Timberhawk
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Timberhawk replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hello, I'm having some trouble getting ACE interaction inheritance to work, could someone help me out? basically what I'm trying to do is build an alternative pylon changing system for which I need the menu to first show a list of pylons, followed by a list of weapons appropriate for said pylon, but I can't seem to figure out how to do "double inheritance", like with children actions having grandchildren actions. does anyone have an example of something like that I can take a look at to see what I'm doing wrong? -
hey, loving the mod, sailing around Tanoa is extremely satisfying once you get the hang of things. however, I wonder if someone can give me some pointers on tacking into the wind? I always seem to end up in irons with the ship not turning anywhere, until it actually starts sailing backwards . . . also, what exactly does the Tops'l yard halliard do? example: how does one get out of the harbour of Harcourt on Tanoa with a southern wind?
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List of all hidden texture inits
Timberhawk replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey, could you help me out? I'd like to expand the range of AAF uniforms, but I have some trouble getting AAF digital pants on the tanktop model and the like. I'd also like to know if it's possible to remove/untexture the bandage on the guerilla garment (a recent update said it now had a seperate hiddentextureselection but I'm not quite sure how that works) and how does one figure out what textures and selections a uniform uses from the config viewer? thank you- 196 replies
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automatically running a script on spawned units, after the game has started.
Timberhawk posted a topic in ARMA 3 - ZEUS EDITING
ok, so here's the outline of my conundrum: - introduce gaming community X - community X focuses on zeus-run missions - X has a coder Y who made templates for all maps in order to organize the start of zeus missions. - a majority of X, like many others, are of the opinion that Arma's vanilla style is "too futuristic". - member Z completely disagrees with this assessment, and enjoys running missions set in Arma's 2035 setting. - Z recognizes that one of the prime factors of the disagreement with X are the aesthetics of the equipment used by the main OPFOR faction CSAT. - Bohemia introduced a BDU styled uniform in arid hex camouflage with the tacops DLC, which is more in line with the desired appearance of OPFOR factions by X. - additionally, the modset of X includes several mods that introduce pieces of equipment that go well with an arid hex BDU. - Z wishes to meet the members of X halfway. - creation of a script to change the loadout of a unit falls within the scope of Z's coding abilities. - Z hopes to find a way to automatically run a script on each CSAT unit included in a list of units, including units like crewmen but excluding units like snipers, officers and divers, upon spawning by the curator. - creation of a script to run a script automatically on each spawned unit does not fall within scope of Z's coding abilities. - coder Y is to be at best considered uncooperative. - Z does not have the ability to change X's modset to include more factions. - X uses a system created by Y that forces players that wish to play on their server to run the modset of X, with only Y-approved additional client-side mods. - Z does not have the ability to change the template used to start zeus missions, as such this idea needs to be able to be implemented when the game has already started. - however, X does run the Ares/Achilles mod, which introduces an execute code module M, which Z hopes will allow him to add an event handler. - M features the ability to run a script in a local, server, global, and global + JIP environment. - Timberhawk, who shares Z's fondness of the 2035 setting, wishes to help, and at the same time create a script that can be adapted to adjust the loadouts and other parameters of any spawned unit in the game by way of code, allowing the zeuses of X unprecedented freedom to come up with new styles of factions using the myriad pieces of clothing and equipment present in X's modset. - however, the scope of my coding abilities is about as limited as that of Z. I really hope someone can help me make this a reality; as you can see if this can be pulled off the possibilities are endless.- 1 reply
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for the last month I've been running into a problem which makes Arma litterally unplayable for me; every time I try to start the game, within 10 seconds of arriving at the main menu, the game crashes with the following error: DX11 error : buffer map failed : DXGI_ERROR_DEVICE_REMOVED on occassion this not only crashes the game, but has also resulted in a full blue screen crash of my laptop. I'm starting to get quite desperate, and I'm hoping someone here could help me out. I've already tried a number of things, including but not limited to: updating my drivers, downgrading my drivers, updating my BIOS, running arma without mods, installing the dev branch, completely erasing and redownloading Arma on steam, completely reinstalling windows 10. and these are my system specifications: Operating System Windows 10 Home 64-bit CPU Intel Core i7 6700HQ @ 2.60GHz Skylake 14nm Technology RAM 8.00GB Dual-Channel Unknown @ 1064MHz (15-15-15-36) Motherboard ASUSTeK COMPUTER INC. GL552VW (U3E1) Graphics Generic PnP Monitor (1920x1080@60Hz) Intel HD Graphics 530 (ASUStek Computer Inc) 2047MB NVIDIA GeForce GTX 960M (ASUStek Computer Inc) ForceWare version: 391.01 SLI Disabled Storage 931GB Hitachi HGST HTS721010A9E630 (SATA) 931GB Western Digital WD My Passport 0748 USB Device (USB (SATA)) Optical Drives HL-DT-ST DVDRAM GUE1N Audio Conexant SmartAudio HD if anyone needs any more information to get to the bottom of this problem please let me know. thanks for you help.