-
Content Count
45 -
Joined
-
Last visited
-
Medals
Everything posted by rautamiekka
-
Surprise ! /s
-
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.
- 10 replies
-
- 2
-
- ship
- amphibious
-
(and 1 more)
Tagged with:
-
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. -
Sa'hatra, Iraq/Middle Eastern Terrain
rautamiekka replied to jujurat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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;- 142 replies
-
Editing/adding mods to remove certain gear options?
rautamiekka replied to jubuttib's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well something is obviously wrong no matter how it's twisted. -
Editing/adding mods to remove certain gear options?
rautamiekka replied to jubuttib's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You're using RHS, that's the problem; RHS vests are stupidly powerful, it's very common a 5.56mm NATO takes 15-30 shots. -
custom character Dog - K9 Unit
rautamiekka replied to MoonieFR's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Good progress ! 😄 Please ensure 100% no-tricks Linux compatibility 😉 I dunno where things differ in the context of BI's questionable undocumented systems, but the precise letter capitalization must always be used (unless specifically known otherwise) for starters. -
Modded Zeus Sounds Don`t Play on Dedi
rautamiekka replied to Alpine_gremlin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
How ? -
RHS Escalation (AFRF and USAF)
rautamiekka replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I sure hope so for all those ! And a real Linux support !!- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Looks promising, I'm sure I'll come up with some mission, but I can already tell the mission will need some adjusting. What assets you use ?
-
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Except singleplayer-only. -
weapons (WIP) Tools of The Trade(TOTT)
rautamiekka replied to MattyIce01's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
^ I guess those separately modelled switches are just to make the whole system look real, no differing functions or anything ? -
Getting a Mod from Github to run?
rautamiekka replied to Manni2805's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hoo boy, that code needs plenty of modernizing, not to mention at least some more added Linux compatibility ... -
[WIP] Advanced Squad AI - AI Modification
rautamiekka replied to Zeek05's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Goodluck, then, cuz having personally been reading+helping with LAMBS recently, I can tell an SQF noob won't have it easy nor fast, myself not being a hugely good at it. Unless you modify LAMBS code. -
[WIP] Advanced Squad AI - AI Modification
rautamiekka replied to Zeek05's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Why not help LAMBS ? O.o -
weapons (WIP) Tools of The Trade(TOTT)
rautamiekka replied to MattyIce01's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I might be interested to have new guns 😄 Hopefully this project does get somewhere 😉 The important question, though: what about ACE3 compatibility ? Specifically the Medical, but at the same time the ACE Arsenal cuz pretty sure the ACE Arsenal values influence Medical, not to mention things such as wind effect and overheating, just to mention a couple. -
ARMA 3 Addon Request Thread
rautamiekka replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ACE does have a conffable time-to-do for pretty much every action, and you can conf the requirements for even changing out tires. Also: ACE will have a tire patching feature, believed to be done for 3.16.0: https://github.com/acemod/ACE3/pull/8835 -
How can one make ACE compatibility for another mod?
rautamiekka replied to racercowan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"Only a couple" ? Straight up false. You do use config inheritance, right ? -
custom character Dog - K9 Unit
rautamiekka replied to MoonieFR's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds good ! Gonna add a lotta more realism to the game although at least in our games seeing the default dog in any mission (especially Zeus) has been an immediate reason for stealth or shoot-on-sight, in that order.