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Everything posted by honger
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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
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Sign another addon in Workshop not made by me, by making another addon just with the signatures
honger replied to regiregi22's topic in ARMA 3 - QUESTIONS & ANSWERS
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 -
Mag disapearing when reloaded/dragging from weapon
honger replied to drawnsnake's topic in ARMA 3 - TROUBLESHOOTING
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. -
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
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BIS_fnc_holdActionAdd not working in Multiplayer?
honger replied to MajorBlunderbuss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"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. -
European Citizens’ Initiative: Stop Destroying Videogames
honger replied to Janez's topic in OFFTOPIC - Games & Gaming
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.- 2 replies
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Dynamic Ambient script release
honger replied to JackFighter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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.
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[IceBreakr/IBIS] Project Yulakia
honger replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's coming in April according to the IB's teaser video: -
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.
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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:
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So every scenario every singleplayer scenario has an Intro and Outro Win/Lose phases. I get it that I can use the initIntro.sqf file just like I would use init.sqf for Scenario phase to add a code executed right from the Intro phase start. But how do I do the same for any of the possible outros? Wiki says that initIntro.sqf is used both for Intro and Outro phases but then how do I set up the file so game distinguishes which part is supposed to be played on Intro, and which one on Outro - Win? InitOutro.sqs existed only until Arma 1 or something so I can't use that. How do I make an init for my outro then? So far I've been just using a trigger within the Outro phase to start my code but there will always be a minimal delay between the Outro and my "post-Init". I need to know how do I include an init for my Outro and rewrite this damn wiki because it's amazing it hasn't been corrected in any readable-for-noobs way.
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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.
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[IceBreakr/IBIS] Project Yulakia
honger replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should've made it public 🤠 -
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.
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EnemyDetected Group Event Handler fires multiple times
honger replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because your RemoveEventHandler syntax is wrong. You have a _group param, so you should write _group removeEventHandler [...], not _garrGRPB. -
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
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