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Everything posted by Vigil Vindex
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I have a feeling this is not being enabled due to the performance hit it would cause while other areas are still being worked on to improve performance. Similar to how the TOH flight model was removed because it would cause a 10fps hit and would bring averages down to unplayable levels. I think most people are lucky to get 30fps in an active situation.
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I find the responses rather defeatist and embarrassing as a human being, some people think we are doomed no matter what we do, that human reproduction is a danger that can end our world, so are happy to let people live in poverty as a means to population reduction. I find that a despicable position to hold. The whole history of life is example after example of life beating the odds, overcoming the challenges that nature presents us. How anyone can think anything is impossible because we can't afford to is delusional. Economics is an abstract notion, created by us, our own self imposed limitation. The materials are in the ground, we just need to use them, and stop claiming ownership of them and trying to peddle them to each other. Simple as that. As for population explosion, there is a whole universe full of planets out there for us to colonize. If we stopped playing the money game we could actually start to seriously work towards colonies on other planets, but just now we can't "afford" it. Part time moralists are happy to slate the poor jobless as "lazy" while crying about protecting old age pensioners, that is part time ethics, bitter people with a chip on their shoulder because they have to pay taxes, which is also a despicable and ignorant attitude. Nobody wants to live an idle and boring life, we all have skills and talents to share, we just need an equal opportunity to develop those skills and talents. And this system just doesn't cut it. No amount of excuses and rationalising will change the facts.
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Will we ever see weapon resting and bipod deployment?
Vigil Vindex replied to Dead3ye's topic in ARMA 3 - GENERAL
I also find it hard to understand why weapon resting isn't in the game yet. When some of the guns have bipods clearly modelled, it does make you wonder why it hasn't been done. -
So why didn't Bohemia get the rights to use real world names for stuff?
Vigil Vindex replied to HighwayStar's topic in ARMA 3 - QUESTIONS & ANSWERS
I think the possibility of legal action from using other peoples intellectual property drove this decision. It would be nice to have real names, but ultimately it's adds little to the overall experience, and the potential resources this would take up in the event of legal action just isn't worth the effort. -
I too think there is much work to be done before we get a game up to the standards of A2/OA, but I accept that this is no easy task, and I am happy to wait until things get polished. Broken is a bit of an exaggeration I think.
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Capitalism isn't feasible. Over 7 billion people on planet earth. Does everyone honestly think there can be jobs for everyone? It's never going to happen, technology won't let us be so inefficient.
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What computing system do you have for the Arma 3 Beta?
Vigil Vindex replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
I find it interesting that the majority seem to have 8GB ram and Quad core CPU... -
first impression of steam workshop not good....
Vigil Vindex replied to ric's topic in ARMA 3 - TROUBLESHOOTING
I think running a dedicated server is more complex and shouldn't be considered the same as trying to do something within the client. Search your steam folder and copy the mission from there, simple as that. -
first impression of steam workshop not good....
Vigil Vindex replied to ric's topic in ARMA 3 - TROUBLESHOOTING
Apart from the missing addons and dependency management, I am quite happy with the steam workshop integration. I am sure it will only get better in the future. -
Enemy occupation system (eos)
Vigil Vindex replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (isServer) then { if ((isNil ("server"))) then { private["_game_logic_center","_game_logic_group"]; _game_logic_center = createCenter sideLogic; _game_logic_group = createGroup _game_logic_center; server = _game_logic_group createUnit ["LOGIC",[0,0,0],[],0,"NONE"]; publicVariable "server"; }; }; -
MP Fast time FSM - JIP Compatible
Vigil Vindex replied to tonic-_-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have been trying to make parameters for this script and thought I would share them here to see if there is any feedback on the best way to define them. Params: class core_time_switch { title = "Time Sync Settings:"; values[] = {0,1}; texts[] = {"Disabled","Enabled"}; default = 1; }; class core_time_skip_time { title = "Time Sync Settings - Day Cycle Time To Skip:"; values[] = {1,10,20,30}; texts[] = {"1 Minute","10 Minutes","20 Minutes","30 Minutes"}; default = 1; }; class core_time_method { title = "Time Sync Settings - Method:"; values[] = {0,1}; texts[] = {"SkipTime","SetDate"}; default = 1; }; class core_time_sync_interval { title = "Time Sync Settings - Sync Interval:"; values[] = {1,10,20,30}; texts[] = {"1 Minute","10 Minutes","20 Minutes","30 Minutes"}; default = 10; }; class core_time_skip_interval { title = "Time Sync Settings - Skip Interval:"; values[] = {1,10,20,30}; texts[] = {"1 Minute","10 Minutes","20 Minutes","30 Minutes"}; default = 1; }; class core_time_night_cycle { title = "Time Sync Settings - Custom Night Cycle:"; values[] = {0,1}; texts[] = {"Disabled","Enabled"}; default = 0; }; class core_time_night_cycle_skip_time { title = "Time Sync Settings - Custom Night Cycle Time To Skip:"; values[] = {1,10,20,30}; texts[] = {"1 Minute","10 Minutes","20 Minutes","30 Minutes"}; default = 1; }; Init: if (core_time_method == 1) then { if (core_time_night_cycle == 1) then { [core_time_skip_time,true,core_time_sync_interval,core_time_skip_interval,true,core_time_night_cycle_skip_time] execFSM "core_time.fsm"; }else{ [core_time_skip_time,true,core_time_sync_interval,core_time_skip_interval,false,core_time_night_cycle_skip_time] execFSM "core_time.fsm"; }; }else{ if (core_time_night_cycle == 1) then { [core_time_skip_time,false,core_time_sync_interval,core_time_skip_interval,true,core_time_night_cycle_skip_time] execFSM "core_time.fsm"; }else{ [core_time_skip_time,false,core_time_sync_interval,core_time_skip_interval,false,core_time_night_cycle_skip_time] execFSM "core_time.fsm"; }; }; -
Smart Camera module - cheeky voyeur of battlefields
Vigil Vindex replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
An Arma voyeurism script, I like it! ;) -
Smoke used to make a smoke screen didnt it?
Vigil Vindex replied to ColeMinor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the smoke effect particles going through the terrain when the wind is blowing the smoke down to the ground is the problem. -
Could the spectator mode be activated when you are needing revived as well as when your lifes run out?
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HC is a poor solution until it is easier to use, and is properly implemented and documented.
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Community Scripting Compatibility Framework
Vigil Vindex posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I have been trying out all the cool scripts the community has made. While doing this I have found that I am spending a lot of time rearranging files and folders and searching through scripts to make sure they are all pointing to the right place. Since I am sure I am not the only one doing this I thought I would share what I have been doing and see if we can get some ideas on what is the best way to organise scripts so they can all work together in a useful way. I have tried to keep it simple, I have taken the way MSO handles modules and used the code to get mission parameters as variables so I can do some switches for turning scripts on and off from the mission parameters. It's not original but I think it's something that could be put to good use. By choosing to place single file self contained scripts in the "scripts" folder, and placing more complicated scripts that have multiple files into their own folder within a folder called "modules". With this folder structure in place it is relatively easy to hook things together. Perhaps it could be expanded upon to include other best practices the community are using. It looks something like this: mission_name.map_name\config.conf #include <modules\modules.conf> class Params { #include <params.conf> }; mission_name.map_name\description.ext #include <config.conf> mission_name.map_name\init.sqf #include <modules\modules.conf> call compile preprocessfilelinenumbers "scripts\get_params.sqf"; #ifdef mod_name if ((mod_name_switch) == 1) then { call compile preprocessfilelinenumbers "modules\mod_name\init.sqf"; }; #endif mission_name.map_name\params.conf #ifdef mod_name #include <modules\mod_name\params.conf> #endif mission_name.map_name\modules\modules.conf #define mod_name mission_name.map_name\modules\mod_name\params.conf class mod_name_switch { title = "Mod Name Switch:"; values[] = {0,1}; texts[] = {"Disabled","Enabled"}; default = 1; }; mission_name.map_name\scripts\get_params.sqf for [ {_i = 0}, {_i < count(paramsArray)}, {_i = _i + 1} ] do { call compile format [ "%1 = %2", (configName ((missionConfigFile >> "Params") select _i)), (paramsArray select _i) ]; }; Anyways, I thought I would make a thread and see what people think. -
I noticed this too, thought it was something to do with where I was standing, but it appears to happen everywhere when you are in the stance below crouch.
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Enemy occupation system (eos)
Vigil Vindex replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to add a delay on despawning zones? I played with EOS and BTC Revive and noticed that upon dying the AI instantly despawn, it would be useful if it was possible to specify a delay to help prevent those types of situations. Any ideas? -
Sci Fi assets and a final farewell!
Vigil Vindex replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That black gimp mask looks sweet! -
I really do hope we see the lightning and snow from this in the game at some point.
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ARMA3 is close to release the final version but MP server list interface is too old
Vigil Vindex replied to msy's topic in ARMA 3 - GENERAL
Fact of the matter is steam has massive funds and infrastructure, if we can leverage any of those resources to our advantage then we should. -
Underwater patrol script?
Vigil Vindex replied to TacoTuesday's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've ran into this problem too, not sure what will work or if it will be fixed with an update to the AI. -
Enemy occupation system (eos)
Vigil Vindex replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just tried it out tonight, got it working perfectly, loving it so far! Many thanks BangaBob! -
I wonder if it might be useful to contact Valve regarding the dependency issue, it must be something they are aware of that needs addressing within SWS.
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In regards to dependency management, I don't know what SWS can do or cant do, but I know it can be done outwith SWS relatively easily. As I said earlier something along the lines of npmjs.org would be great, a place to register mods and such, supply a url and version number and then arma can parse that registry for the relevant stuff when it is specified within the mission.