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MrCrazyDude115

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Everything posted by MrCrazyDude115

  1. Hey everyone! So basically what I'm trying to do is make it so that all dead players will respawn in waves, and when it's time to respawn all players will spawn in a helicopter which will follow a set-path and land at the spawn point. Afterwards, the players will disembark using a cinematic animation, not just "eject" like they do in the game. Make sense? Then the helicopter will fly away. I want this to repeat everytime it's time for the next respawn wave until the end of the game. I know how to implement wave-spawning, and I know how to use the UnitCapture and UnitPlay commands for the helicopter movement. But I just want to know how to spawn/despawn said helicopters, as well as do the "cinematic" animations I mentioned. Think of the intro cinematics at the start of a MP match in the latest Call of Duty, but I want it to repeat every time there's a spawn wave. Any ideas? Thanks!
  2. Thanks! One last thing, what if the server has A LOT of players. What would an "if" condition that would check how many players are dead, and if there are more dead players than available seats in the heli, it'll spawn a second heli and garrison the remaining players into that second heli, which will follow a different path and land on a second pre-defined location?
  3. Okay so do I execute that code to spawn the Chinook from RHS? Should I make it so this script executes every time the spawn wave occurs? For the animations I just want to use one that makes it look cool and cinematic when the characters disembark. Yes, I am using CBA as the scenario uses mods that require it, but I have no experience with the CBA commands. Also another thing, should I make an empty marker called "spawn" or "heli"? How does this script decide where it'll spawn?
  4. MrCrazyDude115

    Wrong game???

    The main menu design has undergone an overhaul not that long ago. The ones you see in the videos are either old versions or mods. Don't worry, it's still the same game 😄
  5. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    An overhaul is coming soon, with that exact thing being one of the highlights. Stay updated on the Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=1667996915
  6. The Team Presents THE EAST WIND - RHS REMAKE WARNING! YOU ARE ABOUT TO PLAY AN ALPHA VERSION! SOME FEATURES ARE STILL NOT WORKING AND BUGS ARE STILL PRESENT! THIS CAMPAIGN IS NOT COMPATIBLE WITH ACE3 AND MAKING IT SO IS NOT A PRIORITY FOR US YET! Morning lads, I'm happy to announce that The Team is finally getting ready to release the RHS remake of The East Wind. This majestic hunk of data has received a large amount of attention from The Team in the past few weeks after being suspended almost 4 years ago, and is now finally getting ready to set sail once more! The Team currently consists of yours truly, and DenyWilco. Not much of a team but we make do with what we have, and apparently are doing pretty good while doing so. So much for the intro, now to the fun stuff. Required Addons: - RHSUSAF - RHSAFRF - RHSGREF - RHSSAF - Altis Armed Forces (2017) Known Bugs: - In the Prologue campaign, you'll still need to use the RCO. - Please report any bugs on the thread, or feel free to PM me, or DenyWilco. Downloads: Steam Workshop (HIGHLY RECOMMENDED FOR QUICK UPDATES) Mediafire Armaholic Credits: -DenyWilCo [Lead Dev; Founder of The Team] -MrCrazyDude115 [Lead Dev; Founder of The Team] -Bohemia Interactive [Making ArmA 3; Being an all around awesome company] -Red Hammer Studios [RHS; Being awesome] -BI Community Change log: Screenshots: Videos:
  7. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    You have to enable it in the launcher under "Mods"
  8. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    Regarding updates: I'm very sorry for all the delays guys, it's just that this past week was all exams and I barely had time to work on this. Just give me a few more days.
  9. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    I haven't had any time to check point 4 yet, but I will as soon as I can! And yes, I noticed this issue but I can't seem to figure out why it happens.
  10. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    This is actually something that we have planned! But we want to finish the main campaign first.
  11. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    1) Yes, I'm trying to fix this. 2) Yes, I also noticed this issue, even though I set the date in every script and mission file to 2019. It's strange but I'm trying to figure out the problem. 3) Yes, that's because every time I change it to an RHS weapon, his animation doesn't play. Not sure why. 4) Hmmm, I don't seem to be having this issue. I'll check it out.
  12. MrCrazyDude115

    3CB Factions

    This is absolutely wonderful! Great job!
  13. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    Update 3: - Added: 1000 Steam subscriber special, the Prologue campaign now reimagined using RHS assets. - Fixed: AAF and the FIA bodies in "Crossing Paths" are now RHS.
  14. MrCrazyDude115

    Notepad++ problem

    I personally use this: http://www.armaholic.com/page.php?id=22139
  15. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    Another sneak peak into "Adapt"!
  16. MrCrazyDude115

    [SP/MP] Old West - Wild West Map

    I can sense a medieval combat mod coming soon XD
  17. MrCrazyDude115

    Problems with modded Arma 3

    Your specs are very low. That may be causing some kind of memory issue.
  18. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    Update 2: - Fixed: The armory now has the correct RHS gear. (FINALLY!)
  19. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    Thank you so much!
  20. MrCrazyDude115

    GF Exported Loadouts Script - Mod

    Thank you, George! Do we have to wait for it to be updated on Armaholic? Or do you have another download?
  21. MrCrazyDude115

    GF Exported Loadouts Script - Mod

    I can't figure out how to make it so that all AAF Riflemen will change to a certain loadout, and all CSAT riflemen to a different loadout, etc... and so on depending on their class. Can you help me? Thanks!
  22. MrCrazyDude115

    [SP][Campaign] The East Wind - RHS Remake

    DOWNLOAD IS UP NOW! To celebrate this release, here's a sneak peak for "Adapt" 😉
  23. MrCrazyDude115

    [SP][Campaign][RHS] The East Wind RHS Remake

    Hey everyone! DenyWilCo has been extremely busy lately, so I'll be taking control of the Forum page. NEW FORUM TOPIC HERE. Also! Expect a release for Survive later today/tonight! Kind Regards, The Team
  24. Hey everyone! So for the Alien crews, I went with the VR suit. Looks more "technical" in my opinion. I also made some progress on the Hunter MRAP for the Space Force: A better look at the Aliens:
  25. Hello everyone! Today, I bring you FIRST CONTACT. The idea came to me a few years ago when I was playing Zeus with a few buddies, and decided to surprise them by bringing in "Aliens". What I did was use existing CSAT equipment but make them look a little Alien-ish. That's where the idea came from. In this mod, I re-purposed existing CSAT, BLUFOR, and Civilian clothing/equipment to somewhat make it look like an extraterrestrial force has invaded Earth, and humanity responded by forming the United Nations Space Force. This is still very WIP, but so far I have the essential units for both sides. Each unique in their own way. Later, I plan to add more unit classes, retexture BLUFOR vehicles for the UNSF, and to add variants of existing CSAT vehicles but with Alien crews. DOWNLOADS: Steam Workshop Hope you all enjoy!
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