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Posts posted by rautamiekka
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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 ?
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1 hour ago, EricJ said:ACE3 Documentation:
https://ace3.acemod.org/index.html
It's not hard adding ACE3 functionality, though I would recommend not making it a dependency, just my 2 cents though.
'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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4 hours ago, Benjamin Kønig said:I wanted to avoid this, which is why I'm asking the forums for advice. I will do this for now.
I find it odd that I've been able to separate the installation and workshop mods until now...
You need to be able to for cases like this, and cuz multiple drives is always faster than 1.
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Move the game (and possibly the mods at the same time) over to E by right-clicking the game in Steam and taking 'Properties'.
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12 hours ago, Ginger141 said:sadly i wasn't smart enough to have that enabled
The price has been paid, so now's time to learn from it.
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On 10/29/2023 at 6:47 PM, Ginger141 said:Scrapped this map, due to the fact windows updated deleted both sets of files I had for it
Cloud backup ...
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12 hours ago, CarlSaganT3 said:Oh wow!
I didn’t realize how much could be done with the debug console 😮Thanks a ton! I just did a quick test and it seems to be working 🙂
Glad to hear.
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1 hour ago, CarlSaganT3 said:Hello folks
I tried, with the help of a very kind person on this forum, to figure out how to make my own very simple mod. Unfortunately, I have a small pea brain and couldn’t wrap my head around it despite my best effort.
What I want to do is just change the default camouflage coefficient value for “man” in the game globally to 2.5 instead of 1. I don’t want to change the values for any vehicles or do anything else.
If anybody is interested in slapping this together for me, I’ll send you $200 on PayPal or Cash App (Venmo doesn’t like my card)
It’s super odd watching two groups of AI just stare at each other on flat, unobstructed terrain from 300m apart xD
With the camo coefficient cranked up, they regularly spot each other between 500-1,000+ meters the same way that you as a human player do. I understand that this may cause some undesirable effects and I’m aware this can be achieved with init scripts and 3den enhanced but those aren’t available to me when I want to play DRO/ other community made missions as far as I’m aware
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.
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4 hours ago, tpw said:// HIDE RUBBISH _rubbish = nearestterrainobjects [position player, ["HIDE"],10000, false] select {["rubble",str _x] call bis_fnc_instring ||["junk",str _x] call bis_fnc_instring || ["garbage",str _x] call bis_fnc_instring}; { _x hideobject true; _x enablesimulation false; } foreach _rubbish;
I don't know how to make modules but the code is pretty simple.
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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18 minutes ago, Harzach said:The thing with RHS is that they have implemented their own armor/penetration system.
Well something is obviously wrong no matter how it's twisted.
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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.
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On 6/11/2023 at 6:45 PM, MoonieFR said:The preview version of the dog mod is now available on the Steam Workshop. Please note that it's just a custom model with custom animations, it's missing all the scripts. I encourage you to script it yourself and if you want to share it with the community, I'll add your scripts directly in the mod (and put you as a contributor).
https://steamcommunity.com/sharedfiles/filedetails/?id=2912186689Good 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.
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On 5/14/2023 at 3:39 PM, Alpine_gremlin said:Solved
How ?
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5 hours ago, Poentis.K said:With them working mods on the Reforger, which is a sort of tech platform, by the time Arma4 comes out, it should be polished out DAY ONE without any problems. SHOULD BE. This applies to every other countless mod that will come.
I sure hope so for all those ! And a real Linux support !!
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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 ?
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20 hours ago, gaverio said:@General Kong
Like they never run out?
If so, this one might still be relevant
Magic Mag - Infantry - Infinite ammo with reloadsExcept singleplayer-only.
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^ I guess those separately modelled switches are just to make the whole system look real, no differing functions or anything ?
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Hoo boy, that code needs plenty of modernizing, not to mention at least some more added Linux compatibility ...
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8 hours ago, Zeek05 said:Unfortunately I don't have the same vision LAMBS has
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.
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Why not help LAMBS ? O.o
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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.
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4 hours ago, omer_d said:Hi!
I'd love to see a mechanics & recovery mod.In the vanilla all you have to do is come close to the damaged vehicle and it magically fixed. In ACE there are spare wheels / tracks. but that's it! no mechanic specialist needed, no tools needed, no spare parts needed.
This situation is far from the real-life, when you see trucks with parts, repair vehicles, tools and mechanics around the damaged vehicles.
I don't know how to model or script, only texturing, and have a lot of knowlege in this subject.
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
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"Only a couple" ? Straight up false.
You do use config inheritance, right ?
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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.
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Fort Bragg Map
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Surprise ! /s