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AvihooI

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About AvihooI

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    Computing, sports, information technology, etc...
  • Occupation
    A soldier in IDF.
  1. I tried all the methods... the fire command (not doFire) will fire the rpg but it won't target the chopper (it just aims to the sky for some strange reason)... doFire wouldn't fire because it's pretty much a command telling the soldier to fire with a weapon it sees as inadequate. nothing appears to work... there's probably no way to get the AI to fire an AT weapon towards an air target effectively even if a player controlled unit can do so with some success.
  2. ok, instead of a loop (which is a dirty unnecessary brute force to make something happen), I set up a trigger which detects if the player has moved too far (say 1 meters away) from the players starting location (I have the starting location stored in a variable) and if so it brings the player back to the starting position - the trigger reactivates itself after it fires. I guess I could later on expand on this idea and instead of forcefuly making the player's unit return to his starting position, I could simply make the commanding officer order him to return or otherwise he gets court martialled (i.e. mission failed) - while this may sound quite redundant - I guess that's the most realistic response, considering that in real life, you can in fact get court martialled if you move out of reach while being at attention, or talked to by a commanding officer. that's it I guess... feel free to share your own ideas
  3. yeah I figured how to do it... basically get the player's position, split it to three variables (x,y,z)... adjust a bit the y and z values then set the camera at that position... makes a nice top view.
  4. yeah I am aware of that effect... attachto wouldn't do much good cause I want to make the officer walk as he's talking. plus it would make a very unnatural teleport... I guess a camscene would do better, would lose the effect of being able to look freely, but that's the best way around it I reckon. any link for a thread/guide that explains the creation of cameras and scenes?
  5. alright, I guess that's the best alternative... what's the right way to start a camscene?
  6. An officer approaching the player willing to talk to him... would lose the effect if the player could just move freely.
  7. well, I don't want to disable the input entirely... I still want to make it possible for the player to look at whatever direction it wants, just not be able to move, i.e. walk/run.
  8. I am talking about the player controlled unit... not AI
  9. strangely enough... that seems to work. tho it doesn't look like windowed mode... I mean it's not in a window with a top bar and it covers the entire screen - is that how it's supposed to be? EDIT: it's not -windowed, it's -window. but thanks.
  10. Maybe they were too much time in Iraq and forgot their native tounge :P
  11. Nope, alt+enter has no effect.
  12. Hello there gents (and ladies too if there are), I am willing to create missions in the ArmA 2 editor, but apparently when I press alt+tab in order to minimze a window, it does focus on the desktop and everything else, but visually I see the last image that the editor had making it virtually impossible to read editing material while ArmA 2 is running. I have GeForce GTX 260. If any of you guys happen to have that issue too and/or you have any clue on how to solve it - I'd love to see some feedback. EDIT: I am sorry, I guess this thread belongs to the troubleshooting section - I am new to this forum so bare with me.
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