Jump to content

thefinanator

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About thefinanator

  • Rank
    Private First Class
  1. unitname enableAI "MOVE"; should work in a trigger. What have you tried exactly? Edit: It works fine, just put [man2 enableAI "MOVE";] in the trigger without the brackets and it will work.
  2. What are the "Mission / Intro / Outro Win / Outro Lose" options and how do I use them I have tried looking them up but all I can't seem to find anything explaining how to use them. I thought that Intro would run before the mission but apparently not. So what do I do is there some why I can call the class intro to load and not the mission? Anyone know?
  3. thefinanator

    Combat Space Enhancement 0.2

    Yes thank you, using the class names given I could add them to a unit and get it working. On a side note using VAS (virtual ammo box system) to give myself the old phone item did not work and gave a old phone that would not work in the radial menu. Im not sure what the problem was but It seems there are many versions of the old phone item.
  4. thefinanator

    Combat Space Enhancement 0.2

    Anyone know how to do this : I can get most other features to work but not this. I could not find any documentation on it ether.
  5. thefinanator

    Cosmos Engine 0.41

    People start mapping the earth, if we can get it to the point where you can visit lots of well known areas or interesting areas this mod will be incredible. This mod is looking great though the more places you add the more insane this mod could get. Modeling a space station and spacesuit with EVA would be amazing but these are only things this I would find amazing and I am sure you are already working hard on other features too.
  6. thefinanator

    Need help with towing script!

    Has anyone tried to loop a function that simply lifts the car half a meter or do into the air? It might reduce wheel friction making it possible to drag?
  7. thefinanator

    Need help with towing script!

    I see well perhaps something more like this? loop = alive car1; while {true} do { _vel = velocity car1; if (_vel > 3) then { car2 setVelocity [_vel select 0, 0, 0] } else { car2 setVelocity [0, 0, 0] } }; or something like loop = alive car1; while {true} do { _vel = velocity car1; if (_vel > 5) then { car2 setVelocity [5, 0, 0] } else { car2 setVelocity [0, 0, 0] } }; I need some way to prevent negatives on the X angle I think but are the variables dependent of the entity or the world? I think I am getting a bit out of my depth though. :)
  8. thefinanator

    Need help with towing script!

    If you just use set Velocity the car should not turn with the car and the roll and pitch factors should be effected by the environment not the relative factors given by car1. That would mean that at least some of the rope-object simulations would still be there right?
  9. thefinanator

    Need help with towing script!

    If you kept the second cars velocity the same as the first it shouldn't flip, but I am not exactly sure how to do it. It needs to be looped very frequently to stop it looking like its jumping and the first cars speed should be limited to lessen the chance of it glitching. _vel = velocity car1; car2 setVelocity _vel That works using the debug menu but I am not sure how to implement it as a loop, any suggestions?
  10. thefinanator

    Need help with towing script!

    loop = alive car1; while {true} do { _vel = velocity car1; car2 setVelocity _vel }; Would that work?
  11. thefinanator

    US Helicopters (HAFM OVerhaul) MOD

    Hi I was just wondering if you could add sling loading to these helicopters. I think you could use the ghost hawk for reference, so it could probably be done pretty fast. EDIT: I have seen that someone else has asked this but could not find a reply. Also had a look and it looks like you need to add slingLoadMemoryPoint variables or something.
×