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About LSValmont

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  1. I some BF games you can and in others you can't...
  2. Point 8 It is actually happening a lot sooner than expected: 😅
  3. LSValmont


    Jarvis/Vision is that you!? Congrats on the release @haleks! These look amazing.
  4. LSValmont

    [GUI] Layout Manager

    That is great to know! Out of all the possible uses of this tool that one is the best by far, no need to export to something that is quite unwieldy. I have a working GUI in config format and want to do the same but on your GUI solution. I was wondering if you could help me on that regard and I can contact you on discord if you can.
  5. LSValmont

    Unlocked Uniforms

    Actually this topic was a hot debate just a couple days ago on the Arma 3 Discord Server so this discussion is not necro at all. Besides, players shouldn't be forced to download a whole mod just because devs refuse to do a minor config change to completely fix the issue.
  6. LSValmont

    Unlocked Uniforms

    I can't believe the BI devs haven't implemented something like this officially even after all these years. Locking uniforms only causes issues for players, modders and mission makers alike, and there could be scripted ways to enforce locked uniforms rather than the mandatory and arbitrary system in use today. Not having unlocked uniforms by default certainly undermines the SANDBOX nature of Arma 3. This feature has been asked literarily countless times but to no avail for some weird and unexplained reason.
  7. LSValmont

    [GUI] Layout Manager

    I am pretty sure I was not the first but perhaps I tested it more than anyone else 😉 I was wandering a few minor things: A-) This tool was meant as a fully scripted (.sqf) way to implement GUIs (a replacement to the current Arma 3 system) or B-) This is rather a tool (complement to the current Arma 3 system) to make it easier for the mission makers to get their GUI template like they want and then export it to regular GUI format (.hpp). I am asking because I have modified your example .sqf and test.sqf exactly like I wanted but don't know how to export it or how to customize each button etc. Once I have the template the way I want it how I am supposed to continue the customization?
  8. Aren't you removing the Ai's main weapon too? I mean yes, the Ai looks like it holstered its weapon but in reality when the ai unholsters it does so with its sidearm instead of his primary weapon (Which was deleted).
  9. LSValmont

    [GUI] Layout Manager

    I've been experimenting with this and God I wish we could've gotten this years ago but then again better late than never so thank you @Sparker! Additionally I would like to report that I've been getting this one error when running both example.sqf and test.sqf with [] execVM "tests\test.sqf"; from the console. Image: https://ibb.co/r6Yhf2s
  10. LSValmont

    Arma 3 Units - Feedback thread

    If this is not going to be maintained then it better be removed completely from the game. Otherwise It will cause many issues down the line for when Arma 3 reaches End of Life.
  11. UPDATE: AAN later sold DOGG-0, which was acquired by DICE, repainted, armed and then featured in the first Battlefield 2042 trailer.
  12. Hey @goko--! Just wanted to say that I am a fan of your work and I admire your talent. I think your approach to scripting, modding and coding is quite creative and certainly cleaner than most. Your contributions to the Arma community are very immersive and always bring something unique (Not previously done before). And believe me when I say that most of us here on the forums and around the Arma community have dealt with all kinds of scumbags, weirdos and simply undeserving people over the years too but.... If you come to think of it, those unwanted individuals are quite few in number if you compare to just how many people of the "Nice and good" kind are out there. My advice is: a bad person can come and try to steal your inner peace and hell even your work but... they will never steal your talent nor your good heart. And they will only harm you if you allow them to do so by thinking about them or interacting with them. Just remove all the negative people from your surroundings. Take all this as a lesson learned and from now on try to surround yourself with good people. It is not easy to judge a person until it is perhaps too late (the have already done some harm) but you will learn to identify and avoid such persons with practice and in time. Now heal your wounds, think about all the people who admire you and all those thankful for your contributions (Myself included). And forgive the poor soul that did you wrong because that poor lad is going to have a very hard time in life until he realizes that his current behavior will just keep pushing people away from him.
  13. Fixed for the next version! Thank you for the report! if (_nearTargets isNotEqualTo []) then { { if ( alive _x && !(isObjectHidden _x) && ((side group _DogOwner) getFriend (side group _x) < 0.6) && !(vehicle _x isKindOf "Animal") && isNull objectParent _x && !(lifeState _x isEqualTo "INCAPACITATED") && (isNil {_x getVariable "vIsVirtual"}) && ([_x, "VIEW"] checkVisibility [eyePos _dog, eyePos _x]) > 0 ) then { if (_x distance _dog < vDogSmellRange || ([_dogRunner, _x, -3] call BIS_fnc_isInFrontOf) || (_x isFlashlightOn (currentWeapon _x)) || (isLightOn _x)) then { 0 = _selectedTargets pushBack _x; _DogOwner knowsabout _x; }; }; } forEach _nearTargets; }; Additionally dogs now see enemies with their flashlights on better.
  14. LSValmont


    Actually that was a rushed work only meant for Haleks to give him some ideas for his upcoming improved ravage zombies. Since then I've updated the zombies and the dogs for a future full release with all the bells and whistles (plus lots of clean ups). Stay tuned!
  15. I just want to mention guys that I've completely rewritten the vDogs script in a much more optimized way. Additionally the vDogs now: - Can now hear gunshots and move to investigate if the sound came from inside their territory. - Can smell nearby enemies so even if they loose sight of their prey they can continue to pursue by following their smell. - Dogs attack damage is now physical rather than script based. That means that they can miss attacks and that their attacks can be diminished by vest protection etc. It also means that players can avoid the dogs damage by hiding behind cover while previously they couldn't. - Dogs can now follow and attack vehicles but will not do much damage to them. - Dogs now react to getting hit and will become aware of the attacker, reacting accordingly. - Patrol Dogs whose owner dies become Feral now instead of going passive. @sarogahtyp Regarding turning all the vDogs fncs into Bis Fncs their is not much benefit from it because those fncs are used perhaps once and turning them into BIS fncs will add an additional step for mission makers (editing their Description.ext) which may cause some additional confusion. So the less steps required to run the Script the better. The new version of vDogs will no longer be released as a stand alone but part of my upcoming vScripts Suite that will have many other features in place.