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soldier2390@hotmail.com

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Posts posted by soldier2390@hotmail.com


  1. 7 hours ago, killzone_kid said:

    Then it must be the driver. I have ps4 controller that hasnt got suitable scheme so I map it directly and all triggers work fine with default driver provided by windows. Anyway, back to the original question, the command is only relevant when one uses controller scheme.

    Ok so I checked and the drivers and stuff are up to date, but problem remains. What should I do next? And you haven’t heard of this issue before? Should I ask this on discord to see if anyone else is having this issue?


  2. Yes the bottom right trigger. I have that assigned to fire a weapon, and the left bottom trigger to aim. I had seen a few reports of this awhile back when searching for a solution so I figured it was known. To explain it with better detail I will link a post that someone created on the steam forums. The OP did a good job on explaining what exactly happens.

    https://steamcommunity.com/app/107410/discussions/5/360671352688331679/


  3. I believe it’s a type of vest associated with the ranger battalions as my cousin had something similar at one point, and a lot of delta comes from the rangers. Though I have seen some security force airman wear something like that too but my experience in the Air Force/military was limited and I’ve never really been those gear nut type of dudes, so I never cared enough to ask. However a lot of people on these forums know much more then I ever would so I’m sure someone will answer your question!


  4. 3 hours ago, Jezuro said:

    Garrison size is automatically calculated based on sector size.

    @Jezuro is there any chance in the future you could make the Garrison function more customizable? So that mission maker's can for example choose how many units will garrison a specific sector? Or specify what type of units will garrison that sector? Like how with the old Site Module's one can choose if that site will be a "Base" or a "Outpost", which alters the type and amount of units to spawn!

     

    Also, is there any chance you can make the Garrison script into a Stand-alone Module that could be used independently of the other Warlords Module's? Or update the old faulty Site Module's to the standards of your outstanding custom Warlords Module's? After all...you are a god of mission/mode making, so i was hoping for a Christmas miracle ;)


  5. @Jezuro Any chance you could make the Garrison function into a stand-alone Module? That way a simple editor placed Garrison Module can be used with other game modes/type of Missions without the need for third-party scripts? 

     

    Currently any functionality of the various garrison scripts in game (i.e. ones used in several other modes and even the Site Module's) are ineffective and require other scripts or parts of other game modes to run properly. 


  6. @oukej I have a few questions In regards to this: 

    Quote

    Tweaked: Adjusted colors for "Assault Pack (Coyote Brown), Assault Pack (Khaki), Assault Pack (Sage), Kitbag (Coyote Brown) and Kitbag (Sage) backpacks. Old Kitbag (Coyote) variant has been kept as Kitbag (Tan).

     

    First question is, will there be any a possibility of doing the same with other gear? Including a lot of content from the early Alpha release. Specially the MultiCam gear and uniform stuff that looks like it's made from different camo swatches/colors! For example a lot of the MultiCam stuff is too bright and looks bleached and faded.

     

    Second question, would it be possible to get a proper MultCam textured Helmet and Light Vest for the NATO Mediterranean units? Since the NATO Pacific units have proper Tropical MultCam patterns for their Helmets and Vests!

     

    Last question, can we get the extra textures in the game files to be usable in game without mods or setObjecttexture? Especially since Vests and Helmets can't use setObjecttexture. Plus I'd love to have NATO Vests in the Tan Colors that exists within the games files!

     

    • Like 1

  7. On 8/16/2018 at 12:12 PM, zukov said:

    hidden selection?
    "Tweaked: The "headgear_placeholder" "equip_placeholder" models were updated !

    After searching config files and in-game tests lastnight, I don't think so! However myself and many others are still waiting for hidden selections to be usable on helmets and vests. And what I remember from a year or so ago one of the devs said it was unlikely to happen. But considering we got a few completely unexpected fixes since then, I was wondering if any devs @oukej can elaborate on the issue or give us a answer as to whether or not it may ever be possible in A3's life time?


  8. @Schatten Ah right...now that you mentioned that it brought back memories. Plus that makes sense as awhile ago I tried to use a Trigger to Spawn a Trigger, that once spawned would activate a script that I wrote. And that script called functions that once I deleted the Trigger still remained running/and or caused errors!

     

    Thanks very much for your response, I'm sure I will be back with more questions. But for the moment you fixed my current problem.


  9. I was wondering how one could go about using a Trigger to Spawn a Function once a player enters a Trigger's area. Then delete the Function once the player leaves the Trigger? While having that process repeatable.

     

    So far I have tried using the Trigger's Activation field to call the Function (BIS_fnc_Crows), and then the Trigger's Deativation field to delete that Function.

     

    However that's where my problem is. As everything I have tired..including searching the internet and using script commands such as deleteVehicle and other similar commands has all failed! I know it's possible as I have done similar things in the past but it dont help that I have not scripted anything since early A2 days, and A3 is seemingly more complex.


  10. 3 hours ago, DnA said:

    We had it prototyped as part of the Basic Helmet, but sadly ran into too many clipping and rendering issues to solve properly :sad:

    A thanks for trying indeed! However if I may ask could that prototype be added anyways? Just not used or visible in the arsenal so those of us who wish to configure it ourselves can do so? I figured this could be valid as last time I had checked through the game files there were models unused in the game, also stuff hidden in the config.

     

    By the way, why has most of that stuff remained included with the games files despite not being used? (I.e textures for models that don't exist, or have any other parts used for other models)

     

    Now back on topic.. I do feel that this DLC, especially the campaign was a good step in a direction that I personally like and have been hoping for. And the atmosphere was a much better improvement compared to previous campaigns in my opinion! I hope you dev's take the feedback from this campaign/DLC and incorporate that style and sense of atmosphere into what's to become of that Tac-Ops DLC. Other then that most other issues I know of have already been reported, so thank you all for this outstanding DLC!


  11. I think despite all the things we wished for that won't happen, whether do to time constraints or limitations elsewhere that what we will get in the end will be rewarding enough. I am already impressed with the improvements thus far and those still to come. It's very good to see that those of us who play actually have our suggestions and ideas heard, let alone implemented into the game! Besides many things can happen post release, even if due to the community's efforts. I am very appreciative of everything we get...thanks!

    • Like 1

  12. Has there been any information regarding some form of civilian sites module? Like fixing the old civilian settlements module and reintroducing it back into the game?

    Or even less thought about things such as tents, beds or other types of props? Hell even a few new camo nets designs would be useful.

    I hope atleast civilIan modules will make it in the apex expansion, it would be a damn shame otherwise, I was quite fond of the arma2 civilian modules. But I would like to see a more complex system involving some atleast rudimentary form of vbs2's type of occupational module/functions. But basic as in how arma2's modules tried to simulate a populated world around the player in the form of civilians walking/driving around. But with some added functionality in terms of giving a little personality to specific AI depending on their roles/identity such as fishermen, businessman/shopkeeper and so on. I like the tpw set of scripts but something already built in would be nice.


  13. Your back yet again and with beautiful work as always! This makes it difficult To resist attempting terrain making once more.

     

    Now my apologys if this has been asked or touched on before, but do you have plans for more military type buildings such as hardened aircraft shelters, barracks or even a decent medium/large GP Tent? But none the less thank you for your hard work.. many appreciate this.​


  14. Yes, by having multiple textures I do understand the issues it may cause. My reasoning of wanting multiple textures is because the current single texture is of lower quality, however at some stage once I get around to learning UV Mapping I plan to re-map the entire vehicle and create new textures from scratch thought I fear that may be a while down the road. For now I will enlarge the current texture to 4096x4096 and just simply enhance it a bit. But thank you, I will also take your advice and create a single rvmat and its corresponding material files.

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