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JD Wang

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Everything posted by JD Wang

  1. There's probably a really easy answer to this but I'm going out of my mind trying to work out how to get all the keybinds and mouse settings to apply when I test a mission in the world editor. Even something as simple as having the mouse inverted. I found a tick box under Options >> Input Device User Settings and also under Options >> Workbench >> Invert mouse, both of which I have ticked, and it's still not inverted when I play from the World Editor What am I doing wrong (or simply not doing as the case may be) Can I import my keybinds from Reforger into the workbench somehow?
  2. I still don't get why workbench doesn't reference the same keybind config file Reforger uses though
  3. I've only just dipped my toe into editing so far, so excuse me if these have already been addressed. Also understand I'm coming at this as the mission maker for a "chillsim" style community that likes to play a lot of immersive missions. Also there may be mods that already do these things, but personally I think they really need to be in the base game. The first thing I think is desperately missing is the ability to assign yourself a face/identity. Especially with mods like Jove's awesome ToH characters it's always cool in Arma to be able to log in a identify people based on their characters face being the same week in week out. My next thing would be very similar in that I can't seem to see a way to set an AI identity. If the players are looking for an HVT or something, being able to ID that AI by name/appearance is almost essential. I also seem to be missing the ability to have set roles for players, at the moment it seems like when you join you can select roles which is great for the public "arcadey" style of gameplay that I'm stoked BI are embracing because it will bring more casual player in, but I really missing having slots in a defined player squad, and an arsenal that only shows the gear for the specific role that you slotted into. It makes getting a mission underway quicker if when I open the arsenal, I only see the Team Leader gear for instance, and don't have to wade through all the medics equipment, or have machine guns cluttering up the arsenal. Again there may be mods that take care of these things, and I know the milsim style missions are somewhat niche, but it would be great to see these sorts of things baked into Reforger, or more likely Arma 4
  4. Thankfully Blackheart_Six came to the rescue so for anyone who needs this information in the future when you're testing the mission SHIFT+ESC will bring up the game menu so you can change your keybinds and settings etc
  5. I would like the ability, maybe in the workbench, maybe as a mod, to make the map local to the player and with some sort of option to share markers. We had a mod for this in Arma 3 and it was great. No more placing a marker and having it magically appear on someone's map 10km away, instead you communicated via the radio using grids
  6. Yeah I do this all the time using the yellow helper spheres. Just add the ACE interaction code the the helper sphere, make it invisible and there you have an interaction you can place anywhere. You could even use attachTo to attach the sphere to another object if you needed it to move for some reason.
  7. Looks great, I don't know if it's too late but can I make 1 small request. I ❤️ Lingor, it's one of the all time great maps, but the one thing it's lacking is any depth in the water. If it's at all possible could you consider making the underwater parts of this map deeper. Diving tends to get overlooked in Arma and I think it's because a lot of maps just don't have the deeper underwater areas that Altis has. Thanks again for all your work
  8. Some way to combine this with the RID mod would be amazing
  9. This looks great, thank you for your work
  10. JD Wang

    3CB Factions

    Appreciate it, we use GRAD_Civs for our civilian population and I tried adding beards from the VSM beards mod but of course then it gets overwritten by the 3CB randomization. I could turn that off but I'm going for more variation not less 😂 Thanks again
  11. JD Wang

    3CB Factions

    Hey evrik, any chance we'll see some beards for our middle eastern adversaries? Maybe even the round glasses from A2? They're both perfect for creating an old wise elder for the players to glean intel from 😂 I will admit it's the one small thing I miss from other faction mods.
  12. Cool that makes a ton of sense, I'm glad you've given it thought.
  13. Do you have plans to have an airbase on the map, or any sort of pre-constructed FOB? If so can I please ask that it be right on the edge of the map, away from the city. The one complaint I have with Zargabad as a map was the airfield being right at the edge of the city. Same with another of my favourite maps, Diyala, it's a great map, but having the airbase right in the middle makes it terrible to base out of. Honestly I wish I'd never seen this thread, the map looks too good and I don't like having to be patient 🤣 Keep up the amazing work
  14. Are you planning a WIP/preview build or just waiting until it's complete before releasing it on the workshop?
  15. Wow this is exactly the sort of map I've been wanting for a while now, similar to Zargabad in that it's focused on a main city, but then so much more. Thank you for all the work you're putting into this, it looks incredible and I can't wait to start building missions on it ❤️
  16. JD Wang

    POOK SAM PACK (May 2022)

    I honestly think the easiest way is to not have them as Civ_F and instead make your own Civilian faction Civ_Pook That way no system will use them by default and if mission makers want to add it then they can, because as I said it's not just an ALiVE issue.
  17. JD Wang

    POOK SAM PACK (May 2022)

    It's NOT an ALiVE problem, because the same thing would happen with the BI civilian presence system or any other system that spawns based off unit faction. I would argue that the problem comes from making an armed AAF unit part of the civilian faction. As I said if you had made them own faction instead of Civ_F it wouldn't be an issue because it would only spawn and run code when we specifically spawned that faction. Any spawning system that relies on the units faction is going to have the same problem, random armed AFF units spawning and shooting players, along with running your radar code every time it does so.
  18. JD Wang

    POOK SAM PACK (May 2022)

    Again because they're faction Civ_F when you use that for ALiVE (or any other mod that spawn units based off of factions) you end up with these random AAF dudes mixed in with what should be civilians, and then because they're armed they start shooting at the players. And the more I think about it, the more I believe this was also responsible for the massive lag spike we were dealing with when the players moved into a populated area. ALiVE spawns the civilians (which includes your MAP Radome AI spawner units because they're also Civ_F) and that in turn runs your radar code for every one of your Radome guys it's spawned. I guess that's the crux of the problem. If I had to manually place them on the map that would be fine, but because you have them set as the base Civilian Faction (Civ_F) any faction based spawner will spawn them when I don't want them. If you made them your own civilian faction (Civ_Pook for instance) then I could add them when I wanted, not have them spawn with all the vanilla civilians
  19. JD Wang

    POOK SAM PACK (May 2022)

    Ok cool, but is there any way to stop this? Because having random AAF soldiers (who will shoot the players) spawn in with the rest of the civilians even when I'm not using any SAM sites but just have the mod in our mod pack, is a little frustrating. Like is there a way to turn all automated spawning off? Thanks again
  20. JD Wang

    POOK SAM PACK (May 2022)

    Just ran a zeus mission for the first time with your SAM pack in our modpack. I normally use ALiVE just to populate areas with civilians, and I noticed one named MAP Radome AI spawner who was an AAF unit showing as a civilian and he started lighting up the players. I'm guessing from the Radome that this comes from your mod? Is there any way to stop this from happening? Thanks for all the work you put into these mods by the way ❤️
  21. Whats the init code I can use to fold the wings?
  22. You don't have to sync the AI with the module. Just group all the units into one layer, then in the show/hide module it allows you to select a layer to show/hide. Layers are just so handy more people need to use them.
  23. JD Wang

    PMC Ukraine Kharkiv

    Fair enough, seems a little counter intuitive, but I don't make the rules 😁
  24. JD Wang

    PMC Ukraine Kharkiv

    If these maps are all WIP as suggested then why are they in Addons & Mods: Complete rather than Addons & Mods: Discussion with all the other WIP mods/maps?
  25. JD Wang

    ToH Characters

    One of the reasons I posted my thanks earlier was because of the variety in faces you see when dealing with civilians, and now you go and do this!!! 😲
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