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sinny

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About sinny

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  1. sinny

    RHS: Status Quo

    Hi! I get this odd glitch on red dot optics when im using RHS with other mods (i don't know exactly which mod causing this) Do you guys know of this? Its only RHS optics that gets affected Do you need any more information from me? My modlist https://pastebin.com/1E0cMmEr
  2. Hi Bohemia! Can you please please please release an ARMA III VR-Module/DLC? ARMA would have so much potential with HMD! Here is a poll: https://linkto.run/p/BR8PXMIY
  3. sinny

    Visual Upgrade – Feedback

    Oh crap, double post in the wrong thread... Sorry :(
  4. sinny

    Visual Upgrade – Feedback

    What do you guys think of this NV SweetFX / PostProcess ? constructive criticism please
  5. sinny

    Visual Upgrade – Feedback

    Damn yes! I have totally missed that... A video search on Insurgency NV lead me to this awesome vid. Please BiS, nightvision like this:
  6. sinny

    Visual Upgrade – Feedback

    constructive criticism: It´s to much contrast in the new visuals Suggestion: Please work on the nightvision! Check this out
  7. Super! Many thanks! I´ll post my progress here :) Edit. I found this in the function viewer. In my rookie-brain, i could modify this piece of code... Or use it as a start... /* Author: Karel Moricky Description: Spawns enemies around players Parameter(s): _this select 0: OBJECT - player _this select 1: OBJECT - refence object (enemies will be spawned on opposite direction) _this select 2: SIDE - side of enemies _this select 3 (Optional): ARRAY - list of enemy classes _this select 4 (Optional): NUMBER - delay between spawning _this select 5 (Optional): CODE - code executed on every soldier. Unit is passed as _this Returns: ARRAY - list of all spawned crows */ _player = _this select 0; _target = _this select 1; _side = _this select 2; _classList = _this select 3; _maxCount = if (count _this > 4) then {_this select 4} else {10}; _delay = if (count _this > 5) then {_this select 5} else {30}; _code = if (count _this > 6) then {_this select 6} else {{}}; if (typename _target == typename objnull) then {_target = [_target,_target];}; _otherPlayer = (_players - [_player]) select 0; _grp = creategroup _side; _wp = _grp addwaypoint [position _player,10]; _wp setwaypointstatements ["false",""]; _wp setwaypointtype "guard"; _wp waypointattachvehicle _player; _player setvariable ["BIS_spawnedEnemies",[]]; while {true} do { waituntil {sleep 1; isplayer _player}; waituntil {sleep 1; {alive _x} count (_player getvariable "BIS_spawnedEnemies") < _maxCount}; _class = _classList call bis_fnc_selectrandom; _dirToTarget = if (isMultiplayer) then { _targetTemp = _target select 1; ([_player,_targetTemp] call bis_fnc_dirTo) } else { _targetTemp = _target select isMultiplayer; ([_player,_targetTemp] call bis_fnc_dirTo) + 180 }; _pos = [position _player, 180 + random 40, _dirToTarget + 90 + random 180] call BIS_fnc_relPos; _unit = _grp createunit [_class,_pos,[],1,""]; _unit setskill (random 0.5); _unit allowfleeing 0; _unit setvehicleammo (0.5 + random 0.5); if (random 1 > 0.5) then {_unit setunitpos "up"} else {_unit setunitpos "middle"}; [_player,"BIS_spawnedEnemies",[_unit]] call bis_fnc_variablespaceadd; _wp setwaypointposition [position _player,0]; _unit call _code; sleep _delay; };
  8. Wow, yes yes! Sounds awesome and not that hard... But i have no idea where to start... Do you know any similar function i can have a look at? Or can you help me write a foundation to the function?
  9. Thanks guys! I would really like to have it functional in MP. So a "function"... Can you please explain more? I want to leave the "headless client" out from this... if possible...
  10. Hi, im new to scripting but love to learn... I have had alot of help from this forum in the past and i hope someone can show me or point me in the right direction. I would like to make a script that spawns a random no of units (between 1-9) around the player when shots are fired. I dont want the units to spawn after every shot, but randomly between 1-100 shots. I want this function to be activated every five minutes. I hope its not to confusing. In short, i would like to create the feeling that the units is lurking around the player and "hears" the shots and going in for an attack. Maybe someone have an better idea than my "rules" above for this to create the illusion that the player wakes up units that going in for an attack. See pic:
  11. I am of the complete opposite. I love all the BI-Studio products, (except for the futuristic in arma 3), but it is a true PC game completely open to modding and new features added all the time in the form of updates and mods. I remember when i bought arma 2 on pure chance, I did not know at all what it was for a type of game, but the release trailer looked like something different from the Battlefield series and all those games. And I was right. I remember the feeling when I was chased by some AI soldiers in the dark in the forest and they manage to flank me, I almost pooped myself of excitement and fear. When i tried the usermade mission "Cipher" for the first time, and that it took me at least 40 tires to complete it. The huge assets Arma series have now, all from dirty pillows to to TV-studios. I have just started scripting some, and the community is absolutely stunning. Scripting for arma is my new weekend hobby. A game series that aims for realism that is so deep and have such freedom. I will pre-book all of their products and I almost want to give them extra money for all the joy I have had of their products. At the moment i have 1214h played in Arma3, it is a good rating from someone who is very picky when it comes to games. Just Keep Up!
  12. Many many thanks! I loved and tried all your examples! This got the job done: _newGun = [_unit, _weapons, _randomno] call BIS_fnc_addWeapon;
  13. Wow, you are the best! Many thanks!
  14. Hi, I have created my first script where i have listed a bunch of weapons in a variable. I then use the "call BIS_fnc_selectRandom" and then place the content of the variable to "_unit addWeapon" Everything works as i want it, but im having some trouble to add the right kind of magazines to the right kind of weapon. Is there any easy way to match magazines to weapons? So the code looks something like this: And the result is like, the units gets all kinds of magazines... _randomno6=floor random 3; _weapons = ["CUP_arifle_AK107","CUP_arifle_AK47","CUP_arifle_AK74","rhs_weap_ak74m_2mag","rhs_weap_ak74m_2mag_camo","rhs_weap_ak74m_2mag_npz","rhs_weap_ak74m_camo","rhs_weap_ak74m_desert","rhs_weap_ak74m_camo_folded","rhs_weap_ak74m_plummag_folded","rhs_weap_ak74m_desert_folded","rhs_weap_akm","rhs_weap_akms","CUP_arifle_AKS","CUP_arifle_AKS74","CUP_arifle_AKS74U","rhs_weap_asval","CUP_srifle_CZ550","CUP_srifle_CZ550_rail","CUP_srifle_LeeEnfield","CUP_sgun_M1014","CUP_srifle_M14","CUP_srifle_M14_DMR","CUP_srifle_M24_wdl","rhs_weap_M590_8RD","rhs_weap_M590_5RD","CUP_hgun_MicroUzi","CUP_lmg_PKM","rhs_weap_pkm","CUP_lmg_Pecheneg","rhs_weap_pkp","CUP_arifle_RPK74_45","CUP_arifle_RPK74","CUP_arifle_RPK74M","CUP_arifle_Sa58RIS1","CUP_arifle_Sa58RIS1_des","CUP_arifle_Sa58P","CUP_arifle_Sa58P_des","CUP_hgun_SA61","CUP_srifle_SVD","CUP_srifle_SVD_des","rhs_weap_svdp_wd_npz","rhs_weap_svds","CUP_lmg_UK59"] call BIS_fnc_selectRandom; _mags = ["CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_762x39_AK47_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","rhs_30Rnd_545x39_7N10_AK","rhs_30Rnd_545x39_7N22_AK","rhs_30Rnd_545x39_7N10_AK","rhs_45Rnd_545X39_AK_Green","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_545x39_7N22_AK","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_762x39mm_tracer","rhs_30Rnd_762x39mm_89","CUP_30Rnd_762x39_AK47_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_TE1_White_Tracer_545x39_AK_M","rhs_20rnd_9x39mm_SP6","CUP_5x_22_LR_17_HMR_M","CUP_5x_22_LR_17_HMR_M","CUP_10x_303_M","CUP_8Rnd_B_Beneli_74Slug","CUP_20Rnd_TE1_Yellow_Tracer_762x51_DMR","CUP_20Rnd_TE1_Green_Tracer_762x51_DMR","CUP_5Rnd_762x51_M24","rhsusf_8Rnd_00Buck","rhsusf_5Rnd_00Buck","CUP_30Rnd_9x19_UZI","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","rhs_100Rnd_762x54mmR_green","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","rhs_100Rnd_762x54mmR_green","CUP_30Rnd_TE1_Yellow_Tracer_545x39_AK_M","CUP_30Rnd_TE1_Red_Tracer_545x39_AK_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_Sa58_M_TracerY","CUP_30Rnd_Sa58_M_TracerY","CUP_30Rnd_Sa58_M_TracerR","CUP_30Rnd_Sa58_M_TracerG","CUP_20Rnd_B_765x17_Ball_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","rhs_10Rnd_762x54mmR_7N1","rhs_10Rnd_762x54mmR_7N1","CUP_50Rnd_UK59_762x54R_Tracer"] call BIS_fnc_selectRandom; _unit addWeapon _weapons; _unit forceAddUniform _uniform; for "_i" from 1 to _randomno6 do {_unit addItemToUniform _mags;};
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