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Everything posted by Jimmakos
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Jimmakos replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should be: 0 = [[]] execVM "\@tpw_mods\scripts\tpw_core.sqf";- 5758 replies
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- single player
- realism
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(and 1 more)
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2017mod - full conversion mod
Jimmakos replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sad news of the day. Edit: at least the map should be released and not stay on the shelf, its shame because of the awesomeness. -
Probably, unless everyone waits for this:
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Nope not really, root of Z&D.
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Root directory folder.
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I'll throw this ideas here because probably i'm gonna stop working with Arma 3 anymore so i wont really care, also i won't update my ravage based missions anymore unless truly necessary (got bored already really). Hope those could be implemented sometime, because they will give a nice touch. Car hit sounds for zombies. Regenerate health while sleeping or resting on a sleeping bag or a folded tent. Craft first aid kits from bandages and blood bags. (from Arma3 Inventory usable Items). Option to put custom items to loot tables, like the zombies uniform override feature [""]. Delete zombies when they get too close to a blacklisted flag or a blacklisted module. (Suggested previously) Make gas mask as nvg item/slot so screen fx effects can be applied.
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Hello, ive noticed that in Tanoua they introduced the crows as ambient animals again. I found them doing their ambient stuff mostly near sea shores. As far as i remember they used to be on Arma 2 and on maps like chernarus, takistan etc. I was wondering if somehow we could implement them as ambient animals on other maps and or on missions just for the shakes of ambiance.
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Indeed, can someone use that code to make an ambient spawner?
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Hello haleks, i've been a facing an issue on my Esseker mission regarding my supply drop mission, once the helicopter unloads the cargo and creating a vehicle with a parachute class (classes like B_Parachute_02_F, O_Parachute_02_F, I_Parachute_02_F) attached to the cargo box the parachute gets cached like an empty vehicle does, making the cargo (supply box) never reach the ground.It only reaches the ground if player is close or been teleported close the drop position.Is there anyway i could exclude the parachute from the caching function? Would the setVariable ["owned", true] work in that case? this is the corresponding arrays: //Unloading the cargo _ETG_Cargo attachTo [_ETG_Transport_Vehicle, [0, -15, -25] ]; _ETG_Cargo_Position = getPos _ETG_Cargo; detach _ETG_Cargo; _ETG_Parachute = "I_Parachute_02_F" createVehicle _ETG_Cargo_Position; _ETG_Parachute setPos _ETG_Cargo_Position; _ETG_Cargo attachTo [_ETG_Parachute, [0, 0, -1.3] ]; _ETG_Parachute allowDamage true; Thanks
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Thanks for your answer, any eta on when they are about to "share" the apex samples content? i don't really keep up with that.
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ALT+TAB out and back in = SHOOT - Anyone else?
Jimmakos replied to tortuosit's topic in ARMA 3 - TROUBLESHOOTING
Bumping the thread because i found another proper way of ALT+TABbing out of arma, IF you are using the steam overlay (because i know a lot of people have that disabled while they playing arma) first bring up the overlay with Shift+Tab and then Alt+Tab the arma 3, that's another way of getting out of arma application. -
It would be great that would be depending from the place you were, like if you were on a house then it would spawn like a phone, or a camera or a flower pot, if you were on a garage some tires or some tools or a tool cart, if you were on a hospital like pain pills or bandages etc. since those are presented as vanilla static items.
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How is it possible to add an action on more than one playable units? I want to add a simple action not only to the player but on other playable units as well. So i don't have to repeat the "player1 AddAction" also for "player2 AddAction" also for "player3 AddAction" and so on.
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AddAction for more playable units
Jimmakos replied to Jimmakos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Worked like a charm, thanks! -
Yeah that's because you have toggled rotation grid, go to Edit>Grid and make sure "Toggle Rotation Grid" is un ticked ✓
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I was wondering if the "Vehicles Caching System" should be located on the "Settings" module and why not on the "Vehicles" module which is more appropriate in that case.
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Bumped. Exile is also known to cause some issues with saving,loading missions based on Ravage.Should be disabled. About the public servers - [sEN]Baraban also running a test purpose (at the moment) dedi server with Exile and Ravage combined on Tanoa without major issues as he told me a few days ago on steam chat. If you really want some more informations you can always pm him here.
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I'm really hopeless on that point, i don't know the cause, and it's really hard for me to fix it. I added an action to flip your vehicles but that didn't work either as vehicles continued to remain stucked. (Vehicles tend to get stuck after a while of game play time, and or sinking in the ground once you shoot them.) I would like to know if anyone getting that issue es well with other Esseker missions, that's because I've seen people referring to that issue for Exile as well. But for now sorry it's something outside my waters and bugs the hell out of me. Edit: if someone really wants to help me out with this please let me know.
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Hi, have you tried my Esseker mission so far?
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Jimmakos replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks very much.- 5758 replies
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- single player
- realism
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I noticed that too, some of the roaming Blufor survivors returned fire on my direction as well but I thought I had done something bad, I opened the splendid camera just to check if they indeed were friendlies as they get marked on the map. I thought it was on my end, but I also noticed that on the sentinel outbreak Tanoa (Ravage edition) mission, once I reached the survivors marker on the map I got shoted on sight from Blufor units as well.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Jimmakos replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey tpw, can you please explain me how can i run your "tpw_fog_fnc_duststorm" function from a trigger? what exactly should i type on the activation and for the deactivation fields, and also if its possible how to set the wind to be a little bit more strong while its been triggered? Thanks.- 5758 replies
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- single player
- realism
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I did got a dialogue window pop up when i opened the 3den editor after the workshop update but i had no luck reading the inside notification because of the window layout was black after the apex update. But i had 2 options saying something like "copy that" or "whatever". Unfortunatelly no screenshot of that right now.
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Haleks thanks for the updates, i wanted to report a small issue i came across so far. When i go to a hand placed trader, (not tested on roaming traders so far) i have the option to open up his backpack and take any of the items, i can even duplicate them, meaning take them twice. I noticed this on my Esseker mission but just for the shakes i also runned you Tanoa mission which have some hand placed traders on GeorgeTown and happened the same. i was also expecting a preview of the gamelogics "village, town, city" in your Altis preview mission but i've seen none too. Thanks. Edit:probably that was happened because you allowed to open the recruited survivors backpacks?
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Community Upgrade Project - CUP Terrains
Jimmakos replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
On your launcher try to hit that ... icon (while you have expanded the tab) and then repair it, don't know if it actually works but you can always try.