings. As far as I know, more players in mp is more strain on the CPU and for many popular public server missions, they have unoptimized scripts running.
  10. I have to say it's really a great job you did on the map, one of the best maps I've ever played. Despite it's size there's just so many interesting locations and so much to do. I especially love the large rivers good for patrol boats and small ones good for zodiacs, almost all the way through. There's really only one spot I know of that is troublesome. At this place on the map http://vgy.me/oTJ18X.pngcoming from both sides of the bridge http://vgy.me/PM1cm1.png a zodiac will get stuck on the ground underneath, if you're going fast enough it'll actually kill you. It seems the engine hitbox is just a little lower for the zodiac and it gets snagged on it. I hope you'll considering doing something about it. Otherwise good luck and Merry Christmas.
  11. Looking good, although I'm not sure if it's because it's a featureless grey void, but the head movement seems kinda excessive. Don't think any of the vanilla A3 animations has head movement at all.
  12. I've been trying to configure vehicles and their handling is a thing I just never got right. Hitpoints is another. I hope you manage to figure it out!
  13. Yeah I know prone reloads are a thing, but if you're standing up with the bipod deployed, the standing or crouching animation will still be used. Maybe it's because it defaults to that or it's because there is no seperate bipod deployed reload animation option. I'm not sure which one.
  14. Is there any way to configure seperate reloada animations when bipods are deployed? I'm thinking some of them look a little off, lifting the whole barrel with the bipod up in the air.
  15. tinter

    T-90 Russian MBT

    Looks extremely impressive. Are you gonna add the red eyes in the final model? Asking because they're actually IR panels and can't be seen with the naked eye, it would only show up on a camera.
  16. Hey Burnes, I really like your MK10 LCU. I tried making some changes to it, mainly in the way the attachment system works. Would you be interested in me sending them to you?
  17. Actually I was wrong, it does happen with Vanilla vehicles. What it doesn't happen with is the is the F/A-18 mod. Most likely because unlike vanilla vehicles it uses simulation airplane and not airplaneX. Just wanted to correct that.
  18. Have you made sure that every vehicle can actually function on the deck? I just tried to take off with an AV-8 and it handled like it kept hitting bumps and eventually blew up after it took too much damage. Other vanilla planes do not do this.
  19. As far as I know, Roadway LODs are only for pathfinding with roads. Why have them on a helicopter?
  20. I'm trying to create a overlay for a helmet item, but I'm running into problems quickly. I managed to get my dialog to display, but it's fullscreen and obscures the ingame HUD. I also do not have mouse control. I can get around this by using cutRSC, but I'm just wondering if this is intended for dialogs. Is there any way to display it sort of underneath under the HUD? And as a bonus question, what's the best way to control this by an item? A looping script seems to be the only solution.
  21. That's cool, but it doesn't solve my problem.
  22. Well I'm not doing it in the main menu, I'm doing it ingame.
  23. Display has the same problem. Is there some attribute I need to set to put it underneath the hud and enable mouse control?
  24. tinter

    AI and RPG fire

    You really only have to use doTarget and doFire. How you want it scripted depends on how it'll be used in the mission.
  25. I do believe I've seen script releases in the mod section before. Even if it strictly needs to be a mod then you can just package it up.
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