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Everything posted by honger
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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. -
How do I fix ORBAT?
honger replied to Col. Richard Crowe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can read more about CfgORBAT here: https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer, there's even an example you can follow. From what I see you missed one semicolon near the bracket ending class group1, and you have one "};" too many at the end. The asset[] values should be in double brackets, as in the first bracket is for the "array", and then separate brackets for the classname, so {{B_MRAP_01_hmg_F, 1}}; for example. And to my knowledge the "id" value should be different for the classes and other than 0. -
Ah, bugger but understandable. I think you can report your own threads/posts so Moderators may close or remove them.
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Link to the mission does not work and I can't find it in your profile either.
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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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- democracy
- european union
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(and 6 more)
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Increasing the Road Rendering Distance
honger replied to Panogu's topic in ARMA 3 - QUESTIONS & ANSWERS
OP literally wrote the Overall setting for rendering distance DOES NOT increase the road render distance and it is valid, unlike your message. And this video is completely irrelevant, not to mention more than a half of suggested "improvements" there actually decrease the game's performance. -
ARMA 3 - Saved campaign cannot be restored
honger replied to rhett.butler.108's topic in ARMA 3 - GENERAL
Completely unsubstantiated statement. Forum activity dropped by a considerable number ever since the official Discord server was introduced. Receiving an answer does not depend on importance of the entity but on how the question was formed, at what hour it was asked and what category it was placed in. And a bit of luck to have it seen by someone who can actually help. And expecting an answer within 3 hours in those circumstances is a bit... detached. I do not recall an option called "Rewind". You can either "Revert" from the beginning of a mission or "Resume" to continue with the latest save. Arma 3 is prone to have the "Resume"-type saves getting removed when there is a ton of saving happening or a lot of data to be saved. One of possible solutions would be as follows: 1. Use file explorer to find your save folder ( Usually C:\Users\yourname\Documents\Arma 3\Saved\[Campaign folder, don't remember the name]) 2. Find one of the existing savegame files, say autosave.Arma3Save or save.Arma3Save. 3. Make a copy of that file and rename it to "continue.Arma3Save". 4. Restart Arma and the "Resume" button should be available. It is possible the save will be older than the last one you made, but still, probably better than starting over. And this issue is pretty common. Googling "Arma 3 can't load recent save" or anything similar would return a dozen results with the solution I posted and some more. -
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. -
Arma 3 crashing after 30mins - a couple of hours consistently
honger replied to SharpshotM16's topic in ARMA 3 - TROUBLESHOOTING
Can't view the mdmp but if you want to be sure, why not monitor the RAM usage the same way you monitored the temps? Can't really see a reason not to do that, there are plenty of software capable of doing so. I assume this is without mods too. And it's better to leave the memory allocation to Windows itself. Make sure you have no custom parameters in the Launcher. Windows itself (+ any othher process you have running) require RAM. It's usually around 4 gigabytes if you have a clean Windows 10 installation. -
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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You can press Ctrl+A to brace rifle on left shoulder. More than hope you will need knowledge, this will be a ton of work as every animation for every gun is made right-handed, and most of them are obfuscated, meaning you would have to make literally everything from scratch. If you've never made an animation mod or animation at all, then it will take you way more time than you think you can spare. Not worth IMO.
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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: -
Then revert all the changes you've made according to that "optimization video", make sure you don't get the FPS wall in completely non-messed environment. If you don't get that issue anymore and you still want to follow this... guide, try doing it step by step and make performance checks between each of them to find which thing causes the issue. I'd blame custom launcher parameters first, Process Lasso does not seem like it would lock frames in such weird way.
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Have you tried without mods? FPS drop that doesn't happen on pause usually means there's a script or a bunch of scripts running that take your precious performance away.
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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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Pretty late seeing this but you can use built-in cheats to unlock all missions (campaigns or scenarios) and then revert from the mission you have played last time. You could have installed a mod that messed up your profile (or used a cloud saving app or was cleaning junk files and save folder got caught in the crossfire). There are a few possible causes but losing saves is not critical, your Steam achievements and time trial records are saved outside anyway.
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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.