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15 GoodAbout rautamiekka
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Lance Corporal
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Vanha-Ulvila, Finland
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rautamiekka started following Missiles flight path, Healthy stalker/Dovy stalker - Mutants ace damage breaks when spawned by server., JSRS Soundmod - A new version? and and 7 others
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[IceBreakr/IBIS] Maltempo: Gates of Everon
rautamiekka replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice, more opportunities for missions 😏 -
A.R.C.A.I - Adaptive Response Combat Artificial Intelligence Mod
rautamiekka replied to MON7RCH's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Don't use `select` like this, use `params`. -
A.R.C.A.I - Adaptive Response Combat Artificial Intelligence Mod
rautamiekka replied to MON7RCH's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is definitely a very massive project. I'm surprised you've already done a lotta work on the "core mechanics and systems" section, some of which I haven't even heard of. You're gonna need a whole team on this cuz I know from having helped with the partial rival AI project LAMBS Danger that you're looking at such a problematic project that you'll need more than the like 2-3 ppl that they have, who I think work on it for many hours daily and yet take a while understanding the quirks of 'Arma 3'. I'm sure you already know the game has so many of them that it's almost not even funny. And then there's ACE3, which has done the "realistic combat mechanics" part well for so many years, so this'd partially overlap with it. But if you can make this happen, I'll absolutely be trying it 👍 -
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Do you have a link for the mod ? -
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What "personal arsenal" ? -
RHS Escalation (AFRF and USAF)
rautamiekka replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Surely you've improved something. Even that's better than absolutely nothing.- 16577 replies
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- Weapons
- Accessories
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Surprise ! /s
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Working Mods Status
rautamiekka replied to BruceALMIGHTYY's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Standards would be nice if it works but a list wouldn't be easy even with crowdsourcing, the Multiplayer mod for 'RimWorld' being a good example. What mods are broken ? -
'Arma 3' 2.14 added support for conditionally loading further code when a supported addon is installed, so adding a dependency, even if there's no such thing as a soft dependency, wouldn't hurt. ACE3, CBA, ZEN, just to name a few, are using it.
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- ship
- amphibious
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Mods getting installed to wrong folder from friends' library
rautamiekka replied to Zyperspace's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You need to be able to for cases like this, and cuz multiple drives is always faster than 1. -
Mods getting installed to wrong folder from friends' library
rautamiekka replied to Zyperspace's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Move the game (and possibly the mods at the same time) over to E by right-clicking the game in Steam and taking 'Properties'. -
Kittspa Island a Custom Map
rautamiekka replied to Ginger141's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The price has been paid, so now's time to learn from it. -
Kittspa Island a Custom Map
rautamiekka replied to Ginger141's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cloud backup ... -
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Glad to hear. -
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You could enable the debug console or use a Zeus module to execute this code on the Server (in the case of the Zeus module you need to use the Global option, but it won't be a problem regardless of Player count). Untested, but I don't see why it wouldn't work: if (isServer) then { { if ( _x isKindOf 'Man' && {_x getUnitTrait 'camouflageCoef' isNotEqualTo 2.5} ) then { _x setUnitTrait ['camouflageCoef', 2.5]; }; } forEach allUnits; addMissionEventHandler [ 'EntityCreated', { params ['_entity']; if ( _entity isKindOf 'Man' && {_entity getUnitTrait 'camouflageCoef' isNotEqualTo 2.5} ) then { _entity setUnitTrait ['camouflageCoef', 2.5]; }; } ]; }; Note: 1) A mod or even the mission could modify the coef later, I know the TCGM Octocamo_Suit functions by this very command, changing 3 coefs on-the-fly. There was another mod but I can't recall what. 2) The coef ain't monitored, so if it changes for any reason, it won't be changed back. Likely not happening often, though.