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Grumpy Old Man

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Everything posted by Grumpy Old Man

  1. Grumpy Old Man

    Air Raid siren help

    Maybe I'm completely missing the point here, but you could place a few loudspeakers found in Structures (Infrastructure) and name them (i.e.: speaker1, speaker2 etc.) then in the triggers onAct field put: {_x say "air_raid"} foreach [speaker1,speaker2,speaker3]
  2. Grumpy Old Man

    Anti-Extasy hack

    Active admins, white listed user IDs, password protected server comes to my mind.
  3. Hey folks, currently struggling to figure out how to use the generic radio message module from script only, spawning it is working fine but which commands are needed to trigger certain radio messages like "reinforcements en route" via script? Cheers
  4. Grumpy Old Man

    [WIP] Airfield Logistics

    Oh yes! Have you considered using the new setMass/getMass/setCenterofMass/getCenterofMass commands for the towing? Would be incredible! Looking forward to this! Cheers
  5. For the lip animation you could use https://community.bistudio.com/wiki/setRandomLip but to be honest, I wouldn't use it, it looks horrible and seems to play every lip animation without any delay whatsoever.
  6. Grumpy Old Man

    J.S.R.S. 2.2 Soundmod

    Could be that the dynamic range of all used samples is off-balance (happens when all samples are being normalized, footsteps being as louds as rifles etc., no idea if the audio engine can even compensate such volume differences with script commands) You'd probably have to edit every single sample in the game, it will only be worth the effort if the audio engine is actually able to give out 24bit audio to gain a high dynamic range, on top of that all samples have to be of that resolution too, so you could reach close to a 1:1 dynamic representation of the real thing. The size of all soundfiles would be huge, not to mention the amount of time to make it work. From all that I tried using the ingame script commands to make a sound louder will only make it audible at further distances, I doubt it's possible to find a simple workaround for this other than the above mentioned method.
  7. Grumpy Old Man

    Spawn a jet problem

    You don't deserve your signature.
  8. Grumpy Old Man

    Next DLC and Expansion Speculation

    I for one would love to see a 20mm rifle. Even if its usage is limited and there's already the AP ammo for the lynx having a 20mm rifle would still have its uses and add some variety to mission design/sandbox content. Other than that I guess they'll add 4-5 0.50cal/7.62mm sniper/marksman/anti-material rifles and probably some optics on top of it. Maybe wind will affect bullets too.
  9. Grumpy Old Man

    Helicopter insertion

    It's probably a well known MP bug that's been known and reported since early alpha.
  10. Grumpy Old Man

    fake B - bomber

    You could take a look at my carpet bombing script for that, it's in my signature. I'm currently trying to implement bomb falling sounds to it ;)
  11. You won't get far in mission making without using scripts, back in A2 I tried to do everything with waypoints and triggers and stuff didn't work reliably as compared to when using scripts. Just place a manned chopper named chopper1, and next to it place a group you want to board the chopper. Then you put the group into the chopper using this in the group leaders init field: {_x moveinvehicle chopper1} foreach units group this; Now you can place the destination pad where you want the group to be dropped off and name it, i.e. Pad1. Then simply create a file in your missionfolder called "heloinsertion.sqf". heloinsertion.sqf: To start the insertion simply use: nul = [chopper1,Pad1] execVM "heloinsertion.sqf"; Really simple to use.
  12. AI units will only fire if they can damage or disable the vehicle with any of their weapons. An OPFOR sniper with a Lynx will engage the Marshall and probably even be able to take out the turret.
  13. Grumpy Old Man

    Setting up an ambient mortar script

    The error results from the brackets, (true) is boolean, it should be {true} to be code, like this: while {true} do{ for your _randomtarget issue you could just define the variable with putting _randomtarget = []; on top of your script and delete the private = ["_randomtarget"]; part Other than that it should work just fine
  14. Grumpy Old Man

    Carpet Bombing Airstrike Script [SP]

    You didn't offend me, probably bad wording (and/or a lack of smilies) on my side. I just tried your script and really like it so far. It inspired me and I tried to use the newly added "shell1-3" sounds above the impact locations to give those bombs some life, I'll let you know when I've found a somewhat decent way to implement them if you're interested. No harm done on my end
  15. I'm probably pointing out the obvious, but did you see who replied to the post you linked?:) I'd like to know this aswell, cancelling the landing routine mid flight might lead to bad surprises (players hitting the landing auto pilot, rushing to the fridge to grab a drink and return to a crashed plane comes to my mind). This should be an in game command and/or depend on difficulty setting (disable landing autopilot when difficulty is veteran or above).
  16. Grumpy Old Man

    Carpet Bombing Airstrike Script [SP]

    I never gave you permission to use it. You could have at least waited for my response before releasing this. (sending me a PM one day after you made this thread doesn't make it any better) I'll allow you to use my script, next time ask first.
  17. Grumpy Old Man

    Just wondering..

    I'm wondering about this myself. Looking at the feedback tracker leaves me worried since there's plenty of reported game breaking issues which have been closed without further notice, or there's open tickets concerning issues that are in game since early alpha without any comments from devs.
  18. You can use a function I wrote for my campaign for this: _marker1 = _this select 0; _marker2 = _this select 1; _marker1pos = getmarkerpos _marker1; _marker2pos = getmarkerpos _marker2; _distance = [_marker1pos,_marker2pos] call BIS_fnc_distance2D; _direction = [_marker1pos,_marker2pos] call BIS_fnc_dirTo; _randompos = [_marker1pos, (random _distance),_direction] call BIS_fnc_relPos; if ("DEBUG" in _this) then { player setpos _randompos; hint format ["Distance between Markers: %1\nDirection from Marker1 to Marker2: %2\nSelected Random Position between Markers: %3",_distance,_direction,_randompos]; }; _randompos Paste this in a file called "randompos.sqf" In game execute it like this: ["marker1","marker2","DEBUG"] execVM "randompos.sqf"; When adding "DEBUG" you'll receive some info on the random position and get teleported to it.
  19. Grumpy Old Man

    Vcom AI V2.0 - AI Overhaul

    Civilians will always run away if there's a unit near them that's hostile to blufor.
  20. Grumpy Old Man

    AImbotting...

    I always wondered why nearly all COOP or Multiplayer missions are using the vanilla "sitting duck" AI. Multiple requests on server communities to switch from vanilla AI to user-scripted AI were repelled because "AI is dumb no matter if vanilla or not". Having played with most AI mods it's nearly unbearable to go back to vanilla AI for obvious reasons, hopefully BI will improve the vanilla AI over time.
  21. Grumpy Old Man

    Objects available in editor : WTF?

    No idea about that either. It looks like Zeus got all the stuff people were requesting for the 2d editor for a long time to no avail.
  22. Grumpy Old Man

    Squad system SQ-1

    Too bad mission makers aren't allowed to change the colors. Would be of good use otherwise. Other than that, nice work.
  23. Grumpy Old Man

    Civilian Occupation System (COS)

    Concerning the spawn lag: I've done some testing on this (with my own spawn scripts) and came to the conclusion that it mainly depends on where the game files are stored. If they're on a HDD the game can lag really bad when spawning units/objects, it's way better on a SSD and pretty much barely noticeable on a ramdisk. So nothing you can influence as the creator of the script. Adding a slight performance sleep between each spawn (something like 0.2/0.3 seconds) should reduce most stutter. The downside is that it's taking quite a while until everything is done spawning. A simple solution would be to add a _performancesleep and a _spawndistance variable and let the mission maker enter the values to fit his mission. Maybe there's a better solution to this since my scripting knowledge isn't that great, for now it's the only solution I can think of. ;)
  24. Grumpy Old Man

    streetnames

    Needless to say that flares are way too dark and in no way comparable to their real life counterparts. You need around 8x 82mm mortar flares ignited at the same time to get a slight illumination going. read: http://feedback.arma3.com/view.php?id=18397
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