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About RCA3

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    Gunnery Sergeant

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  1. You'll only get lucky going on Discord and ask Dedmen or Killzone Kid for it for the next update (circa 6 months).
  2. How about using WaypointComplete EH, and as soon that triggers, you know the next WP was activated, unless there's a timeout but you can check the waypointTimeout/waypointTimeoutCurrent through the EH _waypointIndex?
  3. Engima's work is available at his site: https://typesqf.azurewebsites.net/cpack/details/Engima.Traffic It might need TypeSQF installed.
  4. Replace all instances of _introHandle with introHandle (making it a global variable inside missionNamespace therefore available across the mission, including inside your EH).
  5. Inside your <Arma 3 folder>\Missions or \MPMissions Open it with PBO Manager: https://github.com/winseros/pboman3 (I don't use this version personally but you can Google another). Extract to your work folder (usually <your windows profile>\documents\Arma 3 - Other Profiles\<profile>
  6. Anyone happen to have this addon?
  7. You are supposed to disable/uninstall one drive. Try this link: https://support.microsoft.com/en-us/office/turn-off-disable-or-uninstall-onedrive-f32a17ce-3336-40fe-9c38-6efb09f944b0
  8. RCA3

    Connection Issue with EVERY server

    https://arma3.com/requirements See on this page if you have the mentioned software installed.
  9. Fix this part first, add the name of the addon you are changing. Get the name with activatedAddons. Functions is irrelevant btw. requiredAddons[] = { "A3_Functions_F" };
  10. Clearly people responsible for the tools are not reading this, EO. Just post this link on discord's #arma3_tools_makers 😁 They come out with the heat!
  11. class DefaultEventhandlers; class CfgVehicles { class Man; class CAManBase: Man { class EventHandlers: DefaultEventhandlers { class zyl_setUnitTrait { init = "(_this select 0) setUnitTrait ['camouflageCoef', 0.5]"; }; }; }; }; If you put this into your config.cpp should be enough. Scratch CfgFunctions.hpp and MyScript.sqf.
  12. RCA3


    v1.2 HDR UE5 V7 Tweaked: New HDR tone mapping based of UE5. Source: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/ColorGrading/ Added: Config to increase AI night seeing capability Lighting 0.29.5 Tweaked: Diffuse colors redone with another Kelvin tool. Source: https://academo.org/demos/colour-temperature-relationship/ Tweaked: Whiter sky around sun at sunset/sunrise Tweaked: Longer blue skies at dusk/dawn Tweaked: Yellow clouds before going pink and darker clouds at overcast states Tweaked: Reviewed alphas (light intensity) and apertures all around Added: Reduced haze Very excited about the new HDR. Use that pbo only if you don't want my lighting tweaks 😛 Updated first post with the pictures comparison. Have a good summer, everyone! ☀️ 🏖️🌴 PS. A great paper on tone mapping if you're interested: http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
  13. Try that, while {sleep 5; true} do{ { if ({alive _x} count crew _x < 1) then { deleteVehicleCrew _x; deleteVehicle _x; }; }forEach (nearestObjects [player,["Air"],14000]) };
  14. @redarmy, @Larrow, Using Larrow's structure I rebuilt it with cfgFunctions and description.ext as suggested. There's no loops anymore but on the down side groups detected while High Command bar is showing don't auto hide, otherwise it runs like a charm 😁 i.e no 3D (once you open/close HC bar or map) and only on 2D. Cheers Larrow! (Redarmy, can you please unquote me from your posts above, it's extending the thread unnecessarily. Thank you). Demo mission: https://drive.google.com/file/d/1sqKJmFKQVl-7n7FM-K06-bkXXkNYUAPa/view?usp=share_link
  15. It appears that BIS_MARTA_mainscope getvariable "enemygroups"; resets itself often (see edit above), so we can't plainly setvariable "MARTA_hide" a copy of it. @redarmy, see if this suits you. Replace the previous script I gave you. This was the best result I could find: