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JSRS Soundmod - A new version?
gatordev replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Overall, this sounds amazing. My one piece of feedback is the AK-style weapons. It seems like they don't have any tails, so when they shoot, there's no continued reverb. So it sounds like a more simple sound and less dynamic like all of your other sounds. It's hard to explain, but it's kind of like a "Pop, Pop, Pop," instead of the other weapons which are more like "Poppp..., Poppp..." Not sure if I explained that clearly enough. -
Chernarus. Mad Mikes map. Thoughts?
gatordev replied to George_Smiley's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Have you tried CUP's Chenarus 2.0? It's a separate map from the regular Arma CUP maps, but uses the CUP Maps Core.pbo. Based on your other thread, I think that might have been the map you were thinking of. There's significantly more settlements and build up and the buildings are enterable and closer to the Livonia standard in quality (I may be misremembering, but I think a bunch of the buildings are actually from Livonia). -
Basic script to refill MM 145 defender?
gatordev replied to Boss-Starstreams's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you talking about something like this: this addEventHandler ["fired", {_this select 0 setVehicleAmmo 1}]; You could put it into a trigger with a timer so it loads slower instead of immediately. -
I'm certainly not trying to make more work for you. I guess I misunderstood it was unarmed. In that case, it could still operate as an ISR asset, but I agree, it's probably not needed as much in that case.
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That could still be beneficial. If nothing else, it provides a more contemporary ISR platform than the futuristic vanilla UAS helo. It could also serve as a way to provide a SCAR (or AR) platform without having to worry about the idiot AI, for those of us that play SP.
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ARMA 3 Addon Request Thread
gatordev replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks! -
ARMA 3 Addon Request Thread
gatordev replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Did anyone ever make a HK121 machine gun for Arma 3? I know the Navid (?...I think it is) is based off of it, but I mean a proper 7.62mm LMG version of it. -
I'm looking for any further guidance based on what I'm finding, but here's what I've narrowed down: 1) Mods loaded doesn't seem to matter, it's only the mission files that seem to have the issue. That said, I did a bunch of testing with just vanilla A3 running (along with Contact and the associated regular DLCs...no cDLCs were running). 2) It appears it's the actual "init.sqf" in the mission folder that causes the issue. When there is an init.sqf file in the mission folder, even if it's completely empty, I get the error that it can't find the init.sqf ("Cannot load C:/...../missions/testmission.altis/init.sqf"). 3) As soon as I delete the file and reload the mission, the message goes away. 4) None of this happens in Stable Branch, just the current 8/14/24 Dev Branch. I can report it on the tracker, but I'm not sure how much that helps if no one else is experiencing this. Is there anything else I should be checking, like the extra switches that get added? I've tried the above using both the Steam Launcher and Arma3Sync. File Patching is turned on, but I'm not sure what that would matter now all of a sudden. Help!
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Confirmed that when I go back to Stable, the problem goes away. I'll continue to mess with it, but for now, it looks like the Dev Branch is causing the issue (for me, anyway).
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Ugh, this is frustrating. Every single SP mission (that's not a .pbo file, still a mission folder) that I've tried that I've made is giving me the error after hitting "Play Scenario" in the editor. I even tried loading a different User and same thing. I also tried loading them as MP missions (just to see) and no go. It worked last night when I was in the game. Today the game updated to the new branch and now I have the issue. I've verified game files and otherwise haven't changed anything. I guess I'll have to go back to the Release branch and see if I have the same issue. If I do, I have no idea what to do.
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After today's Dev Update (8/14/24), every mission I load in the editor and then try to play gives me a warning that the init.sqf can't be found. Obviously it's still there in every mission folder. Is anyone else having this issue?
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Equiping a TAC Vest which is stored in a backpack
gatordev replied to shark-attack's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this thread recently and it was super helpful for what I was trying to do (loaded vest in a back pack). But now I'm resurrecting the thread to see if someone can help me with putting a loaded vest in a vehicle. I've tried messing around with the previous code but it's not accepting the _unit variable (I think that's where the error is). But then I realized I wasn't sure if a vehicle can even have a vestContainer. Can you call it that way? I'm sure I'm messing up something else as well with the waitUntil, too. I did change it up a bit to "additemcargoGlobal vestType" and then try and "getItemCargo vestType", but it didn't like that past adding the vest, so no doubt I'm getting lost in the forEach loop. I have to believe there is a simple way to do this and I'm making it more complicated, but my googling hasn't helped other than return me to this thread. Any pointers? -
@Jackal326 I rediscovered these on Steam yesterday when I was looking for some weapons for a scratch-built UKSF set of units for a mission I'm making and they're fantastic. First of all, thank you for releasing them. I was wondering if you would be willing to look at the memory point for laser devices on your L119A2 CQB weapons. Because the Magpul iron sights don't go away when you attach an optic (which I like), any PEQ you put on the weapon ends up sitting on top of the front sight which looks off. I've tested it with RHS, CUP, and Tier 1 (which have their own separate issues that aren't for you to fix) and they all intersect the front sight when put on the top rail. If the memory point was moved back slightly, everything should still fit fine. I haven't tested the 416 10.4s to see if they have the same issue, but will look at it when I get a chance.
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Multiple sub-configs in an Addon
gatordev replied to gatordev's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I somehow missed that Biki entry, and the concept makes sense, I would just need to play (read: learn) with the syntax. I'm about to start another work hitch, so I'll have to put this on the back burner for now, but thanks gents! -
Multiple sub-configs in an Addon
gatordev replied to gatordev's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I didn't try that, but that's what I was mentioning in my first post and was wondering if that may fix it. However, I wasn't sure how to construct the root config. I have a feeling you're right, and that's what's needed.