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Quillon

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Everything posted by Quillon

  1. Quillon

    [SP/CO8] A 3 - Antistasi Altis.

    You understand it but you don't want to believe it :D
  2. Quillon

    [SP/CO8] A 3 - Antistasi Altis.

    İf its an easy thing to do, maybe consider making it optional/limit it to SP?
  3. This is the most annoying thing in the mission(on altis) for me, cos of some aaf/csat campers(in 500 metre range I guess) I can't garrison outposts etc. By the time I find them second wave of enemy counterattack hits. Why not make garrisoning like "supreme commander's sending reinforcement"? Select some soldiers up to what a truck can carry hit confirm, truck departs from hq... easier said than done? :D I could play a bit of tanoa(sp) today, only thing I can say is that performance is worse than altis and stavros abandoned fia to fight for syndicat :P
  4. For my part, I killed the leader and did the hostages last since I didn't catch their markers at first look. They were in the eastern/south-eastern part of Altis, which are the parts of the map the mission never required me to go till then. I thought it was possible that you didn't catch the markers also but seems you lack intel to unlock the "hostage" and maybe leader's possible location markers(?). Couple of civs shouldn't be a big boost to intel unless you're on the edge of unlocking(Tho I always done easy interrogations/minimum intel); killing enemies-->auto-looting is way faster I found.
  5. I never used ALIVE, I took a look into it several times to date and there are a lot of features, is this mission needs all of them? As you say "(For support calling only. Saving is enabled)"; does simply putting the whole alive mod in the game bring unnecessary features and/or features that conflict with other mods running, like ACE, C2 etc? If so, which part of the mod/pbos(main.pbo and all sup_ pbos?) necessary for this mission? since ALIVE seems modular...
  6. Check the whole map for markers, It's possible you are expecting to see something on the usual part of the map for this mission.
  7. Quillon

    FHQ CombatMode

    Is this any different than C2's auto-danger toggle? Tho I don't really understand what both settings really do :D They won't fight even if they get shot at unless commanded to be in combat mode with custom hotkey(or C2's radial menu toggle) to be able to move quickly?
  8. you add -filePatching to launcher parameters and the mod shows a hint message like "bcombat initialized" if its running.
  9. Quillon

    [SP/CO8] A 3 - Antistasi Altis.

    Well the freezing thing wasn't cause of this mission, it was another little mod. I disabled it and no more slowly freezing to eventual ctd atm, tho there are still usual hiccups but performance got a lot better. Still if there'd be an option to reduce the enemy squad sizes/counts, maybe I could bumb up civs a bit, really making the world look alive till they disappear! Also seems better than tpw simulations' civs/cars. btw my average or bad specs: i5-4460,280x3gb,8gbram. Other than that and what I've said about unlocking gear; counterattacks seems to be happening too fast(makes em too obvious/too repetitive gameplay) and without warning; this goes for normal enemy attacks as well, most of the the time(if I don't see or hear the attack happening) I only see the results when I take a look at the map. Well, the enemy seems to always know what's happening and even sending reinforcements during my attacks but I had my garrisoned locations taken away from me even if they are located behind my front lines and I have no idea when and how they took them with all those mortars, mgs, aa/at placements. Only notifications I get are if hq is getting attacked or some city's about to get punished or some airport far away which is under AAF control, getting attacked by the same AAF(?). No notifications for the locations under my control. I have plenty of radios, Am I missing something? Lastly convoy ambush missions act strangely; sometimes I find the whole convoy, sometimes half of it(I backtrack them to their starting base and maybe I find their vehicles stuck over a rock if I'm lucky), sometimes none of it(prolly faulty route prediction by me). Great mission btw, too addictive. Couple hours ago my hq got attacked when I was 5km away with my team, hq was placed between an AAF base and AAF airtport.so I had 20 men garrisoned, many statics etc. when I arrived the attack was just over and it seemed the AI dudes defended it very well(I'm guessing 3xAA statics helped with those spec-ops helis) Only 4 men lost but sight was something to see; front of a two story building, the place looked like a scripted aftermath I could see the men died heroically, all of them near Petros. They'll be remembered :D side-note: The game always crashes when I exit the mission(If I'm an hour or more in the session), which is no problem, love persistent save.
  10. Quillon

    ARMA 3 Addon Request Thread

    Is there a mod for making light sources stronger at night? if not can anyone make it? :D Its pitch dark and realistic etc but I can hardly see a campfire from 2 meters away, also too weak car headlights... every lightsource is too dim. I'm sick of using nvgs : p
  11. Quillon

    [SP/CO8] A 3 - Antistasi Altis.

    Can you make a lite version of this? Or an option to halve actual enemy forces on map, like 25 men column instead of 50 etc? I'm playing normally for some hours then shit hits the fan, counterattacks etc fps continuously drops till the game freeze /singleplayer Also why make unlocking gear incrementally harder? I can understand leveling up AI getting more expensive with each level but collecting loot is always tedious and makes no sense to have to collect more of a type of gear after each unlock of the same type... to me. There are more than enough gear to unlock.
  12. Quillon

    [SP] Evil's Last Will

    I also just started Dying Ember, loving it but had a similar issue like this: ...at some point mission forces Pavlos to leave the group to be reunited later but when all the stuff happens and group rejoins with Pavlos, they don't respond to any command, they acknowledge the commands but also stand still. Tried several times and proceeded to "end mission" command. At least I did most of the mission and only missed out on a "long walk back to hideout" according to next missions' briefing. Enjoying Dying Ember now, looking forward to this one. Thanks. ed: Enjoyed Dying Ember, apparently I was near the end, -to be continued tho : D
  13. Quillon

    Full screen NV

    this works for all nvgs - apex 1.62, except some few added with mods, for me http://www.armaholic.com/page.php?id=19198
  14. What's up with Chernarus map? I was playing navy seals blood bros user campaign; Is it supposed to be all white snow storm with 2 meter visibility range 99% of the time, even in interiors? 1% of the time the map looked beautiful like a painting on a wall tho, snowy cold look with at least 100 meters visibility range.
  15. Its not a bug, the mod's so advanced that it handled the soldier's asking the civilians along the way for your whereabouts and he entered from the back door on purpose, we can't see clearly due to engine limitations :D
  16. I barely managed to pull scope/slow-mo feature(also Kill Ticker) for personal use and went ahead and shared it: https://forums.bistudio.com/topic/192940-trying-to-pull-a-feature-from-an-outdated-mod/?p=3069843 Don't know if I'm supposed to share it(now) but since I already did share in the linked thread its only fair to post it here also, I think.
  17. ...with little programming insight and no arma modding experience. i.e. https://forums.bistudio.com/topic/190389-arma-3-addon-request-thread/?p=3067239 While looking through sights/scope and holding down shift at the same time, it should slow down time for the duration: @FOCUS_MOD\addons\FOCUS_MOD\config.cpp /from pbo @FOCUS_MOD\addons\FOCUS_MOD\init.sqf /from pbo @FOCUS_MOD\data\scriptInit.sqf @FOCUS_MOD\data\hotkey\fnc_hotkey.sqf @FOCUS_MOD\data\special\focus.sqf original mod: https://forums.bistudio.com/topic/168708-the-super-soldier-mode-%E2%80%93-ultimate-cheat-module-for-single-player/ With no response from the other thread I decided to tinker with the files more, I've been on it for three days, failing :D Don't know know why I'm so obsessed over it but as a last resort I'm here. Firstly I tried to workaround the whole mod not running issue with combining config.hpp into config.cpp(then into bin&pbo) which made the game stopped prompting the on screen message "bla bla config not found" but only that. Then, since I don't really understand the code, I tried different structures; pulled the related codes, deleted the rest as best as I could guess Tried keeping the structure, combining scripts/folders etc with only changing the addresses from execVMs and "call compile"s, tried running it as a script and as a mod, tried changing some persistent variable names which relates to original mod name(YQ_MOD) with the name of the feature I'm trying pull, just to better understand it as I go through the code, didn't help tho :P In the process, downloaded and used various tools, googled the hell out of it, searched here and community wiki etc, I'm a fast mislearn-er. It was mostly fun tho. At its last state above; there are only relevant files/codes(according to my best guess),original file/folder structure intact except config.hpp combined into config.cpp which has the only additional few lines I could come with(class CfgFunctions...) after looking through some other mods' config files.
  18. Haven't thought about it. But he says this: Don't think I can find & ask him since he seems not active. Don't plan to share anywhere else, but I can remove the link if its breaking some rules(?) ps/unrelated: There is nothing integratable here that his mod didn't have, only a small part of it. Maybe I should move the download link to his thread? ps2: in mod.cpp file the author is him :)
  19. Well... it's working now. Just when I decided to give up I looked back into a mod and copied most of its structure. First try, at last gave a hint of working; actually too much working with constant while loop made it slow mo at 10 fps, sleep command fixed it, I think. I only tried for a few minutes and everything seemed normal. Anyway if anyone wants some slow-mo action: --- thanks to 2fast & bis :D ed: it was broken, stopping working after some time into gameplay. hopefully its fixed now and added kill ticker also. --- ed2/ps: Had ongoing performance issues, finally figured it was caused by this, removed cfg_fucntions from config and reinstated BIS_functions_mainscope or whatever you call "default functions manager" to the mod, seems fixed. Removing other links. https://www.dropbox.com/s/9pgdzixeny36gsp/%40FOCUS%20with%20Kill%20Ticker%20fixed.rar?dl=0 last ed: still has issues, should work 95% of the time tho, eating extra system resources than it should(I'm guessing). also the above "bis_functions..." causes a script error pop up, but strangely performance got a lot better with it, I don't understand... nor know what I have done.
  20. I decided to try it in mission editor, put all the files in mission's root, there was an error in init.sqf line 4: rpt: if(FOCUS_MOD_INIT)exitWith{}; FOCUS_MOD_INI> 5:15:50 Error position: <FOCUS_MOD_INIT)exitWith{}; FOCUS_MOD_INI> 5:15:50 Error Undefined variable in expression: focus_mod_init 5:15:50 File C:\Users\---\Documents\Arma 3\missions\Focus_Test.Stratis\init.sqf, line 4 --- 3 if(FOCUS_MOD_INIT)exitWith{}; 4 FOCUS_MOD_INIT = true; Isn't this for defining FOCUS_MOD_INIT?
  21. Quillon

    AI Discussion (dev branch)

    off current topic: Why is hold fire command still applies when soldiers are getting shot at? How is that realistic? Much more basic games usually have only 2 options for AI states: aggressive/offensive and passive/defensive; while one looks for something to shoot at the other waits for to get engaged to take action and its mind boggling for me that this game doesn't have this(passive state) feature. I shouldn't have to scroll through an unsteady command list in "real time" to simulate the effect.
  22. Quillon

    [SP] Pilgrimage

    I like tanoa version simply cos I started playing and have played for half an hour and there are no tanks or AAs shooting at me from 2 kilometres yet, now I think I can play pilgrimage long term, tho have some performance issues.
  23. Quillon

    ArmA 3 : RESIST

    Is the version over on moddb up to date? Says 20 dec.
  24. Quillon

    ARMA 3 Addon Request Thread

    There is this feature in the outdated Super Soldier Mode called Focus, slows down time while looking down sights and pressing shift at the same time(for cinematic kills :p). Can anyone make a separate mod with only that feature? I looked into its files a bit and I guess I found the scripts for it with my long forgotten high school programming insight; fnc_hotkey.sqf: //Shift left : Focus in scope view //(consider changing since this is a common button) if(GameLogic_YQ_MOD getVariable ["Key_42", false]&&cameraView=="Gunner")then { //script will watch Key_42 and terminate on false ["Key_42"] execVM "@YQ_MOD\data\special\focus.sqf"; }; focus.sqf: //requires GameLogic_YQ_MOD to work _varKey = _this select 0; //terminate on this value being false //allow script to run only once if(GameLogic_YQ_MOD getVariable ["Focus_Running", false])exitWith{}; GameLogic_YQ_MOD setVariable ["Focus_Running", true]; //enable only when in gunner view and key is pressed if(GameLogic_YQ_MOD getVariable [_varKey, false]&&cameraView=="Gunner")then { //focus while key is pressed while{GameLogic_YQ_MOD getVariable [_varKey, false]}do { setAccTime 0.2; hintSilent "Focus..."; }; }; //return to normal setAccTime 1; hint ""; //unlock script GameLogic_YQ_MOD setVariable ["Focus_Running", false]; killcount-ticker was also an awesome feature in the mod; besides counting the kills it was answering the question of "if I or one my teammates killed the enemy?" or making certain the enemy I shot at in the distance is actually dead and not waiting behind a ridge or something :p It was a great mostly cheat mod, with a lot of awesome features, too bad its abandoned. Anyway, thanks in advance if anyone makes this.
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