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dyrmoon

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About dyrmoon

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  1. 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.
  2. 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.
  3. 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 }];
  4. dyrmoon

    Healing Issue

    You can use eventhandler HandleHeal for detect who healing: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHeal
  5. 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;
  6. 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;
  7. 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
  8. 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
  9. 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"];
  10. 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.
  11. 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.
  12. Yes, you bouth example is exactly what I was looking for. Thank you very match. This command (apply) helped me a lot, I did not know that this exist. _sortedEntites = _nearEntites apply {[_car distance2D _x,_x]}; And I apologize for the confusing description, but I was already tired.
  13. I'm doing this: _NearEntite = []; _ArrayVehicle = [Car1,Car2,Car3,Car4,Car5]; { If ( (_x distance ({_x} foreach _ArrayVehicle)) < 1000 ) then {_NearEntite pushBack _x}; } foreach Allplayers; { If ( !(_NearEntite isEqualTo []) ) then { (Driver _x) move position ((_NearEntite) select 0); {_x move position ((_NearEntite) select 0)} foreach crew _x; }; } foreach _ArrayVehicle; Players (Allplayers) is compare to vehicle (_ArrayVehicle). But I want, that players (AllPlayers) is compare to with each Vehicle (_ArrayVehicle). And they moved to the nearest player, and not use (select 0). Is this better example to understand what I mean (I edited this) ? And I do not want to use "Player", because this command is local.
  14. Thank you for the quick reply. Yes, it's a bit confusing. I need that each unit in Array (ArrayUi in example) to move to the closest player.
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