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stburr91

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Everything posted by stburr91

  1. I haven't tested this, but the first 6 minutes of this video explains how to set up Everon in the editor so you can edit the terrain.
  2. BI has said that the Game Master mode is a first step to an ingame editor. Unfortunately I just don't see how you could possibly do any meaningful mission creation on console, so I don't have high hopes for a new Eden editor. Ideally we would get a mixture of the current world editor, and Eden in the Enfusion Workbench Tools, so an editor isn't compromised by being compatible with console. An easier, more user-friendly (more Eden editor like) World Editor would be the best of both worlds.
  3. stburr91

    Arma Reforger - Artwork / Photography

    Mods: GAU-5 Carbine
  4. stburr91

    [CODE SNIPPET] Simple Timer

    If I was using this as a timing clock for a race, how would I stop the timer?
  5. stburr91

    Arma Reforger - Mission Editor

    Not sure is this would be it or not, but see if this is helpful. https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters
  6. stburr91

    Arma Reforger - Mission Editor

    The response from the BI dev is very concerning, we don't want a dumbed down ingame editor made for consoles. What we need is a Eden like editor included in the Enfusion Workbench tools, an editor made for mission making, developed exclusively for PC, so we don't have the compromises made to accommodate consoles. That's an example of just one of the many compromises that are made to accommodate consoles. The GameMaster UI is kind of a mess, sure it's simple, easy to use, and accommodates consoles. but it isn't a very good "tool". It's developed to just plunk down a few units, and waypoints, but isn't very practical for much else. I just don't see any possible way that you could have a proper mission editor (like Eden) that is also compatible with consoles. It's kind of ashamed that with all the effort made to include great tools for the community in the Enfusion Workbench, mission makers have been completely left out (at least for now).
  7. stburr91

    Arma Reforger - Mission Editor

    I believe you can hold right click + scroll up/down. There is also a little "camera" tab that you can click on, and get an option to change the camera speed.
  8. stburr91

    Arma Reforger - Mission Editor

    Yes, something official would be nice. Personally, I don't expect a proper Eden like editor in Reforger, maybe some expansion of the Games Master, including saves, but that's about it. I mentioned this in another thread, but any ingame editor would have to be made for consoles, and there's no way you could do complex mission editing on console. What we need is a proper Eden like editor included in the Enfusion workbench tools.
  9. stburr91

    [Poll] ArmA Reforger / Arm4

    I bought it even tho I mainly play SP, and mess around in the editor, because I wanted to support BI, and see the new game engine. I'm not sure how much I'll play the game long term, but I'm happy with my purchase. As far as everyone wanting a Eden like editor ingame, it will never happen. Any ingame editor will have to be made for consoles, which you could never make a proper mission on. There's no way to have a proper interface, and do scripting on console, so any ingame editor will be very simplistic. What we need is a proper Eden like editor included in the tools for PC.
  10. stburr91

    Arma Reforger - Mission Editor

    A very well known leaker on Twitter (who was right about everything he's leaked so far) says Arma 4 is expected in 2024-2025. I would love to have an Eden like editor, but wouldn't expect one until Arma 4, and maybe not at launch, but as some point later. I'm sure someone out there will do tutorial videos for the workbench tools at some point, so I'll just wait.
  11. stburr91

    New informations or announcement soon?

    I would say to the people that want a 3d editor like Eden, and want to play as a single player, to hold off buying the game until we get more answers on whether, or not the workbench can be used as a 3d editor, and if single player content can be made.
  12. stburr91

    New informations or announcement soon?

    I would say the core of the community were the players who have been playing the game for many years, people who have produced much of the community created content, the players that have substantial brand loyalty. They drifted away because of how old, and stale the game has become, with Arma 3 being 9+ years old, on a 20+ year old game engine. Many of these people have been playing this game since 2001, BI took way too long to create the next Arma game, so many of the core player base left, and now they are in a position of needing to rebuild a community (not to mention take on Chinese investors). I do agree with you that everyone should just wait until we get more official news, hopefully that will happen on the 17th.
  13. stburr91

    New informations or announcement soon?

    I don't think we should call it a demo, that implies that it's free to play. The new leak says it will be paid content, and implies micro transactions may come in the future. Yep, it's been dead around here for years now. The "leaked" document emphasizes rebuilding the community. They know they've taken so long to create the next Arma, that most of the community has drifted away. If Reforger is PvP only, and is watered down for consoles, and console players, I have my doubts about how much of the core community will come back.
  14. stburr91

    New informations or announcement soon?

    Yes, that's what I assume it will be, Arma Reforger. I expect Arma Reforger to be around for the next few years (2-4 years) to finish the development of the Enfusion engine, and pave the way for Arma 4. It's looking like that may be the case, new leaks suggest that Arma Reforger will have a "strong multiplayer focus". The "leaked" document says that there will be, 3 factions, 6 vehicles (with 18 variants), 15 weapons, 2 types of grenades, and 13 dedicated combat roles, and you will play a "persistent military career" (probably in multiplayer). The document also states what we all feared was coming, the game will be watered down to be on consoles. There seems to be an alleged leak of a document from BI.
  15. stburr91

    New informations or announcement soon?

    I agree with Oldbear, I think the announcement will be the Enfusion Demo (I think Arma 4 is still years away).
  16. I'm pretty sure keyframe animation doesn't work in MP.
  17. I agree that layers are handy, but they are just so damn unintuitive to use, and set up. I don't understand why they didn't make them much more like the layers in photo editing programs, then everyone would already know how to use them.
  18. stburr91

    PMC Ukraine Sumy

    @Snake Man Maybe you should put all of these Ukraine terrains into one thread instead of spamming the forums with a new thread every time, it would also probably be easier for people to find the terrains as well.
  19. I tested this with the USS Freedom because I don't have the LHD, the code you have works perfectly using the invisible helipad. I would say try the invisible helipad, and see if that works for you.
  20. stburr91

    I grew "old" playing the series

    Well, we're all grown old waiting for Arma 4.
  21. stburr91

    Helicopter Shoot Down with VLS

    Interesting, however, there is no example on the wiki page, does anyone have a working example of this?
  22. stburr91

    Helicopter Shoot Down with VLS

    I wasn't able to get the VLS to hit a helicopter no matter what I tried.
  23. stburr91

    Attaching objects

    You could always use the attachToRelative function. https://community.bistudio.com/wiki/BIS_fnc_attachToRelative
  24. You could put example above in an init field, or activate it in a trigger, or a script. For this to work using the example above, you would have to name the group that will stalk the player, BIS_grpStalkers, and the player's group, BIS_grpPlayer.
  25. First let me say nice job on the script, it must have taken quite a bit of time to create, so thanks for the effort. However, I solved the same problem with 3 lines of code, by simply attaching the AI to the player after jumping out of the plane, and putting them into the free fall animation, then detaching them at 120 meter above the ground, where they open their chutes on their own, and land within 50 meters of the player. This worked perfectly in the mission that I used it in.
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