dyrmoon
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I also miss the classic Eden, it was the pinnacle and best feature of all Arma games. I've never used Zeus and the gamemaster looks too poor for options. And Workbench, on the other hand, seems too complicated for non-game developers.
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Yes, but it is very demanding on fps.
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Please add a further parameter to the "Explosion" eventhandler. Detection of an explosion object (I need to find out the position explosion, but now it's not possible with only two parameters.) https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explosion Thanks a lot 😉
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dyrmoon started following Credits Not As Intended, [WIP] Samarsk Uprising - a W40k total conversion, CYTECH INDUSTRIES - [WIP] Underground Terrain and and 2 others
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Real Light - ReShade Preset by Solano
dyrmoon replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can try Recolor mod. It's basically the same thing. https://steamcommunity.com/sharedfiles/filedetails/?id=649832908 I recommend to set "The East wind" preset. -
I agree with everything you wrote. Exactly, why do everyone still want to live in the past? And I say this as a person playing Arma series for about 15 years. For me DLC positive surprise. It's great that developers are not afraid of change. And I also hope to see some real enemies and not just static objects for exploration.
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solution Multi-line Text in drawIcon3D
dyrmoon replied to Whalenator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Amazing, working perfectly.- 2 replies
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What do you want the unit to die for? You must place this eventhandler in the Init to all units that can will be injured. So not only player. this addEventHandler ["HandleHeal", { params ["_unit", "_healer", "_isMedic"]; Hint str _this;// for info who is who }];
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You can use eventhandler HandleHeal for detect who healing: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHeal
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Credits Not As Intended
dyrmoon replied to fin_soldier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm sorry, it's probably because I put the code in the html quote here on the forum, but try it now: ["<t size='1.0' align='center' shadow='2' font='EtelkaMonospaceProBold'> Thanks to:<br/><br/> All audio effects from:<br/>www.freesound.org<br/><br/> All creative commons pictures from:<br/> www.wikipedia.org<br/><br/> Internet Archive Book Images<br/> (www.flickr.com) </t>",safezoneX+0.25*safezoneW,safeZoneY+0.25*safezoneH,5,0.5,0] spawn BIS_fnc_dynamicText; Another possible way to use the code: _Info = "Thanks to:<br/><br/> All audio effects from:<br/>www.freesound.org<br/><br/> All creative commons pictures from:<br/> www.wikipedia.org<br/><br/> Internet Archive Book Images<br/> (www.flickr.com)"; _Duration = 5; //how long it should be displayed _Fade = 0.5; //fade time [format ["<t size='1.0' align='center' shadow='2' font='EtelkaMonospaceProBold'>%1</t>",_Info],safezoneX+0.25*safezoneW,safeZoneY+0.25*safezoneH,_Duration,_Fade,0] spawn BIS_fnc_dynamicText; -
Credits Not As Intended
dyrmoon replied to fin_soldier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably the best solution in this case is: [" <t size='1.0' align='center' shadow='2' font='EtelkaMonospaceProBold'> Thanks to:<br/><br/> All audio effects from:<br/>www.freesound.org<br/><br/> All creative commons pictures from:<br/> www.wikipedia.org<br/><br/> Internet Archive Book Images<br/> (www.flickr.com) </t>",safezoneX+0.25*safezoneW,safeZoneY+0.25*safezoneH, 5, 0.5, 0] spawn BIS_fnc_dynamicText; -
AI drop bomb with onMapSingleClick
dyrmoon replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
0 = [] spawn { mapclick = true; onMapSingleClick " marker_Bomb = createMarkerLocal ['Bomb',_pos]; marker_Bomb setMarkerAlphaLocal 1; marker_Bomb setMarkerColorLocal 'ColorRed'; marker_Bomb setMarkerShapeLocal 'ELLIPSE'; marker_Bomb setMarkerBrushLocal 'Solid'; marker_Bomb setMarkerSizeLocal [20, 20]; [ _Pos, 'Bo_GBU12_LGB', 25, [2,10], [1,5], {}, 25, 200, 600, ['shell1','shell2'] ] spawn BIS_fnc_fireSupportCluster; mapclick = false; "; waitUntil{!(mapclick)}; onMapSingleClick ""; UiSleep 5; deleteMarker marker_Bomb; }; https://community.bistudio.com/wiki/BIS_fnc_fireSupportCluster https://community.bistudio.com/wiki/BIS_fnc_fireSupport https://community.bistudio.com/wiki/BIS_fnc_fireSupportVirtual -
AI drop bomb with onMapSingleClick
dyrmoon replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use this, works perfectly: https://community.bistudio.com/wiki/BIS_fnc_fireSupportVirtual It can be adjusted a lot. mapclick = true; onMapSingleClick " [_pos,'Bo_GBU12_LGB',15 + (random 25),4 + (random 6),[1,2 + (Random 3)],{},nil,500,50,['mortar1','mortar2','shell1','shell2']] spawn BIS_fnc_fireSupportVirtual; mapclick = false; "; waitUntil{!(mapclick)}; onMapSingleClick ""; Not tested. Edit: You must use this bomb class 'Sh_82mm_AMOS', then will be working -
Prevent zombies from opening doors
dyrmoon replied to socs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For hide action menu (but it still working) is this way, unfortunately you lose aim cursor: showHUD [true,true,true,true,true,true,true,false,true]; Or for disable action menu: inGameUISetEventHandler ["PrevAction", "true"]; inGameUISetEventHandler ["NextAction", "true"]; inGameUISetEventHandler ["Action", "true"]; -
After many test with AI drivers, I found best options (in Init vehicle): This Setbehaviour "Stealth"; This forceFollowRoad true; This setConvoySeparation 12.5; And ideal speed is 25-30; This ForceSpeed 25; Best solution for me, though of course, is not perfect.
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I have one wish about Arma 4, to make the environment new. Snowy, tundra, heavy forest, eventually big modern city. No desert, no jungle, no middle forest. It has been several times here. And ideal time, where game is play? 1980-2020.