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honger

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About honger

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  1. RADICAL INSURGENCY An After East Wind Scenario Few hours ago, Greek and Altian special forces conducted a joint assault operation on Agon positions south of Pyrgos, around the village of Ekali. Unfortunately a massive counterattack from Chalkeia forced them to retreat by a CH-67 Huron transport helicopter. During exfiltration, it was shot down by a hidden anti-air emplacement and fell down deep in the Agon-controlled territory. Situation overview Hellenic Armed Forces and NAA had to cancel all aerial operations on this side of the island. Later that day Agon insurgents — possibly supported by Western Altian Militia cells — launched an attack on village of Faronaki with a goal of breaking through to Pyrgos. Because of this, most HAF and NAA troops were moved back to the city and the Greeks denied any close-air-support until the threat would be eliminated. NAA Command decided to move a handful of soldiers out of the Pyrgos garrison to help recovering any surviving members of the Greek special forces from the crashed helicopter and to eliminate the anti-air weaponry. Radical Insurgency This is a sequel to my Up and Gone scenario (but playing it is not required), set in After East Wind universe. Singleplayer infantry-focused scenario for ~60 minutes of playing featuring night combat and light usage of the High Command system. Voice acting done by me using voice cloning, I tried to sound like an English-speaking Greek but ended up with something reminiscent of the Polish operator from Thunder Tier One lol. Dependencies CBA 3; AEW | After East Wind; AEW | 2040 North African Campaign; AEW | Western Sahara Supplement; O&T Expansion Eden; Western Sahara Creator DLC (or compatibility data mod). Downloads Steam Workshop Google Drive MediaFire Screenshots
  2. To my knowledge you sign just the PBO files, not whole mods, so from a technical standpoint if keys are in a separate modification but they are pointing to right PBO archives it should work. Signing a PBO doesn't seem like something breaking the TOS as you are not modifying or reuploading the original files, but it wouldn't hurt if you asked the dev. If you try this method and having keys in a separate mod works, please let me know
  3. This is a known bug that existed before and with the recent update to 2.18 it began to be even worse. According to the devs they are working on a hotfix, so there's not much you can do besides waiting. If you want, you could try switching from the main branch of Arma 3 to performance/profiling one which you can do through right-clicking Arma 3 on Steam, selecting Properties -> Beta and choosing the profiling branch. When a hotfix comes, it will be released on the profiling branch first, then on the stable.
  4. July 31, 2009. Chernarussian Defence Forces are preparing for a counterattack against insurgents allegedly led by Gregori "Akula" Lopotev. Step into shoes of a commander for Operation Hydra and repel the enemy from your Motherland. Situation overview Four days ago, on July 27, information spread about unidentified paramilitary groups taking over homes and shops, and opening fire on both law enforcement and military personnel, as well as civilians, in the northern parts of South Zagoria. Military intelligence has preliminarily identified these individuals as mercenaries of Gregori "Akula" Lopotev, the leader of the workers' strike that took place 10 years ago in this region. Within four days, they managed to seize control of Pobeda Dam, as well as the towns of Gvozdno and Petrovka, located near military airfields. Local police and Citizen's Militia forces were able to hold the status quo for four days, until reinforcements from the western part of the country arrived in the form of the Territorial Defense Forces, a new formation proclaimed by the government earlier this year. Although the reason for the rebels' aggression against their fellow people is still unknown, and Lopotev (or whoever is claiming to be him) has yet to issue any statement, the threat to civilian and military bases security required an immediate response before the wave of attacks would spread to the rest of the region, or even the rest of the country. The military leadership of Chernarussian Defence Forces decided to commence Operation Hydra, a joint military operation of TDF and CDF meant for striking quickly and simultaneously on the rebels and reclaiming the contested lands. Operation Hydra Prologue and first mission of the "Red Horizon" campaign ("Red Harvest" campaign but United States were late with backup, recreated as an Arma 3 RTS), which I am working on. The scenario is loosely inspired by events that took place a month before the September Crisis—the first attack by the ChDKZ under Lopotev's command on the Chernarussian armed forces and its government. This is a real-time strategy mission created using the Zeus Wargame mod by jacktheviper. As the commander of Operation Hydra, the player will participate in three phases aimed at recapturing lost territory. The average time to complete the scenario is around 70 minutes. Due to the number of AIs, frame drops may be noticeable, so I encourage limiting the number of mods loaded with the mission and reducing the view distance to something more manageable. Dependencies CBA_A3; CUP Weapons; CUP Units; CUP Vehicles; [CUP] Chernarussian Factions Remastered; CUP Terrains - Core; CUP Terrains - Maps; ZEUS WARGAME [test build] Downloads Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3343569472 Google Drive - https://drive.google.com/file/d/11Dre_Ekrb2pDUrQyrsHAeH5_JtnuJbzI/view?usp=drive_link MediaFire - https://www.mediafire.com/file/zz1r8mvwnpfu4kn/%5BSP%5D20Hydra20Zeus_Wargame.chernarus_summer.pbo/file Screenshots
  5. "Gemini_fnc_holdActionAdd" Where do you define this? If you're using a BIS function, it stays with a BIS_ prefix because that's the whole function name.
  6. Signed it up a week ago or so. Sounds like it would be institutional abandonware except completely legal now. I'm all in. And I'm all for seeing Ubisoft being kicked in their asses for the shitty job they do to take games away from people who bought them, like the infamous The Crew singleplayer lock. Hopefully if SKG's initiative becomes a rule, it will be applied retroactively too.
  7. Sorry for digging up an old thread but I am seeking guidance. How can I go about halting the Dynamic Ambient loops? I am making a mission in which certain sections are supposed to have specific tracks played. From what I gathered by looking at your pastebin snippets, neither loops nor EH seem to have any form of a "toggling" variable. Force-playing track also seems to be not the best idea as the EH will fade it out if in specific circumstances.
  8. Co? Może masz w przeglądarce wtyczkę (albo opcja jest domyślnie włączona, jak np. w Chrome), która tłumaczy ci forum z angielskiego na polski i przy okazji przekłada sam polski "na nowo". Swoją drogą, forum jest po angielsku i korzystają z niego nie tylko Polacy, to wypadałoby pisać też w ingliszu, możesz wrzucić sobie w tłumacza żeby się nie męczyć. Zresztą od zgłaszania problemów są prywatne wiadomości do moderatorów, tutaj tylko spamujesz.
  9. It's coming in April according to the IB's teaser video:
  10. honger

    Ravage

    Ravage seems to be removing environmental sounds from the Chernarus 2035 map, any ideas why would this mod do that and how to fix this? On it's own the terrain works perfectly fine, once Ravage is added - with or without needed modules - every ambient sound except footsteps is gone.
  11. I'm trying to display a rather long paragraph on screen during mission intro. I'd like to maintain the typing effect during it, so I tried BIS_fnc_typeText and BIS_fnc_typeText2. Unfortunately BIS_fnc_typeText2 has an artificial and, to my little knowledge, hidden/obscured character limit causing lines to not show up on screen after a certain amount of characters has been displayed, no matter how short each string would be. I decided to use BIS_fnc_TypeText instead, but it also has a culprit I don't know how to bypass, and it's the width limit being of about half of the screen. Don't know if it has to do something with safeZoneX/Y or pixelGrid, but the width is rather small and a lot of space is ultimately wasted. How can I increase the width of text displayed in this function (other than making the structured text's size smaller)? Below is simplified code of intro I'm making:
  12. honger

    Scenario outro?

    Bumping this up in case someone knows an actual, proper way of executing the outro phase. As of now I set my scenario(s) in following way intro phase with code executed through initIntro.sqf (Arma 3 reads it automatically) the playable scenario part with init.sqf for startup code (obviously) outro phase with any unit/object placed and code in its init field: execVM "outro.sqf" I found somewhere deep in webs that Arma is supposed to run outro through initOutro.sqf but it probably is obsolete ever since the Outro phase has been split into Win and Loose. Good thing that initIntro.sqf is not checked twice (at least I think so? Not sure how to verify this) for Intro and Outro phases.
  13. Should've made it public 🤠
  14. honger

    problems with aws

    Don't load them together. Instead, check if the canopy is still there with either Aegis or FIR mods and then contact their authors to fix this. Delving into vehicle config is a time-consuming process, especially if your coding knowledge is basic.
  15. Because your RemoveEventHandler syntax is wrong. You have a _group param, so you should write _group removeEventHandler [...], not _garrGRPB.
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