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Grumpy Old Man

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Everything posted by Grumpy Old Man

  1. Grumpy Old Man

    JSRS 2.1 Problems and Troubleshooting

    Blew up a hunter after ~950 rounds from the pawnee M134 with JSRS 2.1 Without JSRS it took approximately the same amount of rounds to blow it up. The Hunter was placed ~20m in front of the pawnee, so the M134 hit the hunter a bit below its headlights. Are you sure you're not running any other mods?
  2. You could use currentWeapon or primaryWeapon/secondaryWeapon/handgunWeapon to perform the check. Cheers
  3. Soldier Units don't have their pictures defined, always returns an empty string (if I can recall right), at least you can retrieve the "icon" image.
  4. Take a look at BIS_fnc_objectgrabber / BIS_fnc_objectmapper in the functions, should do just what you want.
  5. Grumpy Old Man

    Sound Delay

    Try to convert it to .ogg, should improve loading performance.
  6. Grumpy Old Man

    [Release] GOM_AD - Aerial Denial script

    Added: Short demo Video Added: "MISSILES" parameter - adds one AA missile launcher to each Aerial Denial Zone Changed: switched the 20mm gatling into a 35mm autocannon with side specific tracers
  7. Grumpy Old Man

    General Discussion (dev branch)

    They either saw you through the window or they heard you using the radio. When issuing commands or using the radio you can give away your position to nearby units, has been like that in A2, should still be the case.
  8. Grumpy Old Man

    Init.SQF Optimization

    Have you tried to launch all your scripts from a seperate .sqf file?
  9. Grumpy Old Man

    Delete vehicle not crew

    {deletevehicle _x} forEach (crew vehiclename)+[vehiclename] Should do the trick. Cheers!
  10. Grumpy Old Man

    Wasteland mod and Chernarus

    Arma 3 has so much more to offer, if you're bored with a mission type there's plenty of other (well populated) missions to choose from. Try out some domination or patrol ops servers with active admins or join a small community that's playing specific missions tailored to the amount of active players, I'd bet you won't look back.
  11. Grumpy Old Man

    Movement detection

    Hey, something like this maybe? Didn't test it but it should work (already had 2 mugs o coffee so it should, heh) First param is the unit you want to monitor, second parameter is the distance the unit has to move until the function returns true. Will be checked every 3 seconds (more than plenty of time to trigger some C4 or whatever you want) _unit = _this select 0; _detectiondistance = _this select 1; _oldpos = getposATL _unit; _oldposX = _oldpos select 0; _oldposY = _oldpos select 1; _checking = true; while {alive _unit AND _checking} do { _currentpos = getposATL _unit; _newposX = _currentpos select 0; _newposY = _currentpos select 1; if (_newposX >= _oldposX + _detectiondistance OR {_newposX <= _oldposX - _detectiondistance} OR {_newposY >= _oldposY + _detectiondistance} OR {_newposY <= _oldposY - _detectiondistance}) exitwith {_checking = false;hint "Movement detected";true}; hint "No Movement detected"; sleep 3; }; Other version which is a wee bit simpler (blame the coffee): _unit = _this select 0; _detectiondistance = _this select 1; _oldpos = getposATL _unit; _checking = true; while {alive _unit AND _checking} do { _currentpos = getposATL _unit; if (_unit distance _oldpos <= _detectiondistance) exitwith {_checking = false;hint "Movement detected";true}; hint "No Movement detected"; sleep 3; };
  12. Grumpy Old Man

    Make a normal car to autonomous

    Place an UGV and name it UGV, then place 2 trucks named truck1 and truck2. Next execute this from the debug console in the editor: _grp = group UGV; { _uavcrew = "B_UAV_AI" createUnit [getposATL player,_grp, format ["this moveindriver %1",_x]]; } foreach [truck1,truck2]; _grp setbehaviour "SAFE"; _newpos = nearestLocation [getPos UGV, "nameCity"]; UGV move locationposition _newpos; Now you got an autonomous spooky convoy (ASC)
  13. Grumpy Old Man

    Make a normal car to autonomous

    I'd like to know this aswell. So far I spawned a UAV AI and put it in the driver seat of a Hunter, but the vehicle didn't show up on the UAV terminal, neither did the connectterminaltoUAV command do anything. _grp = creategroup side player; _uavcrew = "B_UAV_AI" createUnit [getposATL player,_grp, "this moveindriver car"]; If you spawn the UAV AI into the players group you can command it like a regular soldier, very spooky. From the looks there's probably something simple I'm missing to make the vehicle accessible through the UAV terminal, maybe someone else has any hints?
  14. Wrong announcement? You announced a "Hyper Realism Sound Mod" and stated that you "asked experienced shooters what each weapon, vehicle and even gear part should sound like and recreated it with an enormous focus on detail.". A bit too late for Aprils fools.
  15. Very odd to watch, stuff like that doesn't belong here. What has this forum become...
  16. Hey folks, currently trying to place vehicles sideways, to no avail. I've been using [cursortarget, 0, -130] call BIS_fnc_setPitchBank; to test various vehicles and they all seem to auto-unflip themselves. I even tried to add enablesimulation false, didn't work at all. Seems to be wonky physx handling from the game itself, if you try it you can even see the vehicles starting to dance around until they're unflipped. This is driving me mad. Any suggestions?
  17. The time delay did the trick, thanks for that, cheers!
  18. Grumpy Old Man

    Weapon tests

    This thread is an inspiration and an incredibly good source of information to help balancing missions. Keep up the good work!
  19. Grumpy Old Man

    Place Vehicle on its side - impossible?

    @F2k Sel: Seems to be the same issue that I had, voted your ticket.
  20. Grumpy Old Man

    Place Vehicle on its side - impossible?

    Apparently this command won't work as intended when using it on already existing vehicles mid-mission (just like I did when testing the command in the editor), when putting it into an units init field or using it shortly after spawning the unit it's working just fine, all vehicles are sideways now, when using the command in my spawn scripts. Very weird.
  21. You could probably attach the trawler to a smaller boat and turn off the simulation on the smaller one, might be worth a try.
  22. Grumpy Old Man

    Place Vehicle on its side - impossible?

    the setvectorup command is basically doing the same as the bis_fnc_setpitchbank Vehicles will be on their sides for a split second, then magically bounce until they're on their wheels again for some weird reason. The only workaround I can think of is to use setcenterofmass to shift the mass of a vehicle to the side it should be lying on, but it's not working as reliable as I want it to.
  23. Grumpy Old Man

    Spawn in MG team

    On top of what Beerkan said you could also use "createvehiclecrew" to create a gunner for the static weapon of your choice.
  24. Grumpy Old Man

    Ruin your copy of Arma and your PC.

    Thanks for this thread attorney, really appreciate it. Tried to increase the shadow distance with the new script command, didn't do much for me (no difference between setting it to 200-2000), gonna test your mod later today and see if it's different. Is there a way to increase the grass drawing distance on top of the other options of this mod? This would really make a great must-have mod for people interested in screenshots.
  25. Grumpy Old Man

    Blastcore: Phoenix 2

    As far as I know this won't happen in arma3, you can try it out for yourself. Load up Blastcore, place a few vehicles and set their health to 0. Hit preview and watch them explode. Now increase the vehicle amount and it won't take long until you find out that some vehicles won't emit fire/smoke because some weird particle limit or gfx limit (afaik) is being reached. Depending on your GPU this will happen even way before you're seeing any GPU usage increases.
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