SpacePilotMax
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Everything posted by SpacePilotMax
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Enemy occupation system (eos)
SpacePilotMax replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Found it. I only had one EOS marker so it didn't work (y tho) AND it was named with a number. -
Enemy occupation system (eos)
SpacePilotMax replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have copied the EOS files into a different mission and got to the point where it gives me an error in Line 4 of eos_core.sqf - Type Number, expected String. Anybody knows why that is and how to get rid of the problem? EDIT: has a |#| in front of the markerpos in this line: _mkr=(_this select 0);_mPos=markerpos(_this select 0); -
I'm playing through the campaign, and when I auto-rearm at the equipment boxes in Adapt it gives me stupid amounts of GL flares despite having no launcher. Any ideas on why and what for it is?
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Sound Problems: Shots/Vehicles only hearable on left earplug..
SpacePilotMax replied to Martin Prusinski's topic in ARMA 3 - GENERAL
Try to reinstall the headset drivers. I'll add more once I remember exactly how I did it. -
Arma 3 Currency?
SpacePilotMax replied to Daniel Klimchuk (Edu Cat Moderator)'s topic in ARMA 3 - GENERAL
It's probably Euro or some sort of Altian custom currency. -
Uniform uses basicbody model
SpacePilotMax replied to SpacePilotMax's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Improper uniform class. That's it. As for the carry capacity, you have to define it in vehicles and then assign to the uniform in weapons, as such: -
A uniform I made appears in the arsenal, has the defined carry capacity and weight, but does not have a model (and the character I linked the uniform to does not appear anywhere in the editor). Anyone knows why this is and how to fix it? I have encountered exactly the same issue twice in two separate projects. P.S. A helmet from the same config is also missing from the arsenal. I have made functional headgear and uniforms before. Config: Thank you.
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Arma 3: Community wishes & ideas- NO DISCUSSION
SpacePilotMax replied to Maio's topic in ARMA 3 - GENERAL
I want the main menu to be customizable. Specific server instead of quickplay, music, etc... -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
Wait a second. Shouldn't the damage be the same everywhere? Also, it may be wise to move this discussion into a separate platform, like Discord. -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
@RCANTEC.RyanD Do you know if Exile overrides the vanilla medical system completely or adds to it? -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
If there's a way to check if someone is ACE dead, it should be possible to Exiile kill them with a simple script when that happens. -
As for modding, I recommend you start with retexturing a vanilla asset. It's simple to do and can teach you how to use configs. Videos will help even if you don't understand the language because you see what is actually going on.
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Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
Or, there could be an item that sets a player's Exile medical stats to 100, takes up literally no space, has an infinite number of uses, is sold everywhere for free and the player spawns with it. That should be separate from ACE medical, which would still work as usual? -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
I wonder if it's possible to cut out the Exile medical system and redestribute it as a separate addon (with permission of the Exile devs). If I'm not mistaken, it doesn't affect anything else. -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
I suggest we get back to the original question. @linuxmaster9 what do you need and what are your problems with the stuff suggested by @RCANTEC.RyanD? -
Are the default classes locked?
SpacePilotMax replied to meatshield's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@meatshield did you actually build an addon? -
laws of war ArmA 3: Laws of War - NATO Mil-Spec Casings
SpacePilotMax replied to jinzor's topic in ARMA 3 - GENERAL
Why only change that for Apex owners? As far as I know, there isn't a way to get your hands on a black MX in the campaign so that wouldn't be a problem -
O2 unable to open vanilla models
SpacePilotMax posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Crashes nearly instantly after opening after displaying an error message in upper left corner. Custom saved p3d models can be opened. Anyone knows why this is and how to fix it? -
O2 unable to open vanilla models
SpacePilotMax replied to SpacePilotMax's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Thank you. -
O2 unable to open vanilla models
SpacePilotMax replied to SpacePilotMax's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Sounds like it. I was trying to open the basicbody model to export it and use as size/pose reference for modelling my own uniform. Is there a reference avaible? -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
@linuxmaster9 So, what do you need from Alive? If it's for zombies or to simulate ragtag groups of survivors, there probably are simpler ways to do it. Also, Alive may behave weird with players scattered all over the map. -
Help to find a good Texture Program
SpacePilotMax replied to nacrogamers's topic in ARMA 3 - MODELLING - (O2)
Krita is OK, and is free. -
Are the default classes locked?
SpacePilotMax replied to meatshield's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
If you built the mod and loaded it with the launcher, the vanilla things just took priority over the changed things. -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
@Grumpy Old Man Ryan's Zombies and Demons are the "industry standart", it also adds zombie AI and modules. I have also set them up to use default ALiVE with a tolerable preformance drop once. If the OP needs randomly spawned hordes or something similar, a script would probably suffice. Maybe a grid of triggers that get a bunch of zombies to spawn and give them a waypoint to player's location if one stays in the zone for over 15 or so minutes? Alive seems like overkill in this case, zombies don't need an HQ to steer them around. -
Script alternative to ALiVE?
SpacePilotMax replied to linuxmaster9's topic in ARMA 3 - QUESTIONS & ANSWERS
Exactly what do you need ALiVe for in Exile?