seljumnik
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seljumnik started following "Hint" not working with Warlords modules
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"Hint" not working with Warlords modules
seljumnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I run an empty mission and type hint "Hello."; I get a "Hello" in the upper right corner. If I put down a Warlords Init and Base modules and do the same, the hint appears for a mere fraction of a second and dissapears. Can't be read. It seems as if they've put a hint ""; in every tick of the Warlords Init module, which, of course, would make zero sense. Does anyone know why hints appear and immidiately dissapear in the Warlords gamemode? Also, what alternatives to the classic "hint" would you suggest (not titleText)? -
[WIP] CorePatch: config patch for ArmA 2 OA
seljumnik replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A man of awesome talents currently without a job that helps community for free? You should be a model for us all. Sick world we live in, everythings for sale, and yet you haven't prostituted yourself. I hope you keep it that way and that you find a job fast, your talents are needless to say not to be wasted!!! Or that at least you get a fat sum from BI for doing something they're too lazy to do... :D You don't have to thank anyone. We all have to thank you. Anyways, I opted-in beta branch of your patch... - along with some of my friends that also play ArmA and that I informed after finding this out. Getting of the theme here, but I wonder if there's a way to make your beta branch more popular... I didn't even know it existed 5 days ago... :/ Plus, I edited a previous post to indicate some bugs I noticed in warfare you brought back to me. ;) And one more thing - maybe you could solve the eye problem by making eyes two-sided, so they can never really invert? Just an idea, though. Cheers! -
[WIP] CorePatch: config patch for ArmA 2 OA
seljumnik replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I just tested it! I don't have unlimited Internet, but these 200MB of your update were well spent! I can't thank you enough for fixing the respawn bug, now I have the Arma I once knew again! :D Thanks! P.S.: I'm just curious - how comes you're so good with all the scripting in Arma? Are you/Were you the part of the development team, or is there something else? P.P.S.: I was playing a lot of warfare since your remarkable patch, and I noticed two "bugs". 1st - there is an industrial complex in Takistan (to the north) called "Sagram", but it's not marked on the map, at least not with the black letters like the rest of the cities, but with the brown ones. It wouldn't be much of a problem if commander didn't say " captured", "Camp captured near "; and task looked like "New task assigned: Capture ", etc. 2nd - Takistani millitary vehicle called "Millitary offroad SPG9" uses same ammunition both for AT and HE. So, for example, if you have 26 AT and 26 HE rockets in the first place, and you fire one AT so you have 25 AT rockets, there is also 1 HE rocket less; 25 HE rockets. It's up to your free time and talent now! ;) -
[WIP] CorePatch: config patch for ArmA 2 OA
seljumnik replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Damn. I thought it wouldn't be much of a problem to fix it since normal Arma 2 has no problem. They did screw the game up, that's for sure... :( Good thing you're around here ;)! And what about the CTI missions? :/ -
[WIP] CorePatch: config patch for ArmA 2 OA
seljumnik replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thank you on such a fast reply :D . If you could just tell me please how do I activate that "pre-release final patch beta" on Steam, I would be very thankful. 3 days ago I didn't even know this existed, so I'm very eager to see this in-game... -
[WIP] CorePatch: config patch for ArmA 2 OA
seljumnik replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
1 What the hell does that mean? What kind of '1.63 Beta version'? If I play OA on Steam on 1.63, is that that '1.63 Beta version' or am I missing something? 2 Also, there's this very annoying eye bug problem only in OA that no one cares about for some reason, and as far as I can see, you haven't been to it yet either. Here's a post I wrote about it before. 3 Will you *ever* get into solving CTI missions bug so that players can respawn as they should? 4 And finally thank you on your awesome work, keep it up! :D -
How to make 2 conditions true before a trigger fires.
seljumnik replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know why, but "player in thisList" ain't working for me. There are a lot of times when I would need this kind of condition, but it just doesn't activate. Is there an problem with naming units or what? Why write "east" instead of "Opfor"? I know Opfor doesn't mean anything in scripts, and that "east" is for Russia, etc., but you just select that kind of activation from the drop down menu anyway, right? And you select "Opfor", not "east". Is there something I'm missing? -
OK, so I got this problem that my cutscenes (both Intro and Outro) won't end. This is my Intro script (don't mind the comments, they're on Croatian :P) titlecut ["19:30, Ruska linija","BLACK IN",3] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] ;comment "19:34:36" scena 1 zastava; ;comment "18:42:07"; _camera camPrepareTarget [3218.77,-95795.63,425.78]; _camera camPreparePos [458.96,4165.73,5.44]; _camera camPrepareFOV 0.213; _camera camCommitPrepared 0 @camCommitted _camera ~5 ;comment "19:35:16" scena 1 bunker; _camera camPrepareTarget [-17521.08,-94204.29,69.80]; _camera camPreparePos [461.09,4164.37,0.84]; _camera camPrepareFOV 0.680; _camera camCommitPrepared 0 @camCommitted _camera ~5 ;comment "19:44:17" scena 2 ograda lijevo; _camera camPrepareTarget [-81319.57,-53426.98,56.01]; _camera camPreparePos [440.56,4152.62,0.66]; _camera camPrepareFOV 0.193; _camera camCommitPrepared 0 @camCommitted _camera ;comment "19:44:41" scena 2 ograda desno, vojnici; _camera camPrepareTarget [-81319.57,-53426.98,56.01]; _camera camPreparePos [441.36,4151.41,0.72]; _camera camPrepareFOV 0.193; _camera camCommitPrepared 6 @camCommitted _camera ~4 ;comment "19:54:00" scena 3 pogled iz sume na vojnike; _camera camPrepareTarget [37901.52,-88046.99,-8080.78]; _camera camPreparePos [402.59,4294.41,6.23]; _camera camPrepareFOV 0.043; _camera camCommitPrepared 0 @camCommitted _camera ;comment "19:55:34" scena 3 pogled iz sume na vojnike okret desno; _camera camPrepareTarget [33392.11,-89751.85,-8034.39]; _camera camPreparePos [402.59,4294.41,6.23]; _camera camPrepareFOV 0.043; _camera camCommitPrepared 2 @camCommitted _camera ~1 ;comment "19:56:27" scena 3 okret u sumu; _camera camPrepareTarget [-79240.94,64761.15,-993.81]; _camera camPreparePos [402.74,4294.50,6.22]; _camera camPrepareFOV 0.472; _camera camCommitPrepared 2 @camCommitted _camera ~1 ;comment "19:57:13" scena 3 pogled na warlorda; _camera camPrepareTarget [-69913.02,75430.32,-973.80]; _camera camPreparePos [336.71,4354.95,1.28]; _camera camPrepareFOV 0.360; _camera camCommitPrepared 5 @camCommitted _camera ~3 ;comment "19:58:06" scena 3 okret i pogled na njegove vojnike; _camera camPrepareTarget [5290.42,104232.86,-139.01]; _camera camPreparePos [335.76,4355.66,1.59]; _camera camPrepareFOV 0.500; _camera camCommitPrepared 3 @camCommitted _camera 3 FadeMusic 0 titlecut [" ","BLACK out",3] ~3 _camera cameraEffect ["terminate","back"] camDestroy _camera; titlecut [" ", "BLACK IN", 1] exit; So, the "camera" is the _camera, all lines in place - what am I missing? :( Only second post on this topic I managed to find is this one: forums.bistudio.com/showthread.php?34676-Cutscene-won't-end, but 1. it's from 2004. 2. it's completely unreadable And he also has "Black Out" problem, and my script won't end even when I remove all black ins and black outs entirely (and that wouldn't be an option anyway)... What happens is, when cutscene "ends" and "_camera" is "terminated", I always end up being a civilian (who has [this exec "intro.sqs"] in his init) on the other side of the map. It looks like I'm playing in third person, but can't affect moving his head since I have no controls over him. And he just stands there (naturally). h:mad: Any help would appreciated. Any and all. EDIT: OK, I found another post on this topic, but still - unreadable and "Fade Out" problem...