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[BWI] Black Watch International [Tactical]
adios113 replied to adios113's topic in ARMA 3 - SQUADS AND FANPAGES
Black Watch International News #4 It has been a long time, since we have updated our status on BIS' forum. All started more than a year ago, in July 2014. I finaly bought a new PC, being capable of runing Arma 3 (I couldnt even run Arma, not talking about Arma 2 before I bought a new one). After finishing the Singleplayer campaign, trying to learn the game, I started playing on public servers. Altis Life, Wasteland and other known gamemodes, didnt catch me like Invade & Annex, which was suiting my playstyle - COOP and I treated it more like a tool to prepare myself, before I started to think about joining some Arma 3 Units. Almost fully populated server for the majority of the day, became a home for my Arma 3 experiences for about a month. On this server, I got to know a lot of players, which in the future I would call my Friends. I remember my first contact with Cerven - I loved his style of leading a squad so much. The oldschool lining up on the wall, so HQ can sort the teams, making sure each one has a Medic, AT, MG and someone willing to lead those guys. Now this would be strange, not professional, casual for me; but back then it was just a pure fun, awesomeness and it made me wanna play more! Lined up on the wall, I was listening to "HQ", sorting out the squads. Cerven's voice got my attention so i begged in front of my PC, that I will get assigned to his squad. My turn came and as I begged in my thoughs, I got assigned to his squad. Some of the other current Black Watch Members were already in this squad, like: Snakedoctor, Nikolai, Dusty, Jeros and the others. The first "mission" with those guys was awesome and I was really suprised that a game can provide such an environment. We played reguarly on that server, making sure that we always are in the same group. Playing until 4am European Time for me was not a problem. After playing together for a longer period of time, we wanted to create our own environment to play in. Within couple of days it became true and while we were waiting for the dedicated server to be ready, we played together on a server hosted by Dusty. First modpack, making sure everybody we played with knows about our project and we started. We started something what continues to this day, something we are open to share with new players, veterans, anyone, looking for a true community, which Black Watch International certainly is. We wish you a Merry Christmas, hoping that you will find your true community. Thanks for reading, as always! Black Watch Int. signing off. -
Config for new zeus modules.
adios113 replied to adios113's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
After reviewing the Module Documentation again and starting from scratch, I got it working. The documentation linked by x39 was the answer for my problem and alltough I based my initial version on it, it didnt work - had to go over it second time. Thanks for the help. -
soldier1 disableAI "MOVE" broken?
adios113 replied to Rich_R's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use unit setBehaviour "CARELESS"; They will auto-switch to "COMBAT" when in danger. -
Hello guys. I've recently moved from mission making to actual mod making. I learned a lot during that time, but like everyone, I am still learning. Currently, I am trying to create a new addon which will add new Zeus Modules. Unfortunately, I coudlnt find any documentation on this, so most of the time I end up asking here and there on how to solve the issues on my way. So, I looked up on Ares, trying to reproduce the structure of a Zeus based mod. That's why I decided to share my current build of the addon, hoping that someone could point me in the right direction. Game launches with it fine, no errors on the main screen, as well no errors inside the .rpt log regarding my mod. As soon as i launch the Zeus, i find nothing, besides what already was there - no new modules from my mod. I got a feeling that I am either missing something important, or Its something stupid. Any kind of help will be much appreciated. https://www.dropbox.com/s/ot9qd2z7vmspymk/zeus_addon.rar?dl=0 Additionaly, Could someone explain to me the naming conventions from the class names of various classes tied to each other - I noticed it, when I was creating an Editor module (which works 100%) that some classes have to be named specificaly and I'm having issues understanding it. How to name it and when, because I'd love to know what I am doing, instead of copypaste. Any kind of explanation, or documentation would be cool! Cheers, adi.
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X-Cam 1.0 for Arma 3 released
adios113 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Silola! Im having great time utilizing your addon and I really appreciate the time you put into making all of this work. Is it possible, to make the xcam_EU compatible with zeus, so that all the objects you defined are also visible in zeus, not xcam/editor only? I have always been looking for a way to access all the hidden objects from the zeus, but Im having issues figuring it out. Your config.cpp looked like zeus compatible, but nothing appears in zeus. I hope you can help me with this, cheers! Adi. -
Yes! I think that's exactly what I am looking for - to make it easier with changes to the equipment and instead of making changes to all loadouts on all the maps, do it once in the addon, so i don't have to save all the mission for every single map over and over again and upload them to the server
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Hello! Im part of a bigger Arma 3 community, called Black Watch International. We are using map templates with many loadouts for different factions and all the maps we are runing ~ 15 maps and for now it is 9 factions, each containing 11 loadout classes. We spawn in 3 different factions, depending on the side we chose to play on and the other loadouts are available trough pedestals with "addAction". Everytime we make a change to the loadouts, we have to copy and replace the script file for every single map. My question is if there is a way, to instead of having all the loadouts in mission files, make them as an addon, so that we only have to commit the changes to the addon and leave the templates for the initial spawn placement, pedestals, and other modules like tfar for example. Thanks for your help and answers! adios113
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Smoke produced by smokegrenades covers a very small area only
adios113 replied to 123justin321's topic in ARMA 3 - TROUBLESHOOTING
There you go, try this: http://www67.zippyshare.com/v/Hn5PFjYV/file.html -
United States Air Force( 2015)
adios113 replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Black Watch International - Youtube Channel. There you go, buddy. -
[BWI] Black Watch International [Tactical]
adios113 replied to adios113's topic in ARMA 3 - SQUADS AND FANPAGES
Black Watch International News #3 After two weeks of hard work, we are proud to announce our brand new, revamped, Black Watch International modpack. The new modpack is already on the server and a live testing session open to all members will be held on 30th September, with normal operations resuming on 1st October. The new modpack features a number of significant removals and changes. We have replaced the outdated A3MP map pack with AllInArma and the Massi packs have been removed because of their focus on quantity over quality, which we value more. We have added the 3CB BAF and Bundeswehr packs, as well as a number of new maps, including Australia, Esseker and Mogadishu. And of course all of our mods have been updated to the latest versions, introducing many new features to favourites such as ACE, RHS and USAF. The modpack has also undergone an extensive restructuring and review, with many duplicate addon files removed and errors fixed. With the new modpack we are also making our new Arma3Sync repository live. The repository will make it easier for members to download and install the modset, which weights now 14GB less(!) and allow us to more easily distribute updates to our members. If you haven't already, then join us at blackwatch-int.com And as always thanks for reading, good luck finding your unit! Black Watch Int. signing off. -
United States Air Force( 2015)
adios113 replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, SGT Fuller. Big fan of your mod. I am a part of a bigger community Arma 3 community and we are going to do some video tutorials for our youtube channel with specific focus on your mod if you're cool with that. -
WIP - Esseker - post apocalyptic map
adios113 replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow. Found it inside the CST_Infrastructure.pbo -> Objects - > Fuelstations -> config.cpp And indeed it was being overwritten by this wrong config. Deleted the fuel line in both classes, saving and I am about to test it. I'll give you guys some heads up if it works. Problem solved - thanks, cosmic for help! :) -
WIP - Esseker - post apocalyptic map
adios113 replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Aight, I'll look for this inside Esseker config files, thanks for you help, buddy. Much appreciated -
WIP - Esseker - post apocalyptic map
adios113 replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Aight, found it in AIA's buildings_c.pbo class Land_Benzina_schnell: House { icon="\ca\buildings\icons\i_fuel_ca.paa"; displayName="Fuel Station"; animated=1; armor=400; model="\ca\buildings\benzina_schnell.p3d"; nameSound="building"; accuracy=0.5; cost=0; mapSize=7.5; destrType="destructBuilding"; class DestructionEffects: DestructionEffects class Land_Fuelstation: FuelStation { supplyRadius=3.3; ladders[]= { { "start", "end" } }; }; That's what i found and I really have no clue, what line should i delete from it. Any help is appreciated. -
WIP - Esseker - post apocalyptic map
adios113 replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I got AIA 2015-01-01 Hotfix and Esseker 0.7.0.5. Looking more into the mod configs.