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shoter0

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About shoter0

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  1. I made comparison of closed issues/master's commits on github over 3 projects which could participate in ACE 3 development. I was curious wheter i will find some ACE3 influence over other projects which were mention in this topic, but i cannot interpret my data :DD so i do not know what to think :F
  2. I will try to add this functionality after the weekend. Keep an eye on the topic.
  3. shoter0

    Ingame 9Liners & Notepad

    I did not download the mod because it adds items to the games. Is there a possibility for this mod that would work without adding those items to the game?
  4. Good question! :) First you need to create new *.sqf file in Animation folder. It's name will automatically serve as new animation in script. You don't need to edit anything else in making animation, only your sqf file. Animation file must return array which must consist of minimum 3 elements. Last element in array is animation player when soldier died. It can be either code or string. String will initiate desired animation name when code will execute itself upon dead of the unit. Element before last is animation when soldier end it's animation sequence. When our soldier is wounded or spotted enemy then this animmation will be triggerred. It can be either string or code like in last one. Elements that are proceeding those 2 are animation sequence which will be looped infinitely until soldier decide to stop it to engage enemy. Those element can only be string. Soldier uses animation in same order as they were defined in array. In script you can get your soldier object by accessing _this select 0. Check it out in file : pushups.sqf If you have any more questions feel free to ask them.
  5. Updated. Now AI won't stop animation if ally fires weapon near them.
  6. I will update it at saturday.
  7. Owww. Sorry! I was copying animations names from Polpox's scipt and i left this :P. Ok. I'm updating my link to downloads. link : https://www.sendspace.com/file/48v4zf With firing this was intended behaviour because mostly it was used by my clan on enemies. I will fix it up in next release. Now animation will be stopped when enemy will fire a shot in their area.
  8. Polpox has abonded his script. I have written with help of his source code my animation script which does pretty well the same as polpox's one, but in diffrent way. The major diffrence is that it is MULTIPLAYER and JIP compatible. I had big problems running Polpox's script on multi with my clan. If you did not see Polpox's script i will try to briefly explain what does it do. The main idea behind script is to throw more life into soldiers when they are idle and doing nothing at camp/base by animating them with various animations. That's it. It only gives various animations to soldiers. Usage : nic = [this, animation_name] execVM "ShoterAnimation\ShoterAnimation.sqf"; Example : nic = [this, "sit"] execVM "ShoterAnimation\ShoterAnimation.sqf"; Animation Names : "briefing" "lean" "patrol" "pushups" "repair_kneel1" "repair_kneel2" "repair_prone" "repair_stand" "sit" "sit_high" "sit_low" "sit_rifle" "sit_table" "stand" "talk" Youtube video : Download link to sample mission : https://www.sendspace.com/file/u336eh Great thanks to Polpox for showing me by his source code how to make script which uses animations from ArmA. Changelog :
  9. this setbehaviour "safe";_nil = [this,"TALK"] execVM "plp_calmSoldier.sqf" ; [this] join naprawiacz I tried other animations on newer version but they were not working. I'm 100% sure that script was executed properly because when i tried to have fun with equipment/weapons ( i thought that maybe it was causing the problem), weapons were being removed correctly from soldier's equipment. Older version FTW :P
  10. shoter0

    UPSMON Updated to ArmaIII

    My friend was using old version of UPSMON. It was probably source of the problem.
  11. Your new version of script is weird. I am not able to set animation for my units. When i grab your older script from example mission everything work neat. What could I do wrong? I am passing only unit name and animation name as parameter, nothing more.
  12. shoter0

    UPSMON Updated to ArmaIII

    We had problem today with UPSMON 6.0.9.4. Link to RPT on pastebin UPSMON was working at the start and after 20-30 minutes it had stopped working. It'd started to throw a lot of errors in RPT every second. UPSMON was properly initialized by init.sqf ofc. After the stop of the work of UPSMON units had completely stopped to move. What could be the reason? Also this how does interesting lines in UPSMON_fnc_find_cover.sqf looks at my machine Link to pastebin
  13. shoter0

    Shoter's disarm script

    It is MP compatible. I've tested it. It is also optimised for Multiplayer.
  14. Hello ArmA fans! I've made IED/Bomb disarming script which gameplay is same as popular and cool ( :D ) minesweeper. Description My script provide unique functionality on disarming bombs in ArmA. It's not random number generator which decided whether to blow up bombs in front of you or rescue you for god's sake. Now everything depends on your skills! To disarm bomb you need to complete minesweeper game. It has the same rules as normal minesweeper with little exceptions. Firstly, it always have 9x9 grid. There can be 8, 10 or 12 bombs. It depends on difficulty. Secondly, if you are Explosive Specialist you are able to determine difficulty of the bomb before disarming (green - easiest, red - hardest) and you have some fields revealed from the start :)! Video Download Link to google drive Setup Put things from IED folder inside mission folder (IED folder, init.sqf, description.ext). If you already have init.sqf or description.ext then do not overwrite them. If you already had init.sqf put "call compile preprocessFile "IED\init.sqf";" inside the script ( Do not paste quotation marks) If you alraedy had description.ext put below code inside it #include "IED\defines.hpp" #include "IED\minesweeper.hpp" Put desired IED/Bomb object on map and put this code in initialization field nic = [this, "easy", west] execVM "IED\init_ied.sqf"; This will create easy bomb that will react only on west's units. Possible difficulties : "easy" "medium" "hard" Possible sides : west east ressistance civilian "west" "east "civilian" "everyone" If you want to have explosive specialist who are better with disarming bomb put this code in their initialization field this setvariable ["ShoterIed_Specialist", true, true]; Start the mission have fun. Example mission in virtual reality included with package Todo -Add some kind of message after succesfull bomb disarm -Add more types of explosions based on difficulty Changelog v 1.0 First release Have fun!
  15. Is there any way ATM to enable field rations module? I can't get it working.
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