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dyrmoon

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  1. dyrmoon

    Arma Reforger - Mission Editor

    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.
  2. Yes, but it is very demanding on fps.
  3. 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 😉
  4. 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.
  5. dyrmoon

    Arma 3 DLC - CONTACT

    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.
  6. dyrmoon

    Healing Issue

    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 }];
  7. dyrmoon

    Healing Issue

    You can use eventhandler HandleHeal for detect who healing: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHeal
  8. dyrmoon

    Credits Not As Intended

    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;
  9. dyrmoon

    Credits Not As Intended

    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;
  10. 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
  11. 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
  12. 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"];
  13. dyrmoon

    AI Driving - Feedback topic

    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.
  14. dyrmoon

    Arma 4 a look to the future

    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.
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