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XgrunT

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About XgrunT

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  1. I was hoping this mod would be ready sooner because I wanted to use it in a Vietnam war era video. But oh well, "good things come to those who wait". Just keep up the good work Alduric and we're hoping for a release soon. Anyone interested in an ArmA 3 vietnam video (with lots of combat but I had to remove the music), Put on some HENDRIX, CCR, STONES, DOORS and check out
  2. Well, to be honest, I'm real new to all this stuff (ArmA Editing, Video making/editing...) And with 51 yrs old, kinda slow in the head. It never occured to me to use video making software. I just googled it and saw how easy it is. Thanks for your help and suggestions!
  3. Thank you. Those are great codes that will come in handy I'm sure. The problem is, The one I posted is being used for an ArmA (3) video and I have it all set up (timing with the music and what not). It's just that the text could be bigger. There's no way to make the text bigger? Thanks in advance!
  4. I found the below code on the net. It works great. Is there anyway to make the font bigger? I've searched the forums and all these commands... cutObj, cutRsc, cutText, titleObj, titleRsc, titleTex It's all really confusing and my old brain is about to explode. Could someone just add whatever is needed to the code shown below so the text will be bigger? (or is it not possible) Thanks in advance! titleCut ["", "BLACK FADED", 999]; [] Spawn { waitUntil{!(isNil "BIS_fnc_init")}; titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };
  5. Thanks for the tip (new to forums). Even though I did exactly what you said, for some reason it don't work. I did however get another carpet bomb script to work for my purposes. And thanks for all the stuff you've contributed to the community!
  6. Hi all. I'm trying to get this carpet-bomb script to fire from a trigger. the author designed it so that the player activates the script through the action menu with "addaction". I've tried a bunch of things but none worked. My scripting knowledge is weak. it's actually two scripts in one folder. They are shown below and the link to the script is here. I have managed to get the script to work with fixed-wing aircraft and I want the AI to fly through a trigger and drop the bombs. Hope someone can help me with this. Thanx in advance! script #1 (of 2) "carpetbomb" /* Created by Shpookdefied. Usage: in vehicle init, put: nul = [this] execVM "scripts\carpetbomb.sqf"; Custom init: nul = [this, texture, bombCount, bombDelay] execVM "scripts\carpetbomb.sqf"; Textures are: 0 = Gray 1 = Black 2 = Default Custom example: nul = [this, 20, 0.3] execVM "scripts\carpetbomb.sqf"; */ private ["_helo", "_color", "_copilot", "_bombCount", "_delay"]; _helo = _this select 0; _color = if (count _this > 1) then { _this select 1;} else {0}; _bombCount = if (count _this > 2) then { _this select 2;} else {20;}; _delay = if (count _this > 3) then { _this select 3;} else {0.3;}; if (_color == 0) then { _helo setObjectTexture [0,'#(argb,8,8,3)color(0.2,0.21,0.2,0.8)']; _helo setObjectTexture [1,'#(argb,8,8,3)color(0.2,0.21,0.2,0.8)']; _helo setObjectTexture [2,'#(argb,8,8,3)color(0.2,0.21,0.2,0.8)']; } else { if (_color == 1) then { _helo setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)']; _helo setObjectTexture [1,'#(argb,8,8,3)color(0,0,0,1)']; _helo setObjectTexture [2,'#(argb,8,8,3)color(0,0,0,1)']; }; }; _helo lockCargo true; dropBombs = _helo addAction ["<t color=""#FF0000"">" + ("Release Bombs") + "</t>", "scripts\carpetDrop.sqf", [_bombCount, _delay], -10, false, true, "", "_target turretUnit[0] == _this"]; script #2 (of 2) "carpetdrop" /* Created by Shpookdefied. If you prefer to use "Drop Bombs" repeatedly, comment out the line: _helo removeAction dropBombs; */ private ["_helo", "_bombCount", "_delay", "_rnd", "_bomb", "_objects", "_explo", "_seed", "_fire", "_bombPos"]; _helo = _this select 0; _bombCount = (_this select 3) select 0; _delay = (_this select 3) select 1; _FNC_explode = { _delay = _this select 0; _bomb = _this select 1; _objects = []; waitUntil {((getPosATL _bomb select 2) < 8);}; _bomb enableSimulation false; _objects = nearestObjects [_bomb, [], 15]; _bombPos = getPos _bomb; _explo = createvehicle ["HelicopterExploBig", _bomb, [], 0, "NONE"]; { _x setDamage 1; } forEach _objects; deleteVehicle _bomb; }; _helo removeAction dropBombs; _helo animate ["CargoRamp_Open",1]; sleep 5; for [{_z=1},{_z<=_bombCount},{_z=_z+1}] do { _rnd = random 16; _bomb = createvehicle ["Land_WaterBarrel_F", [(getPos _helo select 0) + 500, (getPos _helo select 1) + 500, (getPos _helo select 2) + 500], [], 0, "NONE"]; _bomb attachTo [_helo, [8 - _rnd,-4,-3]]; _bomb setVectorDirAndUp [[0,0,-1],[0,1,0]]; sleep 0.01; detach _bomb; sleep _delay; [_delay, _bomb] spawn _FNC_explode; }; _helo animate ["CargoRamp_Open",0];
  7. XgrunT

    ChinookPack - Mod Release

    Just dl'd the new version. some feedback, any gun fired expends the brass in the middle of the chopper. it expends from the roof down through the bottom hatch. just looks wierd. also, Can you move the ramp gunner (and the gun) a bit farther out so that the gunners legs are not morphed into the ramp? Keep up the good work and looking forward to an ACH47!
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