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Everything posted by JD Wang
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I'm actually using the addon version now. I was going to use the script, but the addon is so small and work straight out of the box. Also most (if not all) of the vehicles in this mission are spawned in via ALiVE, so I can't run the script in the vehicles init.
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Awesome man the guys were really missing the civilian interaction. Thanks for the update. Just a quick question, I've noticed with the CTP on Takistan that it's spawning multiple speakers at each location. Having it select by building always used to do that to me so I've always just let the module spawn them where it wants and that's worked fine. Lately though it seems to be spawning upwards of 6 speaker towers at every location. Any idea what that could be, and if it's something I could fix at my end?
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Ok so obviously I use the code fox_fuel_settings_rate to increase the consumption. I assume in some form of vehicle setVariable ["fox_fuel_settings_rate", 0.00020, true]; but I have no idea where to put that or if indeed it is correct. I'm just trying to double the consumption rate for all vehicles.
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(SMA) Specialist Military Arms
JD Wang replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Guys, really like the mod it's great! Thanks for the update, but could you please PLEASE not put the version number in the name on steam, it basically causes steam to create a whole new folder so now I have a SMA 2.7 AND a SMA 2.7.1 folder. Thanks -
Helo won't stay at setfuel 0
JD Wang replied to JD Wang's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I would have thought using setfuel 0 in a vehicle's waypoint would make it local to the vehicle? The bit that really confuses me about this though is why it works the first time, but not the second, and why when it lands the second time does it suddenly seem to disregard it's waypoints and seem to have a mind of it's own. Although I have to admit I'm still getting used to what commands need to be run where. -
I have this little game mechanic where players can walk up to a billboard and spawn a landrover. Once they do that a Chinook at the base spools up, flys off, picks it up and returns it to the base (about a 10 min turnaround) The guys in my group like it for the extra "immersion" Now to set this up was simple. I have the chinook sitting on the pad with a slingload waypoint over the marker where the landrover spawns, then an unhook waypoint back at the airfield, a land waypoint and a cycle so it does it all over again. I then take all the fuel out of the chopper so it doesn't take off. Whenever a player spawns a vehicle I simply cargoLift1 setFuel 1; Then in the land waypoint activation I put the command cargoLift1 setFuel 0; so it lands and turns it's engine off rather than continuing the loop. It works great... the first time. But the second time you spawn something the chopper delivers it, lands starts to wind down and then seemingly gets fuel from nowhere takes off again and flys somewhere completely different. Any ideas why the second time around that loops it doesn't stay with 0 fuel, and then why it seemingly disobeys it's waypoints the second time and fly's off to do it's own thing. The only AI mod running is ALiVE, but I've been told that shouldn't cause the issue.
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I had this note tucked away, I think I found it either here or in the ALiVE forums
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Could also be affecting the ambience module too as I don't see any civies driving around anymore :(
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I appear to be having civilian issues as well, but with CUP Takistani's that I've turn civilian. I've just dropped one in the editor, checked the config viewer and the side is definitely set to 3. ALiVE seems to spawn the correctly etc, I just don't get the action to interact when I go up to them.
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Hey EricJ thanks for all the work you put in on your mods. I was planning to use your Taliban units for an upcoming ALiVE mission for our group, but the version on the workshop doesn't have a key with it so we can't use it on our server. It has the bisign, just no bikey. Is there any chance you have one available? Cheers
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This is something that I've been looking for for a while now. ARMA has working fuel station and fuel trucks, ACE have a refueling system and it's all practically a useless because vehicles just don't use fuel fast enough for it to be an issue. Thank you, I look forward to trying this out. Is it possible to have a script version for mission makers who don't want to add more addons to their missions? Or is that not really practical?
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[WIP] Terrain Diyala province Iraq
JD Wang replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have to admit I haven't tried with the recent map update, but right from the start, no matter how I set this up for ALiVE I only see about 6 civilians spawning at any one time :( -
[WIP] Terrain Diyala province Iraq
JD Wang replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My favourite map, and one of the best looking around. Just wish I knew why it didn't work so well with ALiVE. Someone said it could be the Jbad buildings, but just not enough units (civilians) spawn for it to work with a proper insurgency mission -
RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's always amazed me that with a mod as in depth and high quality as this, there's always someone complaining about the smallest of details as if they were game breaking bugs.- 16577 replies
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Just been doing some testing, and they look really amazing , however the middle eastern militia at least could use a bit more randomization (or maybe groups I'm not sure how it all works exactly) Basically every group that spawns seems to have exactly a warlord, guerilla with rpg, a bomber, and a guerilla with a lee enfield. Maybe you could add another 4 man group with different makeup, and maybe a 6 man team just for variety? Also personally I think you should ditch the cap on the warlord and give the guy some more appropriate headgear (or none at all) I know with the ORBAT creator in ALiVE I'll be able to make up my own, but it would still be great to have something perfect right out of the box. All in all it's shaping up to be a great OPFOR pack, and I'm really excited to see you develop it more, thank you, and keep up the great work guys!!
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R3F Advance Logistics [Unofficial] [ACE3] - BETA
JD Wang replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks great, definitely going to be using this once the ALiVE persistence is in -
Real Light - ReShade Preset by Solano
JD Wang replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Solano, just tried this for the first time last night as I took my new GTX 1080 for a spin haha, your preset is amazing, and really brings the Tanoa jungles to life. Thanks for your work. Any chance when the CUP guys have finished with CUP terrains you could have a crack at a preset for those? -
DynaSound - A sound mod by LAxemann (Release)
JD Wang replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
See in my ideal fantasy world they would then release a sound pack with the mod. That way if I'm running SMA and RHS I don't end up with 2 different sounding M4's for instance, and have a consistency in the sound across all weapons. I realise this is totally unrealistic and would cause a lot more work for addon makers, but a guy can dream :P -
DynaSound - A sound mod by LAxemann (Release)
JD Wang replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I honestly wish all weapon addon makers would just configure their weapons to use vanilla sounds. That way those who prefer JSRS for instance could use that and those of us who prefer LAxemanns sounds could use those. -
Just want to say thanks to the 3CB guys for not just for the great units/equipment/weapons/vehicles, but also for the commitment to making sure it all works with ALiVE. I know it's mostly because you guys use ALiVE, but I think we all appreciate having such high quality packs that have been developed with ALiVE compatability in mind.
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RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Better yet I think there's an ACE RHS compatability addon on the workshop. That way you don't have to move files back and forth depending on if you're using RHS or not, just simply load the compatability addon.- 16577 replies
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[FEEDBACK] Do you use BIS_fnc_xxxxx functions? If you do....
JD Wang replied to killzone_kid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For purely selfish reason I've always thought BIS_fnc_buildingPositions would be even better if it differentiated between inside (with a roof and enclosing walls) and outside (balconies etc) Most of the time I use that function it's to place a unit inside a building, hidden in cover etc, but having them standing out on a balcony, or on a porch, or even under the roof at the petrol stations doesn't quite do the job. Sure I get why they're building positions, but it would be great to be able to exclude any that aren't enclosed.