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garrett

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About garrett

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  1. @Raining6 Absolutely amazing, I was looking for something like this! Could I please have your permission to include the invisible wall object and config in one of my mods? Of course I will give credit in the mod description where it is due. I plan on using it to block AI line of sight with custom WP cover smoke effects, it would work perfectly if I make the wall a bit bigger and set a random direction. Would save immense amounts of FPS too, as I wouldn't need to have every particle block AI LOS.
  2. Found a fix, and implemented it. Mod is on the workshop now! Used custom cfgCloudlets classes and referenced the scripts via "beforeDestroyScript", and then called via cfgAmmo with "ExplosionEffects". Works a charm.
  3. Hi everyone. I'm creating a custom EMP grenade mod and I am having trouble with referencing the thrown grenade's location to initiate the script effect. I'm using nearEntities and nearestObjects arrays so that the grenade will affect lights, (adding 0.9 damage to them), vehicles (by disabling turrets and engines) and player/AI units by removing NVG,radio,GPS etc. My issue lies in that I can't figure out how to get a variable to reference the location of the thrown grenade when it detonates (_grenade), that the rest of the script can use to determine the above. I'll post the script, it's based off one that ALIASCartoons created. With his permission I'm modifying the script into a grenade mod. Any help with this would be very much appreciated. Forgive me if it's something obvious and I'm missing it, I've tried a lot of different very hacky solutions but I don't fully "understand" scripting, I'm fairly new to modding. Called from class CfgCloudlets as the grenade effect, in the config.cpp of the mod :
  4. garrett

    Leights OPFOR Pack

    I can't seem to get uniforms to diplay with the latest release. Vests, weapons, helmets all spawn on the unit, but where there should be uniform there is nothing. So all my units are walking heads, vests and guns without bodies. Kinda creepy...
  5. garrett

    Black Rain Project [SP experience]

    This is simply awesome, and looks so professional that it feels natural. I'm still getting used to using middle click to look around, I keep right clicking instinctively for some reason... An idea for multiplayer: I understand some of the limitations behind implementing something like this in MP, perhaps an option to completely disable the pause time function for mission makers would help? A mission where each player is in command of a fireteam or squad sized AI element would be fantastic with this interface, be it either co-op or adversarial. There are most probably plenty of other issues that I'm missing here. Thank you for this mod anyway, it has changed my single player Arma 3 experience to the point where I can't go back now :)
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