Jump to content

shifty_ginosaji

Member
  • Content Count

    83
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by shifty_ginosaji

  1. shifty_ginosaji

    Leights OPFOR Pack

    Leight, I realise how difficult it is to create a naming scheme that holds into the future - especially during 'beta' but I presume you are now out of beta with the v1.0 release. Please hold this naming scheme throughout future updates, for the sake of the mission makers and the many hours they might have to spend repairing their missions. P.S I also realise that RHS fucked us all a bit here too, its ok.
  2. shifty_ginosaji

    Legal violations by A3L: Arma 3 life

    BI, please make the next MANW have a best forums thread category. This one really deserves it, caramel coated popcorn should be a good prize...
  3. Does anybody know how to use the Advanced Waypoints; Fire Mission and Land, they have argument boxes but i have no idea what to put in them
  4. awesome, thanks for the help. also, if anybody knows how to detect chat msgs being sent please tell
  5. I am working on a jamming script and there is an "error: undefined variable" on line 23 {_missile setDir _missileVector} even though it was defined on line 21 {_missileArray (getpos_jammer) nearEntities["M_Titan_AA_long",_jamRange];}? I have no idea whats going on, please help? // //Syntax: // // _null = [Jammer,Jammer Range] execVM "jammer-missiledetection.sqf"; // // waituntil {!isnil "bis_fnc_init"}; _jammer = _this select 0; _jamRange = _this select 1; _jammerOn = "true"; private ["_jammer","_jamRange","_missileVector","_missileArray","_missile"]; while {_jammerOn == "true"} do { player sideChat "This debug proves the while-do construct is working"; _missileVector = round(random 360); _missileArray = (getpos _jammer) nearEntities ["M_Titan_AA_long",_jamRange]; sleep 0.01; _missile = _missileArray select 0; _missile setDir _missileVector; sleep 0.2; };
  6. thanks for the work, as for you comments the hash was in front of the _missile in the setdir line. setdir in previous tests is fine for these purposes so no velocity vector is needed EDIT: (#) _missile setDir _missileVector; is still broken in the undefined variable error
  7. shifty_ginosaji

    United States Air Force

    Use the loiter waypoint, it should do the job deliciously
  8. shifty_ginosaji

    Force AI to break missile lock

    already using :) EDIT: The IncomingMissile Event Handler is broken for guided missiles, it fires when the missile is fired not when the launcher acquires lockon A possible workaround would be assigning fired missiles a random trajectory/disabling guidance but i have no idea how to do that
  9. I am working on an EW addon but my attempts at scrambling radar-guided AA missiles have been defeated since there is no way to forcing AI to break missile lock, For the jamming to work I am trying to find a command {which might not exist} that would break the AI and possibly humans radar missile locking every 10 seconds. Any help would be appreciated!
  10. shifty_ginosaji

    Force AI to break missile lock

    That and doWatch do not work, any other ideas?
  11. shifty_ginosaji

    [WIP] F-22 Raptor A3

    Now for someone else to make a T-50 and have epic 5th gen dogfights
  12. Would anybody be interested in a one to two hour editing/scripting livestream that is driven by audience suggestions. I would do overviews and tests of well-known addons and scripts too, anything that anybody really needs to know at a basic to intermediate level. Thoughts?
  13. shifty_ginosaji

    Ukraine General

    Skip to 23 seconds on this video, It shows a T-72BM and the Saint Andrews flag, ensign of the russian navy
  14. Thought you were just looking for names, anyhow a good design would be the British/Australian Bay-class LSD's
  15. What about RFA Dunkirk for the EU LPD
  16. NEW VER: Works much better now Figured out how to do AI beach landings and it works really well, can transport 4 Cars/AMV's or 2 Heavy APC/Tank/Truck. //Burnes15th's LCAC vehicle unload script by Madopow2110 v2 // //Usage: // //_nul = [lcac] execVM "lcac-unload.sqf"; // // //Notes: //Place vehicles in middle of LCAC map icon with elevation set to 4 then use (vehicle attachTo [lcac];) to attach vehicle //to LCAC so it doesnt explode, execute this script on an LCAC's move waypoint placed just over shoreline and set to //careless behavior and full speed. LCAC will automatically return to water after disembarkation so additonal waypoints //are accepted. //Define Vars _ship = _this select 0; _cargo = attachedObjects _ship; //Eject Vehicles/freeze LCAC sleep 2.5; _ship enablesimulation false; sleep 1.5; _ship setVelocity [0,0,0]; {_x setVelocity [0,0,0];} forEach _cargo; _shipdir = getDir _ship; {detach _x;} forEach _cargo; {_x disableAI "MOVE";} forEach _cargo; {_x disableAI "ANIM";} forEach _cargo; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 0.1; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 0.1; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 0.1; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 0.1; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 0.1; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) -0.2]; sleep 2; //Vehicle Exit {_x setDir _shipdir} forEach _cargo; sleep 0.1; {_x setDir _shipdir} forEach _cargo; {_x setVelocity [(vectorDir _x select 0)*30,(vectorDir _x select 1)*20,(vectorDir _x select 2)*30];} forEach _cargo; sleep 0.1; {_x setDir _shipdir} forEach _cargo; {_x setVelocity [(vectorDir _x select 0)*30,(vectorDir _x select 1)*20,(vectorDir _x select 2)*30];} forEach _cargo; sleep 2; {_x enableAI "MOVE";} forEach _cargo; {_x enableAI "ANIM";} forEach _cargo; //Wait period - can be changed if period is too short/long sleep 30; //Clear Cargo Var _cargo = 0; _shipdir = 0; //Release LCAC _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) +1.2]; _ship enablesimulation true; _ship setPos [getPos _ship select 0, getPos _ship select 1, (getPos _ship select 2) +0.6]; _ship setVelocity [(vectorDir _ship select 0)*-20,(vectorDir _ship select 1)*-20,(vectorDir _ship select 2)*-20]; //Clear Ship Var _ship = 0; Save the script as lcac-unload.sqf and run it on an LCAC's move waypoint to release all vehicles onboard
  17. Will check the LCAC for AI amphibious operation later today, will post results and hopefully a fix for the LCS-1 cruise missiles
  18. HEGEMONY - the old world order "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." - Adolf Hitler Backstory Tensions after the Altian Crisis are boiling over, NATO and CSAT both are in the preliminary stages of mobilization and moving fleets all around the globe. An SAS company has been sent behind Russian lines to neutralize russian naval aviation and coastal artillery batteries in the green sea. You are leading this initial force, complete your objectives and prepare for imminent amphibious assault. Overview The missions are very dynamic, using the HETMAN Artificial Leader you have to adapt to different situations; the enemy smartly uses artillery, flanking and air assets. Some of the missions are quite long with running times of several hours, even in missions lacking HAL the enemy has been randomized and will provide a different experience each time. Also the missions can be very brutal, simply throwing you men at the enemy will always result in defeat and careful timing, use of limited supports (UAV, Quadrotor, Ship Launched Cruise Missile... e.g) and planning will allow you to achieve your goals. In addition to this infantry combat Features: * Massive scenarios with multiple objectives * Multiple sides * Command anything from a squad of men to a whole company * HETMAN Artificial Commander by Rydygier, verse an intelligent and ruthless enemy * Designed for COOP-06 or Single Player * Detailed missions * Play with friends or AI * Full briefing * Full backstory * No unnecessary cutscenes * Massive 30v30 PVP battle versions of several missions Mods: //CORE// - A3MP by Aldruic - A2 Island Fixes by Reyhard (Not needed but sucks without) - F/A-18 by Saul and John_Spartan - Su-35s by Saul and John_Spartan - Russian Naval Infantry by =HH= Chairbone //OPTIONAL// - F-35B Lighting II by Chortles - U.S.S Nimitz by Changelog Development Progress Contact I can be reached via; - BIForums http://forums.bistudio.com/member.php?142324-Madopow2110 - Steam http://steamcommunity.com/id/madopow2110rlz - Skype username: madopow2110 HELP NEEDED! - Voice actors - Campaign Name - Cutscene Ninja - Artist/Video Creator - Testers
  19. shifty_ginosaji

    Ragdoll'd

    Holy crap i love you! I was just thinking that this should be a thing!
  20. shifty_ginosaji

    [SP/COOP]Hegemony - the old world order

    Update: ChaRus Naval Infantry is being replaced with sudden's Russians mod because of better camo and more realistic weapons
  21. For the newest mission in my campaign i am trying to implement the EA-18G Growler I was thinking of having an addaction to the WSO in the F/A-18F that would turn off the auto target of AI types in an array (_jamtypes = ["OPFORAAGun","AASoldier"])in a 1k or so radius of the growler. I do not know how to implement this and i would like anybody to attempt to create the script, thanks!
  22. shifty_ginosaji

    Quality vs. Ease vs. Story

    at the moment i have no plans for any cutscenes except for conflict-style briefings
  23. shifty_ginosaji

    Quality vs. Ease vs. Story

    I am currently working on a campaign. (will have a preview soon) My work has reached a crossroad, Quality vs. Ease vs. Story. Quality: The missions in their current state require quite a few mods, not limited to A3MP, Antoine Flemming's Mediterranean Operations (NATOSOC + SCOJFC bundle), Saul & John_Spartan's work and ChaRus Naval Infantry This adds up to make a huge download and several server-side woes, several mods could be removed and substituted with lower quality ones and stock arma units that would make it an easier download but would impact the feel and look of it. I would also need help for scripting, acting and video editing for cutscenes. Bare minimum mods: Current Mix: Ease: This is all about shipping with fancy cutscenes and nifty voice acting on initial release, I was not planning a release this way but it may change. It is also about multiplayer and lag, at the moment some of the missions can be a tiny bit laggy on a mid-high end computer and would require a decent server for a multiplayer implementation. I am currently at the point of no return for many of these choices and would like to have peoples input. Optimization is being worked on tirelessly but smaller missions might be needed if it gets too laggy. Story: Like in all missions you have to draw a fine line between fun and story. The current stage of the story currently supports three formats that could be chosen; - Singleplayer - 1-6 COOP - 28-60 COOP A singleplayer and small co-op multiplayer implementation would allow a nice story that would work for all of the missions currently planned and in their final stages, small cutscenes and the planned use of widescale high command vs. HETMAN Artificial Leader. The larger implementation would be virtually storyless but would involve epic player vs. player and player vs. AI battlefields, HAL would be impossible in this implementation due to lag and missions would need to be changed to accomodate for preparing before going into action but geez it would be awesome. Timeline: Quick Spoilers: I am lost about the direction that i need to go, i hope that you guys can help me in this decision. I might even make two versions or make a PvP version of the more massive battles. Will release details soon, any other ideas would be appreciated.
  24. shifty_ginosaji

    Quality vs. Ease vs. Story

    Timeline/Progress report coming soon
×