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Everything posted by honger
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Server dont starting!
honger replied to ZER0_Night's topic in Arma Reforger - Servers & Administration
prove* This game is not abandoned, it's being updated and issues are addressed every day, it's just the forums are rarely used now as the ARMA Discord server is the main communication channel now, and the Feedback Tracker is the official tool for posting feedback and reporting bugs or issues. And if you want to be helped instead of being treated like a furious child, try being polite and ask your questions on Discord/make a ticket in Feedback Tracker. -
Someone made a comment about that on Steam Workshop, so I'll address the issue here too, especially since now I am not the only one noticing this. For some reason, while the zombies are seen as hostile and being fired at only by OPFOR - immediately, BLUFOR and GREENFOR don't do that. They can call out the contacts and look at them, but they will not shoot until a unit within the group receives damage. It doesn't have to be damage dealt by the zombie itself, I could kill one guy as a person from hostile side and once they go into combat mode, they start recognizing zeds as enemies and open fire. I haven't made any reliable testing to verify if this is the same for the spawned agents and normally placed civilian-zombie group equally, but there definitely is a significant delay for non-OPFOR guys to open fire. Right now using non-OPFOR AI as a manner of defense does not make sense unless they are made invulnerable, otherwise most of them would die before opening fire. Could this be looked into in the nearest future?
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How to fix gcam without removing CBA?
honger replied to TopDogAssasin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's not CBA's fault because every other mod depending on it (and also is that old) simply works, it's just GCam being a piece of shitty code. If you want to fix it, either start the game in profiling branch with logs enabled to see where and what breaks and then remove or rewrite the pieces of shitty code. Of course to reupload this back on Steam you would have to get the original author's permission. Or what could be easier, just write it from scratch, you will have easier time understanding the code you write rather than spaghetti "leftovers". Or the easiest way, just wait until someone else makes the new version. -
Arma 3 crashing in game and when loading editor.
honger replied to Walid Samour's topic in ARMA 3 - TROUBLESHOOTING
This raport does not mean anything, you should provide a full RPT log generated by the game upon crash. Refer to the BIKI to see how to access it - https://community.bistudio.com/wiki/Crash_Files Make sure you're not using mods to exclude everything actually not related to the crash. If your game does not crash when running it totally vanilla, and only that RIS thing is the one being culprit, contact the mod author. -
Commandos from Orel 4 are assisting Czech levy en-masse that is under active attack of GCM rebels. During the exchange, special forces receive intel about a television centre crew taken hostage by the Germanic Confederation Movement...
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GCM insurgents managed to steal a significant number of military equipment during their last ambush, now all Orel units of Czech Armed Forces are on a hunt for these supplies - before rebels manage to exploit their advantage.
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Facing slow and insignificant progress in GCM-led skirmishes, the former German soldiers decide to carry out an ambush on the weapons convoy to tip the balance of power in their favor.
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Have you tried putting it into an while (true) loop? Just check how many seconds does this sound last so your loop doesn't overlap or anything, then after that playsound command put a "sleep XX" and replace XX with seconds.
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Issues with AI driver vehicle control
honger replied to The Zoteboat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the first one you can put either in vehicle's attributes (RMB -> Attributes -> Init field) or in init of your mission Attributes -> General (if it's multiplayer environment you should create an initPlayerLocal.sqf file in your mission folder (where your mission.sqm is) and put it there, since the setEffectiveCommander is executed locally -> per user). Not sure about 2nd one, in multiplayer it should be in initServer.sqf I guess, I'm a rather singleplayer-oriented person. If you end up using the 1st one, make sure to give the vehicle and its driver variable names, so the command actually works.- 10 replies
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- ai command
- vehicles
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(and 2 more)
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Are you playing with ambient occlusion enabled (it's called AO in graphic settings)? Try disabling it and see if that effect goes away. I am pretty sure that these props have some weird texture assigned and cause PiP to go semi-transparent and noisy.
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Issues with AI driver vehicle control
honger replied to The Zoteboat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried this command: https://community.bistudio.com/wiki/setEffectiveCommander? I used it to not allow player command an AI-driven vehicle from SOG while in front passenger sit and it worked. Alternatively you can just script your driving through https://community.bistudio.com/wiki/setDriveOnPath. This will make AI drive from marker to marker and should ignore user commands and FSMs.- 10 replies
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- ai command
- vehicles
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(and 2 more)
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A Czech checkpoint is attacked by suprisingly numerous groups of GCM militants. Orel 4 is sent as a quick reaction force to repel the assault and find out how the enemy managed to plan and execute such strategy.
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To learn more about the Germanic Confederation Movement and get a chance to disrupt their web of rebels, Czech commando team called Orel 4 is sent on a night time raid of multiple locations in Sumava region, to collect any plausible intel while exploiting own technological and procedure superiority.
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First video of playthrough series of Apollyon's singleplayer campaign, "Sudetenland". It's 2025, East and West Germany are still separated which causes a terrorist organization called Germanic Confederation Movement to emerge and conduct a bombing attack in Czech Republic. Now a giant military operation, Operation Husita, is being executed to drive out the inscrutable enemy from territory of Šumava and whole Republic.
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Overthrow and Antistasi are kinda derivatives of Liberation, however they focus on guerilla tactics and economy rather than pure brute tactics one exploits in Liberation.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
honger replied to Placebo's topic in ARMA 3 - GENERAL
Rachel S'Jet Mods: O&T Expansion Eden, Fifty Shades of Female, POLPOX Artwork Supporter -
Because the devs themselves cannot improve Arma 3's performance without rewriting core engine features (so essentially making a new game, and guess what, they created Enfusion because they can't do anything more with Real Virtuality, Reforger is using it and Arma 4 will be). In its current state, it is the same Real Virtuality environment that was used before and has been already improved as much as possible within the span of all Arma games (excluding Reforger ofc). If devs cannot boost game's performance then how do you expect a mod (that works on top of the game, not replaces it) to do this? If you want better performance then get a better computer, close any unnecessary apps running on your PC, disable shadows and lower the render distance. You can run the Performance/Profiling branch instead of the stable one as it changes some values and adds some bypasses to make certain aspects of the game less annoying than they are rn, but that's about it. Or wait for Arma 4.
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No they didn't. And you can't "swap engines" with a mod like a pair of shoes.
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You need an engineer trait and a toolbox in your inventory to have the repair action in vehicle action menu. As the description in first post says: Victor can be an engineer. This skill is very OP, so it is enabled only on veteran skill and after you finish the campaign. It allows the repair of critically damaged vehicles. Cars, tanks, choppers. You have to bring a toolbox. So if you don't want to finish the campaign and/or play on veteran to have access to this, get Simple Single Player Cheat Menu or anything giving access to the debug console and assign yourself the engineer trait that way.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
honger replied to Placebo's topic in ARMA 3 - GENERAL
Betrayer Wild Mountains Livonia Veg, The Empires of Old, Nassau 1715, Deformer -
vest hidden with uniform's hideProxySelections
honger replied to honger's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I still haven't figured it out. -
vest hidden with uniform's hideProxySelections
honger posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I couldn't find anything related to my issue on official wiki and Discord server wasn't helpful at all, so I hope here my question will be answered. Situation: I am making a config patch for a mod to fix unclear naming convention and add more vest variants. Every vest class has a following config entry: overlaySelectionsInfo[]= { "arms_hide", "legs_hide" }; and then some uniforms classes have this entry: hideProxySelections[]= { "arms_hide", "legs_hide" }; As of now, there is a single vest with three corresponding uniform classes: without hidden proxies, one proxy and two proxies hidden. In my opinion it a bit annoying that you need to adjust your uniform to a vest instead of a vest adjusted to uniforms. Goal: I want to rewrite the config so there are three types of a single vest with different proxies hidden. How do I hide these selections within vest classname config, instead of using uniform classnames? Do i just copypaste the hideProxySelections entry from uniform to vest? I know that these selections are not hiddenSelections as there is only one hidden selections and proxySelections are two. Please let me know if this is unclear, I'm trying my best to explain stuff I don't really understand. 😄 -
PCML keep hitting the ground
honger replied to barneynhomies's topic in ARMA 3 - QUESTIONS & ANSWERS
IIRC it is supposed to be launched in the top-down attack mode because there are issues with way too small amount of damage dealt in the direct mode (I think that issue has been present for years). That rocket dipping seems to happen on distance over 300 meters, so probably a bug but I remember this happening since I bought Arma 3. I would recommend always switching to top down mode (so press F and see that the bar under your weapon's name changes). -
Ambient AI module has a field for Condition (as Ambient Zombies have), try setting a variable in init.sqf like "stopTheAI = false;", in Condition field of the module put "stopTheAI" and upon completion of the first task just add a line of code "stopTheAI = true", once the variable is set as true the module will start working I guess. E: everything without quotation marks ofc.
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Wut? On what basis do you claim that publishing an item on the Steam Workshop means that it does not have stolen assets? One doesn't get an "original creation" badge just because they upload something on the internet. You would have known if you actually read Steam Workshop EULA (and Arma 3 too). But you didn't, of course. It doesn't matter whether you "support" ripping or not, but pushing your agenda of assets being automatically "legalised" just because they are downloadable got you banned, it's silly to think otherwise. Not to mention that posting your "feedback" on a completely unrelated forum category only strenghtens the view of how much you don't care about what is being said to you and how ignorant it is of you to throw proofless accusations, lol. PS It's "Arma Discord", all games of Arma series are covered and supported there, hence being an official one.