POLPOX 779 Posted July 17, 2019 1 minute ago, FoxFort said: One question, how is it defined in files/config what is "(free) platform" content and what is DLC "locked" ? AFAIK, it is based on the model location. In fact, HEMTT (Cargo) which is changed to the platform recently, model location is: model = "a3\Soft_F_Gamma\Truck_01\Truck_01_cargo_F.p3d"; 1 Share this post Link to post Share on other sites
weaponslinger3 12 Posted July 17, 2019 25 minutes ago, stburr91 said: I just tested it on the latest dev branch, and no mater what I do, I cannot reproduce the clipping you are having. Are you using the default view? meduim range part, kitbag, prone is how i did it Share this post Link to post Share on other sites
soceris 56 Posted July 17, 2019 Just discovered something about the scientist uniforms. you can edit their VIP passes! put a unit down with this scientist clothing on and go to their init page. there the last section you will find a texture tab for these passes. remove the texture on them to remove the VIP passes if you want. EDIT 1 they seem to work only for the scientist units from the european civilians. 4 Share this post Link to post Share on other sites
pierremgi 4905 Posted July 17, 2019 On 7/12/2019 at 6:17 PM, pierremgi said: Good idea. That will afford the advantage for applying that on some units instead of global behavior like enableSentences and enableRadio. At this time, the only command (if I'm right) which can be applied on units is disableConversation, but this command is not accurate for radio. Or perhaps a setSkill... That could be fine if a distance could be parametered: _unit setSkill ["RADIOPROTOCOL", 300]; // within 300 m, the unit is quiet on radio (only), in AWARE and STEALTH mode (doesn't apply on COMBAT mode). If not possible, perhaps the 150m which seems to be hard coded (tested on runway, aware group, no eny report), could be increased (300m or in game Setting difficulty). Perhaps using the object: electronics & sensors / data link position (not active by default). I tested in vanilla, that makes no difference for AIs repeatedly asking your position. So, if this feature could impact on these useless reports, that could be fine! The step further could be that AI stops (or takes cover) when he doesn't know where you are. At present time: AI always regroups (on order), no matter yelling for your position (weird!), asking toooo soon where you are what ever the combat mode is. Not really stealth! Please dev: AI stops/ takes cover/ regroups on fellow's known position when he looses yours. Radio protocol depends on behavior mode, last order is regroup (for asking the position), use of setSkill and/or electronics & sensors could be versatile. Thanks Share this post Link to post Share on other sites
stburr91 1010 Posted July 17, 2019 1 hour ago, soceris said: Just discovered something about the scientist uniforms. you can edit their VIP passes! put a unit down with this scientist clothing on and go to their init page. there the last section you will find a texture tab for these passes. remove the texture on them to remove the VIP passes if you want. EDIT 1 they seem to work only for the scientist units from the european civilians. Thanks, that's useful for the Livonian Defense Force Showcase mission I'm working on. Now, if we could have a texture option for the ugly neckties we'd be all set. 2 Share this post Link to post Share on other sites
soceris 56 Posted July 17, 2019 13 minutes ago, stburr91 said: Thanks, that's useful for the Livonian Defense Force Showcase mission I'm working on. Now, if we could have a texture option for the ugly neckties we'd be all set. Nice man, that looks good! good luck with it. Share this post Link to post Share on other sites
Electricleash 133 Posted July 17, 2019 You can already retexture the tie, using the texture from 'Nikos Formal'. Found in: Character_f_epc > Civil > data > nikos_aged_wear_co. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 17, 2019 @killzone_kid Thanks for updating the biki with the new functions and commands immediately. Much appreciated! https://community.bistudio.com/wiki/BIS_fnc_hasItem 1 Share this post Link to post Share on other sites
haleks 8212 Posted July 18, 2019 5 hours ago, stburr91 said: ugly neckties I reckon Neil deGrasse Tyson would disagree. 1 Share this post Link to post Share on other sites
SterlingC 17 Posted July 18, 2019 11 hours ago, stburr91 said: Thanks, that's useful for the Livonian Defense Force Showcase mission I'm working on. Now, if we could have a texture option for the ugly neckties we'd be all set. You can also hide the pass althogether — using setObjectTexture, the whole uniform (tie included) is 0, the pass is 1, and the frame for the pass is 2. Sending one and two after a blank texture will leave you with a nice shirt sans pocket, though you could probably make one by changing the pass texture. Share this post Link to post Share on other sites
aussie battler 94 Posted July 18, 2019 Looking forward to the release next week. I have made an Livonia Exile server, ready to go for the launch date. Just wondering if the alien mothership will be: + An air vehicle I can load ai into. + A unmanned vehicle (UAV or UGV stomper class). + A static prop? It would help me with getting ready to code it in. Share this post Link to post Share on other sites
soceris 56 Posted July 18, 2019 1 hour ago, SterlingC said: You can also hide the pass althogether — using setObjectTexture, the whole uniform (tie included) is 0, the pass is 1, and the frame for the pass is 2. Sending one and two after a blank texture will leave you with a nice shirt sans pocket, though you could probably make one by changing the pass texture. Next dev update needs to add a 4th texture tab for the tie. 1 Share this post Link to post Share on other sites
Tankbuster 1747 Posted July 18, 2019 2 hours ago, aussie battler said: Apologies for quoting you and not answering your question, I'm on a phone. what is interesting to me about this picture is there appears to be a reflection of the mothership lights on the player. Am I right in thinking that the game engine does not support this? Share this post Link to post Share on other sites
killzone_kid 1332 Posted July 18, 2019 A bit too small for a mothership Share this post Link to post Share on other sites
Tankbuster 1747 Posted July 18, 2019 1 hour ago, killzone_kid said: A bit too small for a mothership Yes. When I first saw it, I assumed it was distant and big, but it isn't. Share this post Link to post Share on other sites
Electricleash 133 Posted July 18, 2019 The light on the character in the screenshot are likely done with the new 'light' placeables. 1 Share this post Link to post Share on other sites
stburr91 1010 Posted July 18, 2019 5 hours ago, soceris said: Next dev update needs to add a 4th texture tab for the tie. Yes, that would be great, the silly ties kinda of ruin what are otherwise nice textures. Being able to change the ties would make the uniforms much more useful. 3 hours ago, killzone_kid said: A bit too small for a mothership 1 hour ago, Tankbuster said: Yes. When I first saw it, I assumed it was distant and big, but it isn't. If you watch the BI video promoting the sandbox content, at the end, there is a massive shadow on the ground of this"alien ship". If that's not just a post processing effect, and was actually in game, the "mothership" would be huge. Share this post Link to post Share on other sites
Beagle 684 Posted July 18, 2019 3 hours ago, killzone_kid said: A bit too small for a mothership I always considered it a type of Probe. I also don'd thing we wil see any alien life form, just a probe and alien "artifacts". Share this post Link to post Share on other sites
lexx 1392 Posted July 18, 2019 4 hours ago, killzone_kid said: A bit too small for a mothership We wouldn't know. I mean, for all we know, the aliens could have mushroom size and that screenshot shows as big as it gets. Share this post Link to post Share on other sites
Beagle 684 Posted July 18, 2019 14 minutes ago, lexx said: We wouldn't know. I mean, for all we know, the aliens could have mushroom size and that screenshot shows as big as it gets. ? Share this post Link to post Share on other sites
weaponslinger3 12 Posted July 18, 2019 47 minutes ago, lexx said: We wouldn't know. I mean, for all we know, the aliens could have mushroom size and that screenshot shows as big as it gets. did i miss soemthing? hwo do we know the size of the ship? Share this post Link to post Share on other sites
aussie battler 94 Posted July 18, 2019 there is a big shadow at the end of the video... Share this post Link to post Share on other sites
lexx 1392 Posted July 18, 2019 8 minutes ago, weaponslinger3 said: did i miss soemthing? hwo do we know the size of the ship? We don't, that's my point. Share this post Link to post Share on other sites
instagoat 133 Posted July 18, 2019 4 hours ago, killzone_kid said: A bit too small for a mothership Assumes that the Aliens need ships. Maybe the ships -are- the Aliens. We're predisposed to think that they'll be similar to us (thus, roswell grey little men), but considering how vastly different most life on earth is to us, that's a bad assumption. Plus, flesh bodies are bad for space travel, so it is likely that whatever intelligence reaches us through space will have moved beyond easily destroyed, evolved bodies. Maybe the Ships aren't even an entire Alien, but just tiny particles of the entire creature, sort of like our antibodies are part of us. We just don't know. Though I'd be really interested in an Arma based sci-fi Universe (like a better Mass Effect), if these Aliens are well thought out, maybe it could work. CSATs device for example can only feasibly work through alien technology that knows something about the universe that we don't. So, Aliens seem to be the logical step forward from the device. 1 Share this post Link to post Share on other sites
Glow 181 Posted July 18, 2019 (edited) Camelot! Camelot! CAMELOT! It's only a model... That's just few SDV stick to each other and some lights 😉 from Arma Official and Greenfist twitters Mothership? Edited July 18, 2019 by Glow new screenshot 5 1 Share this post Link to post Share on other sites