canadian1337
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Posts posted by canadian1337
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5 hours ago, major_barnes1987 said:medical and explosives+singleplayer because i think it's alredy been discussed far too many times
Would you mind telling us about those discussed issues?
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Looks very cool! The steam workshop link is incorrect tho 😛.
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Hey guys! Have you considered splitting the Utility pack into drones and airplanes?
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Resolved. No setup needed on the A3 server side, only needed to add A Name via my domain provider.
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Hi guys!
Not sure if I should ask this question here but here we go:
I'd like to connect to my Arma 3 server (Ubuntu) via a custom address instead of IP:PORT. Something like arma.domain.com. Is there anything I should do on the Arma server side?
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3 hours ago, PuFu said:i got to quoting myself...
That's the first sign of being famous.- 4
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1 hour ago, gc8 said:Shouldn't the Valkyries already be defined in CfgMusic by unsung mod?
I think it's defined in CfgSounds so the 3d sound could work properly.- 2
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23 hours ago, Harzach said:I should mention that I have tried every key command related to weapon switching. No other mods loaded.
I'm quite sure that Redphoenix meant the F key :P
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Lovely map, defo one of the best. Keep it up :)
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As far as I know - it is not possible. The only workaround is using markers to cover them up.
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14 hours ago, thebuckfastwine said:I just read what he said in reply to you FM and it seems we are dealing with an imature child that has just learned some new swear words with no respect for anyone or their work.
Sadly steam workshop does nothing in such cases
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58 minutes ago, SuicideKing said:That has been my experience too, with the function.
According to @pierre MGI on the BI WIKI comments.. https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
if (local this) then {[this,"SIT2"] call BIS_fnc_ambientAnim} // OK, best way
I don't know if it works on a dedicated server, but pierre MGI says it works on a self hosted server, presumably for remote clients as well.
For some reason it didn't work for me in SP so I took the other option also listed by pierre. -
Thanks R3vo, will take a look into Polpox's code.
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A lil bit of an update.
Tried to make a use of get/setPos and get/setDir. Only worked on 1 of the AI, the rest teleported :/.
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Long story short - BIS_fnc_ambientAnim works fine in a SP preview. The animation is played properly etc.
When I tried playing the mission on a dedicated server the same AI started to change their positions (teleport) by about 4-5 meters from their original place or sometimes just change the direction they had earlier faced.An example of what happens:
Spoiler
Each medic should face the wounded.
The way I'm calling the ambientAnim:this disableAI "ALL"; if (isServer) then { [[medic_anim,"KNEEL_TREAT", "FULL"],BIS_fnc_ambientAnim ] remoteExec ["call"] };
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Thats going to be my proudest fap
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Thanks, will give it a try when I'm back home.
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28 minutes ago, pognivet said:snip
Same happens to me.
On the other hand - 32 bit launcher seems stable while playing Da Krong.
I remember that after using one of the avaiable memory allocators the crashes started to appear less often.
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Is there a way to do it? I know how to disable the fall damage without the ACE3 damage handlers (vanilla Arma 3) but I have no idea how to implement it with ACE3 in the mod set :s
Not entirely sure but this function could be useful:Arguments: 0: vehicle that it will be attached to (player or vehicle) <OBJECT> 1: Effect Name <STRING> 2: Unique Reason ID <STRING> 3: Is Set (true adds/false removes) <BOOL> Return Value: None Example: [player, "setCaptive", "reason1", true] call ace_common_fnc_statusEffect_set
Any help appreciated :)
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3 hours ago, charliereddog said:We are using a HC because we are using a lot of units. (200+ east groups and 100+independent groups.) The code for migrating to HC is our own clan specific so I can't comment on other set ups etc. It's entirely possible that the issue is down to what you say, however I'm not convinced it is because DAC functions perfectly for a while before falling over. However there is nothing in the rpts to indicate any errors (except a DAC marker error which seems meaningless) nor any obvious link.
Sad to say but I suspect I'm going to have to write my own basic DAC. I can't wade through 160 odd uncommented and undocumented sqf to try to work out what the problems could be. I'm just not that competent.
I'm pretty sure that DAC has its own documentation. Both for the addon and scripted version. It may not include the specific information for each .sqf but who knows - maybe the answer is still there.
And yeah, you are right - DAC is sadly oudated since it more of a port from Arma 2. A lot of functions changed, a lot of them were added etc.
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I really like the fact that despite working on the Desert Rats update you guys release some minor ones that still bring a lot of goodies to the WW2 Armaversum. Is there a "buy a keg of beer" button hidden somewhere?
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Yeah, I did check the parameters but they were a lil bit unclear to me (probably because I'd rather see examples than pure documentation).
So it would go like (?):this addEventHandler ["GetIn", {_unit = _this select 0,"driver",heli_name}];
I'm kind of not used to the topic of event handlers so I'm not sure where to put in the:
_unit additem "NVGoggles";_unit assignitem "NVGoggles";
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Depends. I don't think that ACE was ever designed to be compatible with the campaign.