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    • When using the soldier , I disabled the interface in the complexity settings , but in the technique and in the UAV , how do I remove it ?
    • what IDC did you used for range control? How did you plugged that weapon UI?
    • You are most likely using already existing animations which have different bone position than your weapon. At least weapon part of animations have to be made from scratch in order to have working animations (this also applies to other types of assets which are using .anm files to animate, like vehicles). Other, completely not recommended, option is to match skeleton of the weapon to the skeleton of weapon you are trying to take animations from. This will most likely fail since fire selector or trigger bone (which is used also as axis) will be at different location.
    • I was working on a rifle which I want it to have fcs like the turret weapons, which you could point to yoir target and manual measure its zeroing then print it to the weapons zeroing so it would hit directly on target with the shooter to adjust the aim. right now i made the interface of the fcs and opticsmodel works on a rifle, but it seems the zeroing would not print into weapon like it did in turret weapons? I already defined a "ballisticsComputer = "2 + 16" " in the weapon's config, but it seem not works like in a turret weapon. Anyone got idea how to make it works?
    • May 2, 1984 During the night your home town Trosky was attacked by hostile military forces, origin unknown. You barely escaped with your life and then found refuge in the nearby forest. Morning has arrived... It's time to find out what's going on, and perhaps consider doing something about it.
      Link to mission file on Steam: Nogova Conflict Mission   This mission is four missions packed into one island wide mission. It is advised that one does not attempt to play through the entire mission in one session. If one goes for the completion of the mission in one play session and becomes burned out on the content... I gave the warning 🙂   The overall difficulty of the content is moderate, which was intentional. The desired result of the mission play was for it to be an unfolding adventure with the content being entertaining and enjoyable. There are a few optional tasks that come up during the mission, these tasks are not required to be completed to carry on in the story line, and they are challenging... but again, not required.   There are some big battles during the mission content, and some heavily scripted situations. Most of the mission content is pretty rock solid in reliability, but there are a few areas where reliability is roughly at 90%. That being said, if something goes wrong, go back to a previous save, and things will likely be fine.   I have tested the content to death, and me being outside of a game company based environment, where I am limited both to accepting various things with the game that I cannot change and that this is a hobby, this is as far as I go (which has been probably too far as it is).   A few things this mission does not have... there is no intro, there is no outro (just mission complete). There are no voice overs, despite there being a number of areas where there are text based radio comms and also direct interactions with other units via text happen.   Along the journey, there will be both objects and allied units that you can interact with. All you need do is be within reasonable distance of them and the option will show to interact.   There are a few situations where a little patience is needed due to some time waiting for an expected event to occur, the wait time typically is around five minutes. Things in the mission are happening in real time, meaning that when various military forces are moving from one location to another - this is happening in real time, there is no spawning. Feel free to use the fast speed option while waiting for an event to complete. This also goes for clearing a few areas of bad guys, where the last few may take a little time before they either show up or are found. When it could be afforded, areas to be cleared of enemies do not always require taking out every last guy.   The addon requirements are the same as what is required by the CWR III campaign.   Lastly, Nogova Conlfict is a mission that was brought back to life after many, many years. Back in the Ofp days I had a crazy idea of making an island wide mission, and having no experience with scripting at the time, it was made through trigger use and boggling around. It was very buggy, but the theme and direction of the content was really good in my opinion. Now, after all these years passed since then, and me having good scripting skills now, why not bring it back proper? Probably a bad idea lol... six months later after a ton of patience and probably at least 500 lines of code, it's working very well. It's not perfect, and knowing that this is just a hobby for me, it never will be.   Oh... I almost forgot - there is music at certain times during the mission. Good old OFP music!   I hope you enjoy the adventure 🙂   Link to mission file on Steam: Nogova Conflict Mission
      Credits: Simple Convoy Script by Tova. Artillery Barrage Script - Cold Evil posted the code he found from old Arma 2 scripts. The original author unknown. Para Drop Code by DayZ Medic - from his YouTube video - ArmA 3 Mission Editing : AI Para Drop (no mods). All the Cup content and CWR III content crafted by many great modders - thanks for their years of hard work to bring back amazing content. BIS for making a great game that is the most reasonable (of all games I've seen) to create custom content from.
      Permissions: As the author of Nogova Conflict, I do not permit the public release of any form of Nogova Conflict in *single player* format. I do permit the release of any *multi-player* form of Nogova Conflict. If someone is brave enough, and has the skills to try to make a multi-player version of the mission, you have a green light.  
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