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bootleg soldier

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About bootleg soldier

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core_pfieldgroups_3

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  1. bootleg soldier

    The Puzzler!

    Yes I had seen this and was heartened that it set locally, seems you need to change the year now for it to not execute for all. Will test later, will report back Thank you both!
  2. bootleg soldier

    The Puzzler!

    Trying to figure a way to have a player in dark tunnels while the mission is in daytime. Can't skip or set time as others players are on the server. Premise is that the group have found enemy tunnels, only one guy allowed into them with a pistol. Addaction on the tunnel entrance teleports the player into the prebuilt tunnels off the map. All this is built and finished but.... stupidly I had not even thought or reckoned on it not being dark ….. So far I have tried setAperture on the player to various values and it looks really good. Unfortunately it sets the aperture for everything so torches and light sources are dimmed as well. Same with setting the postprocessing I feel there is an answer but it's either to obvious or beyond me.
  3. Hello all, just wondering if anyone can answer that knows why the difference in FPS between Baranow and Straszow as I went a bit mental in the editor and realised i may have to swap maps. Is it optimization? Or because Baranow is more densely populated? Even though its half the size. Many hugs, kisses etc
  4. bootleg soldier

    Iron Front in Arma 3

    Hi, first off loving this conversion and probably have lots of questions..... But firstly can anybody point me in the direction of a working AI spawn script for the trench positions. Preferably with the enemy AI scripted in on a trigger. Noticed problem with AI being chronically allergic to trenches and wondered if his was a known and common problem. Thanks for any time.
  5. bootleg soldier

    [MP][CTI-COOP] Liberation (beta)

    Open the mission file then look for a file called 'classnames' This is explained many times over in this thread, welcome to the forum... http://www.armaholic.com/page.php?id=29744 This will mean you can recruit a squad of infantry to yourself, then convert them to HC. This will mean pretty much limitless options as to the HC groups under your control. As I only play with a few players I assume the role of 'AI' commander. At the moment i will build a vehicle crew of three (repair guy, medic, and crewman) to my squad. Then using the mod 'convert' them to a HC group. (Remembering to 'execute' their orders) Then using this mod http://www.armaholic.com/page.php?id=26327 You can get them to enter the nearest empty vehicle to them as its crew. Then build a squad of say six dedicated infantry as dismounts for the vehicle that was previously crewed and convert them also. Using the HC transport mod you can then get them to transport load into that vehicle as a separate entity meaning extremely easy control over every aspect of movement and combat. Our available resources in our campaign at the moment enable me to build two Bradley's and a linebacker fully crewed and with dismounts, two LandRovers full of infantry, ammo, fuel, repair and respawn truck. A fully manned BlackHawk for quick extraction or prisoner transport and maybe a couple of mission specific vehicles (My Harrier!!) or squads needed. Also the players get a squad each or play any roll within the mission they choose. All of these are under HC and the flexibility is truly great as you convert any HC squad back into your squad (I use this for converting artillery back to me so I can use the AI to fire and when finished convert them back after, or when entering a town and taking a HC squad currently their under my wing for house clearance etc) I am kind of hoping that the commanders addition that is planned down the line follows similar paths and will be as useful, but other priorities first. If you want to go a bit OTT put this in as well. http://www.armaholic.com/page.php?id=28040 They all work excellently together. Best mission so far for me, thank you.
  6. bootleg soldier

    Bugs with attachTo command!

    So no one else at all has used attachTo? Bootleg
  7. Hi all, been using the attachTo command quite extensively and am encountering a few bugs, the main one being units or objects disappearing when viewed from distance or certain angles when attached to something else. When zoomed in on the object or quite close, object is there but shift view it will disappear! Chem lights are another problem when attached as the will not give off an ambient glow around themselves it will just show the light of the chem light, also when viewed from certain angle light will go off. Anyone else having similar problems to this? Bootleg
  8. thanks for reply but i'm still not getting this at all :@( at the moment i understand you to be saying _light = "Chemlight_green" createVehicle getMarkerPos "c1" ; _light attachTo [b1,[0,0,2]] all it says to me is local variable in global space! I know i'm reading what you've said wrong but could you write out what i'd need if "c1" is the marker for the chem and "b1" is the barrel its to be attached to Excuse my retardedness Bootleg
  9. I see you didn't read :) And i do check as many threads as possible before posting (and wiki) It's not the creation of the chemlight we are after it's the subsequent attaching of said chemlight to a different object ie a tent, ammocrate etc Not seen a thread or solution to that, hence why we are asking for help! Bootleg
  10. This is also what i need to know as its not a simple matter of attaching an object, your attaching a marker or trigger to an object and thats not something easily brushed off with the "please use the wiki comment" Normally i would but this is different! Bootleg
  11. bootleg soldier

    Help with diving animation please.

    Seems the attachto command is ok but produces unwanted side effects such as unit blinking out of view and sitting in a slightly different position when viewed from 1st person than 3rd person, also no splash when he hits the water lol. Seems you also have to use the anim above a certain height over water otherwise dramas (i'm at 7.5) Has to be an easier way than this anybody? Bootleg
  12. bootleg soldier

    Help with diving animation please.

    Off to try that now, we'll see. Thnx
  13. Hi guys and girls was wondering if anyone had played around with the diving from MH9 animation yet? Have moved a unit into cargo but when i use the d1 playmove "acts_MHCargo_JumpToWater_all" the unit plays the animation of jumping off the chopper but teleports 10 metres above the helicopter to do it, ending up back inside! Have tried holding the unit there with d1 playmove (and switchmove) "acts_MHCargo_JumpToWater_sittingloop" but to no avail. Another drama is that sometimes the animation can play way to quickly! If anyone has got this working would be great, i think its just a matter of holding the unit in the cargoseat while he performs it and not teleporting :) Thanks in advance Bootleg Edit, seems like this anim plays ok without being bound into a helo over land but really struggles over water! Just plays super quick!
  14. Hi not sure what the technical term is whether it's view distance or draw distance etc so been fairly hard searching around. My question is whether it's possible to increase the distance at which grass, buildings and objects are seen ie the grass doesn't cut out 20 metres in front of you or things disappear at less than the view distance. Sorry if a silly question but was just wondering Bootleg
  15. bootleg soldier

    USS Nimitz

    All i wanted to hear thank you kindly :) Bootleg
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