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rautamiekka

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About rautamiekka

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    Vanha-Ulvila, Finland

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  1. Don't use `select` like this, use `params`.
  2. 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 👍
  3. rautamiekka

    ARMA 3 Addon Request Thread

    Do you have a link for the mod ?
  4. rautamiekka

    ARMA 3 Addon Request Thread

    What "personal arsenal" ?
  5. rautamiekka

    RHS Escalation (AFRF and USAF)

    Surely you've improved something. Even that's better than absolutely nothing.
  6. rautamiekka

    Fort Bragg Map

    Surprise ! /s
  7. rautamiekka

    Working Mods Status

    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 ?
  8. rautamiekka

    Damen LST collection

    '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.
  9. You need to be able to for cases like this, and cuz multiple drives is always faster than 1.
  10. Move the game (and possibly the mods at the same time) over to E by right-clicking the game in Steam and taking 'Properties'.
  11. rautamiekka

    Kittspa Island a Custom Map

    The price has been paid, so now's time to learn from it.
  12. rautamiekka

    Kittspa Island a Custom Map

    Cloud backup ...
  13. rautamiekka

    ARMA 3 Addon Request Thread

    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.
  14. A good start but can be improved a lot. 'hideObject'/'enableSimulation' is fine if the module is executed on every machine upon joining (which a map-editing module like this would have to be, equivalent to 'init.sqf'), otherwise always use the 'Global' variants 'hideObjectGlobal'/'enableSimulationGlobal'. If you ain't doing a case-insensitive in-string search, then use 'in'. // HIDE RUBBISH private _worldAxis = worldSize / 2; private _rubbish = nearestTerrainObjects [ [_worldAxis, _worldAxis, 0], ['HIDE'], sqrt 2 * _worldAxis, false ] select { private _str = str _x; 'rubble' in _str || 'junk' in _str || 'garbage' in _str }; { _x hideObjectGlobal true; _x enableSimulationGlobal false; } forEach _rubbish;
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