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Goro

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Everything posted by Goro

  1. Why don't you place units somewhere on the other side of the map, then when you get into the trigger simply use setPos command? It works fine, and doesn't cause any performance errors. You can also hide units via commands this hideobject true; and this enablesimulation false; At deactivation trigger, you can use deleteVehicle this; command.
  2. Goro

    Will you keep buying ArmA games?

    Bohemia Interactive... Content that they released should be released to all players. Instead, BI made 3 separate DLCs: (Marksmen, Helicopters and the APEX), making the game pay 2 win. On most servers right now, people are only using the Marksmen weapons. But, let me calculate the total value of all of the DLCs. Marksmen: 10 euros Helicopters: 10 euros Apex: 30 euros. This is nearly the same value as the game! It brings 2 new vehicles and a new campaign. Wow. Overall: 50 euros. For this money, you could buy 3 great games which are greatly optimized. For paying 40 euros I get a game with badly optimized engine running on 20 frames with spikes and I have to pay additional 30 euros on the DLCs to get the DLCs to propely play the game. Calculating still, this is 70 euros right now. How many things can you buy for 70 euros? Many. Really many. But let's not forget about the possitive aspects of the game. For 40 euros you get a basic game, which is constantly being improved and updated regularry at the Steam Workshop. Mentioning the workshop, there are MAAANY missions and modifications for arma. There are many things that made me love arma. But it's not a review to talk about them right now. Suggestions how to fix it: 1)Make less pay 2 win content 2)Make Arma more user-friendly 3)Improve the engine If any developer reads this post, please take the suggestions to considerations. I don't think BI isn't getting their job done, but they're not getting their job done RIGHT. Whoa, that was a long post. XD Overall: I will NOT buy any futher BI products unless they improve the engine and get possitive feedback from the community. You must be really tough as you've gone so far. GG (LOL)
  3. Just open up Eden, create new scenario, place yourself, the player. Preview. Now press the Pause button and here you go.
  4. Driver setdamage 1; Make sure Driver is the Unit Name. You can also make the IED explode by using: IED setdamage 1; Make sure the IED is the name of the actual IED.
  5. I've setup a trigger with switchmoves and playmoves in the expression. The problem is when I preview them on the Editor, they work all fine. But when I go over scenarios and I want to play the mission, they will not initialize at first. I have to restart the mission to make them correct. Here are all of the animations I've used: dead1 switchmove "KIA_DRIVER_MANTIS"; dead2 switchmove "KIA_GUNNER_STANDUP01"; dead3 switchmove "KIA_DRIVER_UGV_01"; dead4 switchmove "STATIC_DEAD"; dead5 switchmove "KIA_HELI_ATTACK_02_CARGO"; dead6 switchmove "KIA_DRIVER_MANTIS"; dead7 switchmove "KIA_DRIVER_UGV_01"; dead8 switchmove "KIA_HELI_ATTACK_02_CARGO"; dead9 switchmove "KIA_PASSENGER_BOAT_HOLDLEFT"; dead10 switchmove "KIA_GUNNER_STANDUP01"; dead11 switchmove "KIA_DRIVER_MANTIS"; dead12 switchmove "STATIC_DEAD"; dead13 switchmove "KIA_PASSENGER_BOAT_HOLDLEFT"; dead14 switchmove "KIA_DRIVER_UGV_01"; dead15 switchmove "KIA_HELI_ATTACK_02_CARGO"; dead16 switchmove "KIA_GUNNER_STANDUP01"; dead17 switchmove "STATIC_DEAD"; dead18 switchmove "KIA_DRIVER_MANTIS"; dead19 switchmove "KIA_PASSENGER_BOAT_HOLDLEFT"; dead20 switchmove "KIA_DRIVER_UGV_01"; dead21 switchmove "KIA_HELI_ATTACK_02_CARGO"; dead22 switchmove "KIA_GUNNER_STANDUP01"; p1 switchmove "KIA_PASSENGER_BOAT_HOLDLEFT"; Pilot switchmove "Acts_AidlPsitMstpSSurWnonDnon"; Dunno what's going on. I have this in my init.sqf: sleep 0.2; execvm "Dead.sqf"; Mypath = compile preprocessFile "path.sqf"; Mypath is a custom AI path, so don't look at it.
  6. Hi, so I've noticed a weird bug at my mission. If the mission is launched for the first time, the animations don't work, aswell setpos may not work propely at all. However, if you restart the mission everything is fine. Is it just me, my mission or something else? (I suspect the engien here, but I'm not sure). Are you guys also expierencing this issue? Let me know!
  7. I've encountered 1 problem. The typeText doesn't work on a faded-out screen (Black screen). I'm trying to avoid using the debriefing as much as possible.
  8. Hello there. I'm trying to make a special end for my mission. Is it possible to have subtitles going from the bottom to the top? I want to explain what happened later and list the credits. Just like in most games. Either is there any other way I could make it with the minimal use of titletext? Thanks in advance guys!
  9. Hi. I'm expierencing a quite weird glitch. I want to script the Squad Leader movement by the command "Move". The Squad leader goes perfectly on his path, but when there are no more "Waypoints" given by Move, it automatically creates a new one and starts fleeing. Any solutions on that?
  10. Thank you, I think it's what I've been looking for.
  11. Thanks for the response, let me check and I'll report back in a moment. Nope, after reaching the destination point, the AI just seeks for cover. The behaviour is Careless. Can't use disableai
  12. Goro

    Coop Missions - Revive or Respawn

    Definetely Revive. It brings fear, tears, and makes Rage Mode automatically switch to ON. Especially if the respawn if disabled, then it brings immersive gameplay. I agree with Domokun on that. Semi-realistic is the most suitable for Arma.
  13. Hello there! So, I want to have my own video as the mission intro, but it doesn't seem to work well. The video is glitching out, and I have no idea why. Any ideas? The video is in OGV format, with 1440 x 900 resolution. P.S Sorted it out - it was an incorrect conversion issue.
  14. Hello, dear BI users! So... We already have an Advanced Flight System, so why don't we have the same system for cars? Current system doesn't allow us to make fast infantry drops, the cars are definetely wayy too slow and too understeer, not talking about their armour. I've got a few ideas, which I'll give in a form of points. 1)Add manual transmission to the Vehicles (Make an Automatic gear or Manual with Clutch button selectable) 2)Bring more armour to the vehicles 3)Improve the braking (I know that millitary vehicles are heavy and stuff, but the civilian vehicles are just taking wayyy too long) 4)Add oversteer to certain Civilian vehicles 5)Fix the vehicle rolls to the side 6)Totalling the engine by incorrectly reducing gears and/or running out of oil would be a great option to have! 7)Make the current tires a real tires. C'mon, tire just doesn't disappear after several shots. 8)Animate the doors as well as moving between seats EDIT: 9) improve the headlights... Its hardly to see anything beyond 5 meters... Hatchback sport has Got proper Lights tho Feel free to discuss the section below, as well as give the other ideas. I personally find we need this, but let's hear from others. And here are some dank memes:
  15. It was supposed to be COOP-2, unfortunately it had too many glitches in the Multiplayer mode, which couldn't be solved. (Arma engine related issues)
  16. As stated in the Title, My mission is COOP-2, and whenever I start the mission, the mission is instantly being ended for him. We're using Zombies and Demons addon. I've ensured that there are no end-mission scripts near the player. Any guesses? To solve this issue both players need to get back to lobby and then rejoin, but I want to prevent situations like that, because after this many scripts are breaking down.
  17. Hello, fellas. I've got an uncommon problem. I'm trying to get my flashlight script to work. Everything is great, but players can switch someone's else flashlight on/off. This is the globality problem. I've tried Replacing _this with units' name or units' group, but no success so far. Any guesses? DisableSerialization; waituntil {!(IsNull (findDisplay 46))}; keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 37) then {p1 execVM 'ON1.sqf'}"]; waituntil {!(IsNull (findDisplay 46))}; keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 38) then {p1 execVM 'OFF1.sqf'}"]; waituntil {!(IsNull (findDisplay 46))}; keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 24) then {p2 execVM 'ON2.sqf'}"]; waituntil {!(IsNull (findDisplay 46))}; keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 25) then {p2 execVM 'OFF2.sqf'}"];
  18. Since the last update (21 April, 2016) the animations don't initialise propely. For example, I'm doing this: _caller switchmove "Acts_TerminalOpen" It'll make player crouch, then switch to primary weapon and eventually stop the animation. Same with all other animations. Is it just my issue? Let me know! P.S This error is present in multiplayer
  19. Try ExecVM "Scriptname.sqf" Or: nul = this execVM "scriptname.sqf"; Or this = execVM "scriptname.sqf";
  20. Hi there, so baiscally, I've got a few questions about the weapon pool. Let's get it started! 1. Basically, (Like in campaign) I want the weapons to be saved during the campaign progress. I want the weapons to be on table, and I want the ammo to be in sperate contener (Same as accessories). Is it possible, or it's just selection of weapons before each missions' start? I couldn't find it fully-explained anywhere else. 2. Is there any way to add weapons/ammo from another Contener, by f.e using action menu? 3. Can I make the cars' fuel to be persistent? 4. Let's say, in previous mission you were "captured" and your gear (The same before you lost it) will spawn at some location. Would that be possible? And make the unit spawn with just pistol. Looking forward to receive fast and professional help! :D
  21. Erm... Bad news. It just does work with the mission. It doesn't work with campaign. I've tried these: [player, [missionNamespace, "Var_SavedInventory"]] call BIS_fnc_saveInventory; - Executed at trigger [player, [missionNamespace, "Var_SavedInventory"]] call BIS_fnc_loadInventory; - Executed at player INIT (Also tried trigger, Init.sqf) Also tried these: [player, [player, "Var_SavedInventory"]] call BIS_fnc_saveInventory [player, [player, "Var_SavedInventory"]] call BIS_fnc_loadInventory; With the same methods as stated above. It doesn't initialize. I've made double-sure that the unit doesn't have any custom loadout. Anyone? EDIT: Basically I want to export the loadout from mission Number 1 to Mission Number 2. Shall I use the BIS_FNC_exportinventory Function? EDIT2: Tried with ProfileNameSpace. Still nothing. EDIT3: Figured out. [p1, [parsingNamespace, "Var_SavedInventory"]] call BIS_fnc_saveInventory; Where p1 = player Then load it with: [p1, [parsingNamespace, "Var_SavedInventory"]] call BIS_fnc_loadInventory;
  22. Unchecked all options in Settings, nothing. Still the same keeps happening. Could this be because of 3d Eden Enhacement? EDIT: No, this is not the cause. You have to 'Save as' the scenario and uncheck the binarize option one. Even if deselected in the settings, it will still overwrite the scenario.
  23. Hello everyone. First at all, I'm trying to get my campaign to work. I wanted to group it together and give it to the testers before I add other missions. I got it all setup beautifully, but then... Some very bad error popped up when I tried to launch the campaign. It says it's error with mission.sqm of my first mission: It says raP B· encountered instead of "-" (The mission opens propely in Eden) Here's my description EXT, what could be wrong? class Campaign { name = "Unleashed Hell Season 2"; firstBattle = Mission; disableMP = 1; enableHub = 1; briefingName = "Unleashed Hell Season 2"; author = "Goro"; overviewPicture = "\campaigns\S02\picture.jpg"; overviewText = "Campaign made by Goro. Unleashed Hell Season 2 is campaign about zombies, survival and sacrifice."; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Mission { name = "INTRO"; cutscene = ; firstMission = S02E00; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class S02E00: MissionDefault { end1 = S02E01; lost = S02E00; template = S02E00.Stratis; }; class S01E01: MissionDefault { end1 = S02E02; lost = S02E01; template = S02E01.Stratis; }; class S02E02: MissionDefault { end1 = S02E03; lost = S02E02; template = S02E02.Stratis; }; class S02E03: MissionDefault { end1 = S02E04; lost = S02E03; template = S02E03.Stratis; }; class S01E04: MissionDefault { end1 = S02E05; lost = S02E04; template = S02E04.Stratis; }; class S01E05: MissionDefault { end1 = S02E05; lost = S02E05; template = S02E05.Stratis; }; }; };
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