Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Kuljack

    The photos are fun!

    I thought that was you at the safe! I saw you in the match and kept an eye out for your outfit. I had planned to leave you alone. Hopefully you got some good contents from the safe and the stash. It looked like you were doing a naked run so I wanted to leave you alone out of respect. You should see the video I recorded from that match whenever i got the guy carrying the supply drop. I was on the opposite side of the range and got a head shot with the RPK. It was really just meant to be a warning shot to drive him toward the other extraction so i could find that stash. Funny how things work out for us all.
  3. Not sure if its just me, but i'm getting an error with the new version (1.13). On ArmA 3 starting before main screen; Addon 'CUP_AirVehicles_Core' requires addon 'CUP_Weapons_VehicleWeapons' Once in game some minor error about CUP_Weapon_shiphorn ... most bizarre. And in game no weapons are recognised so units are without any weapons and various errors.
  4. Oldninja

    The photos are fun!

    I was on that encounter and noticed you spending some time at the stash location. Risky as you knew someone else was on the map. I didn't open the safe until the crate carrier (you) was well on the way to an exit. I had to make do with the safe contents and scavenging the outlander' that you took the crate off (or defended the crate against) I had 2 pictures and found the same hole in the ground just as you were leaving at the NE exit.
  5. Let’s be real here. This game is free. You don’t have to pay anything to play it. You have no place to make claims or demands on a game that is free. Even if you loose loot, the game crashes or something absurd happens like out attends suddenly providing a lot less crowns. It’s a freaking free game. Any money you spend on it is your choice. You are never made to make a purchase. There is no crookish behavior involved at all. Sometimes I hate the free to play model because people come on with such entitlement as to what a game should provide. Get over yourself. From what I have heard, this game is at the bottom of the totem pole for staffing so it does take longer for this game to get updates and fixes, but we literally just got an update that fixed bushes and the gameplay has never been more fun since. No more bush buddies waiting for one to leave to gun them down, people are more tactical and the game is great. The weight system and MG balancing has given everyone a fair chance at fights and grabbing supply drops. They are doing a great job and this post should be deleted honestly as it’s just a cry for attention.
  6. Kuljack

    The photos are fun!

    First time where I found a photo, found the spot but could not locate the action to dig. It was on Fjek... map with the downed chopper. I looked everywhere and didn’t even see a dug up spot. It was probably in the snow and I couldn’t make out the circle when I passed by but I was looking a spot that had the obvious dig spot texture and no luck. Made it out with a green crate though so I was happy.
  7. I've been working on an ACRE2 version of this mod and it seems to work as it should (it actually changes the ACRE antenna), however due to limited knowledge about ACRE it uses the default configurations. Not to mention that I currently don't play with ACRE, so I can't test if the radios (with modified signals) actually work... Current "issues": - only works with the PRC117F - currently uses default antenna configs - SATCOM is working, but behaves like the spike Mast (so place, pickup and connect) - extended whip antenna is not working yet (backpack antenna does change, but not the ACRE antenna) - ... is untested with multiple people, so no idea if it actually works or changes anything I've posted the source on GitHub (https://github.com/Grezvany13/ILBE-Assault-Pack-Rewrite/tree/master-acre2) in case someone wants to take a look at it and provide changes/fixes (since some things are still WIP). Especially if you have knowledge about creating antenna configs (with 4NEC2) it would be a great help! When you have a community who uses ACRE and want to test it, feel free to contact me over Discord.
  8. Hello, I have a rather odd request for the development. It seems that the 'new' soundset system is not available for gatling weapons such as the 20mm Blackfoot cannon, the 30mm Kajman or, and that's the greatest disappointment, the CAS1 plane main cannon, the Gau8 so to say. Currently they still use the old soundbegin parameters that allow no controllers or any sort of parameters controlling the sounds. And that's a real shame as the weapons sound weird, does not work with distance filters or 3d processors and such. And not distance sounds. When ever soundsetshot is applied to these weapons, they are muted without any rpt... They just don't work. In that case we can not create good sounds for that type of weapons. I know it might be a performance reason but with the controllers that are connected to Soundsets we can limit certain things and make it performant enough.
  9. CUPREP #0011: New Release 1.13.0 A new release of CUP Terrains is available as part of today's CUPDATE live on the usually channels, or very shortly for the workshop. For terrains there are some small fixes for some maps, clearing off a number of old tickets. However for Core whilst the number of overall changes are not as big as in the past hopefully some important fixes and improvements have been made. A particular focus was put on the view geometry of all vegetation provided by CUP. The size of the geometry has been increased on average between 20%-30%, for gameplay this means that the goemetry that obscures AI's "sight" has gotten bigger and more inline with what the players see from that actual textures. We hope that this will provide a bit more balance when playing against AI on terrains using the older vegetation. Continuing the theme of geometry improvments in models, there was also an overhall done on the fire geometry for compound walls for assets from A2 and OA, to try and update them with more realistic penetration data. For example the mud walls found creating compounds all over takistan are now letting 7.62mm rounds through them, making your choices of cover against different weapon systems a bit more important. Also quickly to explain the reasoning for removals that may get queried in the changelogs, we have taken a decision at this time to remove the destruction animations from bridges that had them. The main reason for this was that they were unusable by community terrain makers for reasons that are still trying to be diagnosed, however the result was causing various terrain making tools to crash. The short term solution to this has been to remove the destruction animations and follow the arma 3 approach for bridges and make them indestructable. We know that a number of people will not be happy with this change as they like the situations and scenarios that they can make around destroyed bridges, we hope that in the future a proper solution can be found or, an alternative destruction method used. To wrap up, we would like to note that this may be one of the last updates for the current CUP Terrains Maps package. This does not mean that work on CUP Terrains will conclude, simply that we are freeing up the time that would be spent on them for other projects that we hope to be able to share information on soon. As always changelogs are on both our downloads page and contained within the download on steam. Have Fun, and Bye for now!
  10. I have built some memory allocators using thread building blocks 2019 source code, updated few weeks ago. I wanted to see if there is an improvement, sent the builds to my friends, seems like results are all the same, sharing here for you others out there might want to test and give feedback. 2nd test builds: https://mega.nz/#!jC4VWALL!0e41USDZ2DyccYkXrSp8ls7oEb6u8vk2VjZiGK9hfpI unpack & move memory allocator dll files to "\Arma 3\Dll\" folder; enable-select malloc from a3 launcher (x86 or x64) *BE has to be disabled (it blocks loading of memory allocator...make sure BE is disabled) *avx and avx2 extra versions provided for newer cpu's, as well as SSE2 version built from tbb2019_U8 source code: https://github.com/intel/tbb
  11. SGT Fuller

    United States Air Force( 2015)

    Hello everyone. I have some great news that im sure you have all been waiting on. The USAF mod team has done tremendous work getting everything ready for release with that being said. We have entered our closed beta stress test. The following assets will be available upon release in the coming days. We are still doing some polishing and obviously working on the bombers and everyone's favorite AC-130. Pingopete is hammering away day and night getting his baby ready. Trust me you will love it when you see it..WE DO. I would like to take the time to thank the USAF mod team and various supporters for their help, knowledge and expertise in getting us ready. Yes it has been a couple years but lives do play apart in our work. We are all grown adults with jobs and kids. Thank you to the community for standing by and waiting for us to release and before anyone asks YES IT WILL BE ON THE STEAMWORKSHOP. If it is not under SGT_FULLER it isnt authorized. See you on the battlefield. -A10C Thunderbolt II - F22A Raptor -F35A Lightning 2 -C130 Super Hercules -C17 Globemaster III -KC-135 Statotanker -MQ-9 Reaper - RQ-4A Global Hawk - NEW Service menu - Updated Weapons box
  12. This screenshot is missing a bandana. 😉
  13. Hey there, I have seached the forums and done a lot of testing, but I can't seem to get my WeaponHolderSimulated to fall down. If flaots in air where i place it. Here the script to it: params ["_object"]; // TODO: Objekte verteilt auf dem Boden lagern, vielleicht auch die "Annahme" verweigern, bei zu vielen Objekten private _inFrontOfPlayer = player modelToWorld [0, 1, 1]; // position infront des Spielers private _holder = createVehicle ["WeaponHolderSimulated", [0, 0, 0], [], 0, "CAN_COLLIDE"]; // "Objekt-Halter" erstellen // GroundWeaponHolder groundWeaponSimulated // alle Objekte vor dem Spieler, müssen vieleicht noch Postionanspassen oder bei Platz sogar ablenen! //private _holderList = nearestObjects [_inFrontOfPlayer, ["GroundWeaponHolder"], 1, true]; _holder addWeaponCargoGlobal [_object, 1]; _holder setPos _inFrontOfPlayer; // Position korigieren true And here a screenshot of my "problem": What am I missing?
  14. Today
  15. I just tested it and I have the opposite case. When I press a key it goes to the first entry. This is the class: class RscListNBox { idc = 1500; deletable = 0; fade = 0; access = 0; type = CT_LISTNBOX; rowHeight = 0; colorText[] = {1,1,1,1}; colorScrollbar[] = {0.95,0.95,0.95,1}; colorSelect[] = {0,0,0,1}; colorSelect2[] = {0,0,0,1}; colorSelectBackground[] = {0.95,0.95,0.95,1}; colorSelectBackground2[] = {1,1,1,0.5}; colorBackground[] = {0,0,0,1}; maxHistoryDelay = 1; soundSelect[] = { "", 0.1, 1 }; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; drawSideArrows = 0; columns[] = {0.001}; idcLeft = -1; idcRight = -1; class ListScrollBar: ScrollBar { }; style = ST_MULTI; shadow = 0; font = "RobotoCondensed"; sizeEx = GUI_TEXT_SIZE_MEDIUM; color[] = {0.95,0.95,0.95,1}; colorDisabled[] = {1,1,1,0.25}; colorPicture[] = {1,1,1,1}; colorPictureSelected[] = {1,1,1,1}; colorPictureDisabled[] = {1,1,1,1}; period = 1.2; x = 0; y = 0; w = 10 * GUI_GRID_W; h = 10 * GUI_GRID_H; class ScrollBar: ScrollBar { }; }; This is the script I wrote to test it: params ["_display"]; disableserialization; _listbox = _display displayCtrl 1500; _alphabet = "qwertzuiopasdfghjklyxcvbnm" splitstring ""; { for "_i" from 0 to 2 do {_listbox lnbaddrow [_x];}; } forEach _alphabet; lbsort _listbox;
  16. avibird 1

    Supply drop

    Yes I know but want to keep as vanilla as I can. You know there are things that always go wrong when adding different scripts into a mission. Updates compatibility scripts interfering with other scripts ECT. there must be a simple way just to be able to edit to put the ammunition I need for my specific layouts of units in this mission. I will keep looking. And I'm still need to look at your framework and feedback.
  17. Incredible work as always. Thank you to all involved!
  18. anfo

    BWMod

    Would you mind providing a link?
  19. wika_woo

    Arma3 Videos

    Fun with MRH sattelite addon and artillery..
  20. CUPREP #0011: New Release 1.13.0 is OUT NAOW! A new release of CUP is now available at our usual outlets (more or less; some are still WIP). And boy, what a CUPdate this is. Check our download page for the changelogs, but bring some time because it will take a while to read them. We have new weapons, new uniforms, more BDU's than you can imagine, new vests and helmets, and a lot more. Highlights include: New Bundeswehr uniforms (dare we say "Bundeswear"?), vests, helmets and backpacks. New ACR uniforms and equipment coutretsy of the ACR_A3 team New PMC uniforms and gear Updated loadouts and uniforms for existing units An excrementload of new weapons and weapon variants; you'll be swimming in rails, camos, magnifiers, attachments and other goodies. Support for new CBA features, like scripted optics and disposable launchers. New helmets, uniforms (did we mention BDU's?) and other goodies for your Cold War era needs More Tank DLC armour upgrades, e.g. for the Bradleys A new LCU-1600 landing craft for our nautic assault needs And as usual, a boatload (no pun intended) of bugfixes. Check our our Imgur Album for some of the new stuff in an overview: Download from our Downloads page. Note that the ACE Vehicle and Terrain compatibility modules are still the same as before, they haven't changed. Have Fun, and Bye for now!
  21. wogz187

    Supply drop

    @avibird 1, As an alternative you can check out George's airdrop script, Have fun!
  22. Matt Hejl

    New Player

    Want to give this game a go. Is it an easy learn? Are there any noobs running around so I will have a chance...lol? Is the player base big enough to find games easy? thanks
  23. use private keyword instead of private array use params useless call? Seems like you can just replace the "exitWith" with a "then"? Better variant would be. To iterate through all markers in the waitUntil (every 5 seconds) and if one marker has nearby players, then act on it. And repeat that. I'd recommend moving the actual spawning logic outside into a seperate function, and pass parameters to it. That way you have much less code to shuffle around and that should make the checking all markers at once variant easier to implement. Sorry I dont have time to chew out some code for you.
  24. Thank you for the in depth reply. Seems like it's finally time to retire my current rig.
  25. avibird 1

    Supply drop

    @Larrow or anyone how will no how to make this work. Larrow's script above does not work errors massage something about virtual magazine undefined!!!
  1. Load more activity
×