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nullrick

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Everything posted by nullrick

  1. I've read up on its wiki on using the createMarkerLocal script to create map markers that only a certain faction can see. But I don't understand its implementation or anything else about it. I've only started using scripts. Explain as you would to a child...
  2. I'd like some clarification as to properly implementing and using the createMarkerLocal script. I'm just now getting into basic scripts so more or less, I'm still very green on the whole subject. I've looked at its page on the wiki and it still makes little sense to me.
  3. Modules > Effects > Cartridges This effect doesn't have a height parameter control that one can set. I was wondering if there was a scrpt for the initialization field instead. Is there some modification you can do to the "attachTo" script or is there something completely different and perhaps more effective? ---------- Post added at 05:13 ---------- Previous post was at 04:40 ---------- ==UPDATE== I've used the "attachTo" script and it works perfectly. Still, thanks to those who may or may not have been looking for another solution.
  4. @ 2:40How would one go abut doing this?
  5. Modules > Sites > Animals > Etc. I know how to spawn in a dog. But I want it to be dead by the time the mission starts. Even after I've given it the "object setDamage 1" initialization, it will still be alive. It does seem to be affected by something like a damaging fire effect that's placed under it either. I've never needed a dead dog more than now. Dead Dog Spawning 101?
  6. That's perfect! Many thanks, Speedy!
  7. nullrick

    Development Blog & Reveals

    How about a reveal in this "reveal" thread that says whether or not the closed gap in the floor of the Huron's cargo compartment will be a secondary loadmaster position when the sling camera feed on your instruments panel get's damaged? Pretty please with shrapnel on top?
  8. Like the Offroad trucks and other civ vehicles, there are several different skins with different color schemes and designs. How could I make, or is there even a script that would allow me to place down a vehicle in the editor, like the new M-900 civ helos in the latest dev branch, and with every restart of the mission have a consistantly recuring skin for the helo?
  9. Thanks for all the help! Are any of these supposed to work with other vehicles as well? For instance, the Huron? I see it only has the two green or black camos/skins. Shouldn't the "" this setVariable ["color",1-2]; "" work? It's not if it is supposed to.
  10. You're both glorious! Thank you very much! Especially for that sources list, Ranger.
  11. I don't know what's wrong, but it's not working. Tried both ways and changed "myHelo" to what I needed. I changed it to ["door_rear", 1, true]; and other values as well. Maybe the Huron doesn't have properly designated doors for scripts yet?
  12. Could something from this thread work in the form of spawning a Huron from the latest Dev Branch with it's cargo door open?
  13. Here's hoping to a better alternative to the following script for setting a unit as a camera to record a flight path made with unitCapture; While this does allow me to use a unit as a camera, it doesn't allow me to look around freely, thus the "setDir" script to set the azimuth. I use this because; -Spectator camera doesn't stay within a close proximity to the camera's target. You have to keep moving the mouse to stay close to the target. -Splendid Camera doesn't lock on to target. Other problems are the camera's target being jittery and stuttering while being followed by the camera unit. I think this might have something to do with the unitCapture script.
  14. Yeah, sorry about the first explanation. Revised it a bit. Here's the mission file. https://www.mediafire.com/?0s22jdt9e4qrqnu Radio 0-0-1 to start recorded flight path. ---- As for your new code, it doesn't seem to work. I put it in the init field and started the preview but I just ended up spawning on the ground. Most likely it's something I'm missing.
  15. I'm just looking for a way to create Zeus missions for maps like Sasha did for the steam workshop. No one's made any videos on how to do it and the ones that have are either outdated or incorrectly created. Primarily, the terrains in the AiA-TP: -Rahmadi -Sahrani -Southern Sahrani -United Sahrani -Porto -Takistan Mountains These maps don't have Zeus missions and I'd love to see that happen. Is there a way to look into one of Sasha's workshop items and see the layout in which they placed and connected their modules? Credit would most certainly go to them if so.
  16. nullrick

    Question: How to create a Zeus scenario?

    I don't think that can be done without the source file. As in the file that the maker loads in the editor. If not, I'm unsure how to do this.
  17. nullrick

    Development Blog & Reveals

    I know they didn't. That doesn't change the fact that it still disappoints to see the concept of dismounting from inside a clearly traverse-able interior has not caught on yet. This way, a whole squad can still get mowed down the instant they all dismount in that one location to the back of the craft where they all spawn at after dismounting as I've seen happen a bunch of time. Unless we are able to dismount properly from the inside, using the cover of the hull's interior to plan our exit (if need be), this will continue to be a an irritating problem. And I can't help but to already see the comment of "I've never had that problem before where the entire squad gets lit up after dismounting." Well, if that is the case, luck is definitely on your side. Mad props, bruh.
  18. nullrick

    HAFM ISIS Addon

    Instead, use the akp_rpg7 mod by ThatGuyHats. Better quality, smaller file size and many diffrent types of projectiles including PG-7V/M/L HEAT, PG-7VR tandem HEAT, TBG-7V thermobaric and OG-7V fragmentation.
  19. nullrick

    HAFM ISIS Addon

    It'd be cool if they had re-skinned white offroads and white armed offroads as their specific vehicles. Maybe with a second skin that has the black standard logo on the hood. Black Standard
  20. nullrick

    Development Blog & Reveals

    That's a horrible letdown. Quite disappointed at that.
  21. nullrick

    Next DLC and Expansion Speculation

    Like I said, the post was definitely crap. BI's good on choosing who to hire, I feel. Personally - what's never been done before in Arma are canyons. Really awesome canyons. Try looking up Red Rock Canyon, Capitol Reef National Park, Glen Canyon and Canyonlands National Park. A terrain based on these places is my dream. Just imagine RV4 engine-powered morning sunlight hitting that type of geography. A wide winding river running through tall towering cliff faces. Thick shrubbery lining the water. Nothing but rugged dirt paths leading out and through the landscape. Maybe a long and rickety as hell bridge spanning the gap between the canyons. This is my absolute dream Arma terrain.
  22. nullrick

    Next DLC and Expansion Speculation

    Alrighty. The name of this thread was "ARMA 3 Terrain for 2015 Expansion" Posted on 07/03/14 (Thu) 11:50:12 "QUOTE" I work for Bohemia Interactive in our franchising and data science department but I gained this information from others in more hands-on positions pertaining to the game's development like the environmental art and level design departments. The terrain (so far) planned to launch with the first expansion for Arma 3 is based off of the coastline of Albania. This location was chosen to keep with the backstory of Altis (Lemnos), touching on Greece-Albania relations and the conflict between them in their prior histories. Since there are still political undertones that suggest future conflicts, this seemed, and still seems to be the most logical and agreed upon choice. The new terrain is loosely based off the Lushnjë/Fier/Berat area, featuring towns of varying sizes as well as two main cities. A considerably wooded and hilly/mountainous region with a western shoreline. Inland features ponds, rivers and lakes and dirt trails with the main roads being fully paved. The architecture of buildings differes very slightly, using slightly different materials and styles. The things I've only heard whispered about are: -Implementation of a small desert region like in Altis. -Snow-capped mountains and actual snow that falls from the sky. (It would also get denser the higher up the selected mountains you went.) -Ties into the story of a character from the "The East Wind" campaign. (Future or past is unknown.) -Actual tunnels/caves/etc. underneath the terrain. It's also worth mentioning that this "Albania" terrain may very well become larger than Altis by a little more than 5-10%. Other possible and experimental locations are: -South-west Macedonia around the Struga/Ohrid area. Like the Albanian area, it's quite mountainous. -North Greece around Thessaloniki city. -North-west Turkey around the Çanakkale area. "END QUOTE" The following picture is what what they had included with this post. But a lot of, at least, thought provoking talk there. The majority of the posts which followed were either complaints or feeding this "dev's" ego. This along with one other post were the only posts worth mentioning. The other post was someone asking if kidneys would be scattered around the map. I do like the thought of an Albanian map though. I feel it would include the same sort of geography of Chernarus but with slightly more variation. But 5-10% larger than Altis?
  23. nullrick

    Next DLC and Expansion Speculation

    Since this thread's named "Next DLC and Expansion Speculation", and since we've speculated the hell out of the helicopter DLC, I thought I'd try and stir up some conversation about the EX-pack that will bring a new vanilla terrain along with it next year. So, people. What are you hoping for in the next terrain, campaign, etc.? Personally I wouldn't mind caves. Actual caves. Ones that actually lead into an area under the terrain which people can walk over while knowing/not knowing other players are under their feet. It's 2014 for Zeus' sake. On another note, I have a thread that I saved from 4chan's /v/ (video gaming) section in which a supposed BI dev leaked information pertaining to the new expansion. There's no question it's all crap. But it did raise some interesting thoughts. With an admin's permission, (just to be safe) I'd like to share what was on the thread.
  24. Any plans on making this awesome mod compatible with Zeus? Meaning taking the module aspect away. Or maybe planning to remove the "player can use" moduel alltogether?
  25. nullrick

    TRYK's Multi-Play Uniforms

    http://s10.postimg.org/xxlthosy1/a2_cls.jpg (211 kB)
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