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Everything posted by pognivet
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Iron Front in Arm3 LITE - preview versions
pognivet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
what is this speed boost hack? should a move waypoint be given almost to the shore and then the amphibious assault waypoint only a couple meters ahead? is this "speed boost" intended to beach the craft? please elaborate. i am interested. -
Iron Front in Arm3 LITE - preview versions
pognivet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Major Problems: 1. In missions with more than a couple of units submachineguns will stop working. This is true for the MP-40 and the PPSH-41. If you pull the trigger it will take between 15 and 20 seconds before a bullet actually comes out of the gun. This does not happen with Faces of War MP40s or Thompsons under any conditions. (Extremely old, like many years old, problem) 2. Airplanes, specifically the JU-52, will circle for eternity when not flying over completely flat terrain. (Old problem) 3. German soldiers do not have proper identities set and will sometimes default to American English language for voice protocol. (Ancient problem) 4. Landing craft, specifically the LCVP, will sometimes start driving sideways when they have to make a small turn in the water. Stuck in this "sideways movement" they will go approximately 1 mile an hour, reaching a shoreline not too far away in several hours real-life time. 5. When some troops are paradropped from airplanes using the static line paradrop waypoint their parachute will not deploy. When they hit they ground they will not die, but instead be stuck in the skydiving animation. If they can escape this animation and return to walking around and shooting like normal they are invincible and can never be killed or hurt. These things absolutely ruin the game. Please fix them. -
WW1- Over the Top 1914-1918 for ARMA 3
pognivet replied to eaglke's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would really like to see this mod develop. Please don't give up on it. : ( -
[Released] Phronk's Furniture Script
pognivet replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need to buy Global Mobilization to have access to the buildings anymore. The GM team has released all of the mod's content for free on the steam workshop excluding the map from the mod. Good luck with your new version. -
Player looking for squad (not for squads to post looking for players!)
pognivet replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
I'm looking for a squad/clan/whatever because I have an interest in high player-count PVP and COOP events. I've been playing Arma/OFP ever since I played OFP on the Xbox in late 2005. I've made hundreds if not thousands of missions and I've created several scripts and retextures. I usually play COOP with my friends in missions I make, but I want to experience something with a larger scale and scope. I've also played PR/Squad/PS etc. quite a bit. I am familiar with basic military terminology and how to operate as a subordinate within a unit. I am also willing to take part in things that are not strictly real-world such as sci-fi missions or other unorthodox events. PM me if interested. -
The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that new map you added, phuoc tuy or whatever its called, is fantastic. the ai even use the bridges flawlessly. grade A work. i've been waiting for a map like that for years. are you ever going to make the runway ai-compatible though? -
[Released] Phronk's Furniture Script
pognivet replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i like what you're trying to achieve here, but it rarely works for me. even if i set spawn chance to 100 percent and im in a small malden town i'll see maybe one or two stores that are halfway furnished (i.e. missing cash registers and other stuff) and the rest of the buildings will still be empty. the lag is immense during the furniture spawning/despawning procedure, but i don't blame you for that. it's just how arma is. regardless, i like your interior design choices and i hope that in the future you can amplify this mod to a higher state of being. i hope that you eventually decide to include the structures from the global mobilization and contact dlcs as well, for they both have many enterable structures which are devoid of furniture of any kind. -
updated 12/2/19 JBOY AI CQB Movement scripts
pognivet replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
impressive. very cool. well done jboy. -
How to make injured units leave their squad and join a new one
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to do some medevac type thing so when someone gets extremely injured I want them to leave their squad and join a "wounded" squad with other injured people in anticipation of dustoff. Is this possible, especially with ACE? -
Fixing bugs isn't a feature, it's expected.
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Updates that add things that should have been there when the game was released... half a decade ago.
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I'll address this more when I re-edit my original post, but there is no publisher's work. It's literally a mod no different from any on the workshop. There is no risk, no downpayment, no investment for Bohemia but they make incredible returns and profits by doing virtually nothing. Indie game devs do such "financial work" in 4 hours with no attorney. There are no legal procedures for copyright infringements. If you've ever heard of litigation involving Arma 3 copyright in your entire life please inform me of the case number. Their contribution is worth a half shekel.
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I was the one who donated the ten dollars.
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How to make injured units leave their squad and join a new one
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all the help. I got one problem though. When using ACE and a unit gets injured their "damage" is always at 0. The only time this changes is when they're dead at which time it changes to 1. Is there any way to detect whether or not an ACE unit is injured in any way? By using just vanilla scripting as far as I can see you can only detect when they're dead. Maybe there's a workaround that I don't know about? I thought about using "ace_unconscious" so units injured enough to be knocked out are considered so fucked up that they're out of action, but it seems somewhat unreliable. -
I was going to make a long reply addressing your points, but the forum software deleted my post when I hit submit reply. Therefore I'm saving this space for when I retype it tomorrow or whenever.
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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It has nothing to do with the memalloc. I probably use the same one as you. There's even a place on the map called "Crash Valley" and past that point there are no trees. It's not there for no reason. 😛 The runway is fantastic by the way. Wish more maps in general had stuff that slick. -
How to make injured units leave their squad and join a new one
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_allUnits seemingly to be only players in this script. This doesn't work for AI, am I correct? -
Paying for mods? Absolutely disgusting. Nothing but respect for the GM team. They're all very talented, but I find it insane that a mod for an Arma game will cost probably half the price of the base game. This is ludicrous to me. This reminds me of Skyrim and other bad games where you had to pay for mods that the studio had no part in developing. It says the following on the Steam page: The developers deserve money, but shouldn't expect any. I would willingly choose to donate money to fund the project, but I shouldn't be forced to buy a mod. Many mods have been released, and will be released in the future, that I'm sure will be far superior to GM and as much as I have positive feelings towards GM all of these mods were/will be free, contributed by the community. Bohemia Interactive deserves absolutely zero money because they had nothing to do with the development of the mod. It just happens to run on their game engine (like thousands of other free mods). If they added new engine features in order to improve both the mod and the base game then it would be a different story, but I highly doubt that they have done that. Valve only deserves money because they have to pay for the infrastructure to distribute the mod. I find this totally ridiculous. What's next, IFA3 DLC? Unsung DLC? Slippery slope. Frightening to an Arma/OFP veteran of 18 years. EDIT: I applaud the GM team for releasing their mod content for free on the Steam workshop in order to close the divide between the haves and have nots. Truly a highly esteemable act.
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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Khe Sanh is great (Although occasionally crashy, as to be expected with all the terrain objects), but let's get real here. The map revolves around the battle of Khe Sanh. It's like having an Omaha Beach map and trying to suspend your disbelief to use it for something other than D-Day. Song Bin Tanh is fantastic in terms of layout. The airfield works great with AI. The only problem is that it has been around forever and very little changes have been made to it. There's still buildings on the map with writing in Arabic/Farsi and middle-eastern buildings. Thanks for taking the time to read my post. I'll try to join Discord one time and hang out with you guys. -
There is Only War, Warhammer 40,000 Mod
pognivet replied to E_50_Panzer's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I love 40k and I love this mod, especially the giant walker the Orkz get. Guns feel like shit and need a lot of work, but at least they exist. Lack of bolter pistol. Space Marines are way too weak. No melee. (Even though there's melee in IFA3, a WW2 mod.) Otherwise super amazing work. Love the radio comm voices for the Orkz. -
Iron Front in Arm3 LITE - preview versions
pognivet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
planes taxiing/taking off bounce on their suspension and explode. tested on staszow and baranow. many vehicles swerve wildly when driving on a road, specifically the willy's jeep. -
The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
great mod as always fellas. you've done so much incredible work it has to be recognized. maps and support requests still need HEAVY work though i'm sad to say. not enough room on the maps to carry out large operations and it's impossible to call in effective support. i have one bad problem though. if i shoot a sidewinder while flying a f-4 phantom i instantly blow up and die. also i'm stuck at 50 meter sighting on the m1a1 thompson smg. i can't switch to 100m so im stuck staring down the peephole sight. this is not ideal for the jungles of vietnam. great gun though! -
How to delete all objects with specific classnames from a map
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to play the map "Kidal" but without the ungodly amount of rocks and stones scattered through the desert. It makes it impossible for the AI tanks to navigate through. Is there a way that I can hideobjectglobal all of these rocks based on their classnames either through a gamelogic or init.sqf? Thanks. -
How to delete all objects with specific classnames from a map
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent addon Pierre. -
How to make injured units leave their squad and join a new one
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great contributions. Those look great for vanilla use. Obviously ACE is a pain in the ass, but I'm sure there's a way. I'll try doing some experimentation myself and report back. Anyone have any idea on how to make one AI drag/carry another AI or use the ACE system to heal them? How about putting them in body bags or loading wounded/dead into vehicles? I couldn't find anything on ACE's framework/website about it. Any help would be much appreciated. It doesn't matter too much if the action is "faked". As long as it's done and looks normal enough to the player. I'm working on a very special mission. 🤡