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zgmrvn

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Everything posted by zgmrvn

  1. as Heeeere's Johnny! said, you need to include your first script like this : #include "localvars.sqf" // no semi-colon // rest of your U_CO.sqf script _unit = _this select 0; ... ... also, remove the last line of your localvars.sqf script : call compile preprocessFileLineNumbers "U_CO.sqf"; // remove me
  2. zgmrvn

    ACRE2 Public Beta Release

    maybe you can try with reveal
  3. i see 2 ";" in the last "if" _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; don't know if it can be this, did you enabled showScriptErrors ?
  4. if this is in the init, why don't you directly use the armed one ? this animate ["AddGunHolder", 1]; this animate ["AddBenches", 0];
  5. zgmrvn

    Combat mode dependent walking animation

    i sent a message with some pictures about that on the "Community wishes & ideas" thread few months ago : http://forums.bistudio.com/showthread.php?125820-ArmA-3-Community-wishes-amp-ideas-DISCUSSION&p=2744601&viewfull=1#post2744601 walking as a badass in a dangerous field breaks a little beat the immersion :/
  6. zgmrvn

    Attached Lights bouncing around

    i had (have) the same problem on my Mohawk script (in my sign), seem to be how the engine handles lights, probably no way...
  7. As specified in the previous pages, it would be nice to have more walking stances Since the fatigue system has been re-introduced, walking becomes an important part of a mission and it is disturbing to see a squad walking as if everything was safe. here is a table of what would be possible based on the running model : Already used animations Partially in the game Weapon lowered (2x Ctrl) ---------------- Weapon lowered ------------------ Weapon raised ---------------- Weapon raised Combat mod disabled (C key) ------------ Combat mod enabled ------------ Combat mod disabled ------------ Combat mod enabled Running AmovPercMtacSlowWrflDf ------------ AmovPercMrunSlowWrflDf ------------ AmovPercMrunSrasWrflDf ------------ AmovPercMtacSrasWrflDf Walking AmovPercMwlkSlowWrflDf_v1 -------- AmovPercMwlkSlowWrflDf_v2 --------- AmovPercMwlkSlowWrflDf_v3 --------- AmovPercMwlkSrasWrflDf
  8. Usable cargo ramp for CH-49 Mohawk by Zigomarvin Presentation what pilot and copilot can do : - set cargo ramp in 4 positions: open, sligthly open, drop position and open. - turn on some lights (red, green, white) or play some sounds (prepare, go) to indicate to the crew in the back that it's time to jump. what soldiers in the back can do : - if the cargo ramp is in open position they can get in or get out (below 40 m and 50 km/h). - if the cargo ramp is in drop position they can jump (above 100 m). - they can get out to the left side (the défault action always eject you to the right side). Download & usage 1. Download the script archive. 2. If you are already using an older version of this script, remove the "usableCargoRamp" folder which is in "scripts" folder. 3. Copy/paste the "scripts" folder in your mission root. 4. Open the description.ext and copy the CfgSounds class in your mission description.ext 5. Put this in initialization field of a CH-49 mohawk, this line has changed since the last released version: _n = [this] execVM "scripts\usableCargoRamp\usableCargoRamp.sqf"; Changelog v2.3 New cargo ramp positions: closed, slightly open, drop position, open. Pilot and copilot can turn on lights of colours or play audio signals in the cargo compartment to tell to the guys in the back it's time to jump. You can get out to the left side. v2.0 New system (no longer ammo box, all in one file, less bugs (maybe no more)...). v1.1 FIXED: script wasn't starting correctly when server had many things to load. FIXED: "get out" action is no longer removed when the chopper get full. Added some priorities in actions. v1.0 release
  9. the third person camera in the chopper is to far and the lights are automatically disabled (arma egine is made like this), did you tryed at feets, near from the chopper ? you have to initialize the script by the script that spawns/respawn theses choppers, maybe i could help you if you give me the mission file
  10. Hi irfanahmed1979, you can find it by double clicking on a CH-49 in editor mod
  11. zgmrvn

    moveInCargo & Locality

    optimisation tip' date=' [b'][[_unit, _vehicle], "G_moveincargo", true, true] spawn BIS_fnc_MP;[/b] the first true : this argument tells to who to broadcast the command, true means "to evreybody" but players don't needs to exectue this commande because an IA is alway local to the server, so use false that means "to the server" the second true : does JIP will execute the command, useless in your case and very depreciated, it can produce massive desync [[_unit, _vehicle], "G_moveincargo", false, false] spawn BIS_fnc_MP;
  12. this function is designed for flying vehicles (and maybe boats if the sea is flat/calm) also, and unfortunately, it doesn't work in dedicated server : http://feedback.arma3.com/view.php?id=15919
  13. Hi Kawa, i've just send you a mp because the way to do what you ask is not really proper. @STYLiNGtooFAST, i will add starting params in the next version. TODO list: - precompiled functions - handling functions, @Kawa - starting params, @STYLiNGtooFAST
  14. Hi, new version and new stuff ! Check the first thread. @STYLiNGtooFAST, actulally no
  15. Hi, So i'm on my begining in 3D/config and all that stuff and I made a simple and usefull model but i get some trouble with .rvmat. When i add it to my model i get realy dark shadows. The shadow casted by my ShadowVolume is fine. left: default game model, right: my model here is my actual .rvmat. I try alot of thing but it doesn't work :( class StageTI { texture=""; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,0.1}; specularPower=3; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="training_fortifications\doors\data\training_door_r_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={8,0,0}; up[]={0,8,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="training_fortifications\doors\data\training_door_r_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(ai,16,2,2)fresnel(0.45,0.35)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; thanks.
  16. nice, it worked, thanks :).
  17. zgmrvn

    =BTC= Revive

    seems nobody has reported it so i will do. You are using a function to store player gear each time this one takes damages, BTC_gear = [] call BTC_get_gear; But when you get near from a burning vehicle the function is executed many time and results in a massive lag then freeze until the fire has gone. I noticed that for lower configs (i was on a laptop when my graphic card was dead) it also produce lags when you take a bullet... We are alot to play together and we encounted this problem on every mission that are using BTC revive.
  18. zgmrvn

    Helipad Light Script

    interesting, i was thinking about to work on something like that :)
  19. It's true but they shouldn't, this is a script of 5,4Kb... The possibility of walking should ask a bit more and probably a remodelisation of some parts of aimed vehicles. @Johnson11B2P, I tried this (first message on this page) but it didn't worked. I'll try again when my burned graphic card will be back :).
  20. Merry Chrismas everybody ! I'm still looking for a way to run some script on player disconnect, any idea ?
  21. zgmrvn

    Orbital Strike help

    easyer than setVectorUp, you can use setPitchBank, values are in degrees: // object, pitch, bank [_missile, -180, 0] call BIS_fnc_setPitchBank; try this to force to move down the missile. _missile setVelocity [0, 0, -100];
  22. try with unitCapture http://forums.bistudio.com/showthread.php?169539-How-to-use-UnitCapture-in-Arma-3
  23. zgmrvn

    Help with Artillery Script

    the T100 Varsuk is a MBT, not mobil artillery, Opfor arty is 2S9 Sochor. Also, be sure the target position is far enough. for me it works. i've noticed a mistake in the script i gave you, in your original script, your chance var is between 1 and 10 round. // return between 0 and 10 _chances = random 10; // return between 1 and 10 _chances = 1 + (random 9);
  24. zgmrvn

    Creating "ghost objects"?

    ^^, i think i have an idea of what you are trying to do disableCollisionWith and enableCollisionWith should help you, but it works between two objects only, not for all players, you need to apply it to each player. Like Das Attorney said, but if you are in developper version, prefer setObjectTextureGlobal (thanks Beerkan :P) The only way seem to be a mod that include a new object exactly like the one you want but with a custom texture including transparency
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