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401 ExcellentAbout lordfrith
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with a hip. hop. a hip hip hop. with a hippety hop and you don't stop
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AI run away in fear script?
lordfrith replied to black_hawk_mw2_87's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you could use the allowFleeing command, if its a small number of civilians in a small area then you could do this from trigger on the beach area name all civilians c1,c2,c3, etc make a detected by trigger for civilians detecting your side and size it to your area make the init something like: i'm not able to test the but setting allow fleeing to 1 on a unit or group should make them run away EDIT: or you could check out phronks fleeing civilian script 😉 a far more complete script for larger missions and more individual behavior so maybe more than you need -
Something wrong with my config
lordfrith replied to tenentecardoso's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
the snippet i posted was to show you that you could have hitpoints for areas other than just the chest on a vest so that might have been why your addon vest didn't seem to have much protection. by copying that snippet over you've actually added some more errors! the comment about calling your base classes was a bit confusing but you don't want huge sections of commented out stuff that isn't needed in the config anyway, you just want the classes from the vanilla game (like you call B_Soldier_F to make your soldier)and your new entries. See EO's example is good for that when you comment with // its only removing that line, so when it reads next line that will cause an error too! for example to delete "Custom_Uniform_SS" from your config you'd have to remove class Custom_Uniform_SS: B_soldier_F { author = "Astartes"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"CUstom_Helmet1","Custom_Vest2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; no programming experience here either other than messing about with arma so no worries mate, if it hasn't driven you crazy already feel free to post the next attempt -
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Something wrong with my config
lordfrith replied to tenentecardoso's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i'm no expert but you only have hitpoints for chest, when i made vests i used "HitDiaphragm" and "HitAbdomen" too. this is a snippet from my vest code that i think works ok as i pretty much copied it from the game vanilla config values: i hope that helps a bit, i also find it confusing getting the syntax right for configs as the they have been updated quite a lot and the tutorials are from various times during that process so its hard to know which is most accurate! if your config isn't too huge post the whole thing here in a spoiler box as it would be easier to see whats wrong if we could see the full config structure -
lordfrith started following Viking PMC - Official Mod
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordfrith replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EDIT: sorry i'm a fool, was accidentally replying to a comment from march... anyway, love the mod as always 😄 *shuffles back under rock- 5737 replies
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- single player
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ZEPHIK Female Characters
lordfrith replied to zephyrsouza's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, just checked this out today, awesome work so far! Just to note, i first tried loading a lady in the virtual arsenal but when i select female head i get a male one? Works fine dropping units in Eden editor though. Many vests and backpacks already look decent on the model (there is a bit of space round the shoulders and back) but i take it someone would need to make headgear/glasses/NVG? Would you consider creating a generic combat fatigues model too? This would allow user to easily create retextures for using with vanilla/RHS/etc setting. Anyways it is far too soon to bombard you with feature requests 😉thanks and i look forward to seeing whats next. -
South Asia v1.5 No errors!!
lordfrith replied to ANZACSAS Steven's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this has become common knowledge as your DMCA of somebody else uploading share-alike content was done very publicly by yourself. you yourself have provided all the facts and they are not in your favour. further on your steam page it says which seems entirely inconsistent with the share alike license your port of BI's content is actually released on whereby others are (with some conditions) from your recent activity i can either conclude that you are up to no good or completely ignorant of the licenses you are working under. either way its not been pretty to watch.- 49 replies
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Compilation List of my GF Scripts - Mods
lordfrith replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi @GEORGE FLOROS GR are they from arma files somewhere or did you make them? those dirt layers look pretty nice for texturing uses. i'd add them to my huge collection of pictures of dirt haha- 448 replies
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"the Hitch Hikers Guide to the Galaxy" ....very satirical sci fi with some very funny aliens The petty Bureaucratic Vogons who destroy Earth to make way for a "new hyperspace bypass" There are the Vluhr's who (for complicated reasons) launch an Earth invasion fleet but fail to take scale into account and are all swallowed by a small dog... Or the Haggunenon shape shifter that eats one of the main characters and then mistakenly shape shifts into an nifty escape capsule. and dolphins and mice... they are apparently aliens too. I'm guessing most people who like sci fi have come across this at some point but if not CHECK IT OUT!! the original BBC radio series is actually my favorite version (the story changes a lot every time he re-wrote it)
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Anyway to disable the fast forward feature for Sp missions?
lordfrith replied to Plantroot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If its SP then.. couldn't you just not press the button? 😉 i think you could remove the keybindings in the options which would effectively remove it from your game 🖖 -
ah right, that IS the bug! no problem, it should get fixed when drongo does his thing then, i could still write one up for the time being if you want but it might be easier just to leave it. its not really game breaking its just after doing my own configs i get a chill down my spine when i see that message 😉
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even in the short time its taken humans to get from banging rocks together to beaming radio/etc into space we've actually been pretty lucky not to have been wiped out, even on a planet where the odds are stacked pretty well to support life. The problem of civilisations finding each other is also one of timing! Life and civilisation rises and falls in the blink of an eye cosmically speaking. the problem of finding other life is that not only do they have to be close enough to spot they also have to be there at the right time for us to spot them! our neighbours maybe died out millions of years ago, or won't happen for millions of years, by which time we may not be there to see them.
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Arma 3 could have been BIS at its peak
lordfrith replied to tacticalnuggets's topic in ARMA 3 - GENERAL
i'm not sure there is an argument to be had, correct me if i'm wrong but i think enfusion uses a completely unrelated script language to .sqf so backwards compatibility isn't such an option. like you say after 17 years this is a very familiar environment to make mods in, but.. also check out the threads on AI behaviour or driving or any of the other things that the devs have been struggling with for the same 17 years due to limitations with the existing engine and what is hard coded into it. the prospect of getting a fresh start on all this is worth it, for me at least. 100% anyway with the scale of community we have for arma 3 i can see it being active even after the theoretical release of any arma 4! -
i was having a look at this since i've been recently fixing similar errors for my own mods (in my case i was using outdated syntax in config weapons)... but i can't find any configWeapons entries for the uniforms in ''eo_civilian_expansion.pbo"?
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that is impressive, that picture must have taken a while to set up 😉 22 shades of church! by volume alone contact DLC is maybe mostly a religious update?
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well... i never got a message! I'm trying not to take it too personally