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Posts posted by gossamersolid
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Is that Canadian Dollars you're thinking in? That's Toadie's figure, I don't know anything about his life circumstances in order to comment any further then that, I'm just taking his at his word. Here's the quote in case I'm misunderstanding something:
Yeah Canadian dollars, but Toadie is in australia right? Their currency is close to ours in the international market and actually, their minimum wage is higher than ours.
Maybe he meant he could work on it full time within his free time?
Maybe everything is super cheap in Australia (but I doubt it). Even a 1 bedroom apartment costs over $800/mo here and I'm not even in a major city.
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At $800 a month Toadie could work on NIA full time
I don't know anybody who could afford to work fulltime off of $800/month. That's less than 2 weeks of minimum wage, here. Just sayin...
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is no fun at all...especially for multiple vehicles...
That's why you write the code once into a function and then you have a 1 liner per vehicle as a scripting command would do. Sure it's not as efficient, but how frequently do you need to check these conditions?
I'm still waiting on more drawing options for polygons. Why can we still not fill the polygon with a solid colour or have the various brushes from the other 2 shapes.
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Does anybody know if it's possible to include custom fonts and use them in controls? I'd be awesome to use something like font awesome to do UI "images" which scale correctly rather than bitmaps.
Also I'm going to keep bringing this up - We need commands to set fill colours and brushes for the new polygons we can draw. We finally got the ability to draw polygons and detect objects within the polygon, but we didn't get a full set of drawing abilities to match the other shapes we have...
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How about you run arma 3 without BE to prove that's not the cause. It has definitely blocked my client side dll before.
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This is never going to happen in arma 3. Let's look at the work that needs to be done:
- new models
- new animations
- multiple new voice protocols for each existing language
- reworking of animation system so that every uniform and vest and such doesn't need to be redone as a female variant.
We can't even adjust our heights or weights in arma. Until that's permitted by the engine (to scale things properly), we're not going to see this.
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I can't tell if you guys are just incredibly bored with nothing else to do or if you're trying to be funny, but are you seriously complaining about idle animations?
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I know, but that's not the point. The distance parameter for addAction was introduced to prevent constant onEachFrame distance checks, so why go back to that now?
The workaround I use is having a global boolean variable as the condition, then I update that condition's value elsewhere in a client side loop, say every 500ms. Takes away the performance issues of evaluating your conditions on each frame.
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You mean to tell me that all the stuff you guys have (unpacked) is 50TB of models, textures, config's and whatnot, or am i misunderstanding it?
I think he's saying they've used 50TB of bandwidth the past month. Meaning 50TB of data was transfered from their servers to the various people downloading it.
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The CAR-95-1's UI picture is wrong, it has the CAR-95 GL UI picture.
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Currently there is no way to manipulate what is returned as "_killer" by the "killed" event handler.
Many communities and public servers want to use the score board, others want to use the "killed" event handler to report friendly fire.
Unfortunately when dealing with scripted damage, the event handler will always report <null> as the killer. For example when "setDamage 1" was used.
My suggestion is to implement a new command to kill a unit (or any other object) that reports a custom other object as "_killer" in the event handler.
Proposed syntax:
player setDead civilian1;
The killed event handler would report:
params ["_unit", "_killer"]; systemChat name _unit; // Giorgos Zenon systemChat name _killer // Gefr. commy2
Been looking for a command like this to be implemented since the early ArmA 2 days. I'm hoping they can add it, doesn't seem like an overly complicated task.
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I made a thread once asking if Chernarus Plus could ever become Arma 3 DLC (thread has mysteriously dissapeared) and someone in there said they couldn't port it to Arma because of legal reasons.
If that's the excuse they made, it's a terrible one. DayZ is owned by BIS and the map is just a modified version of what was in ArmA 2, why would there be legal reasons that would prevent it from going to ArmA 3.
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Good to see people are still interested in developing warfare/cti modes for A3.
If you want to use any of my code from GWAR3, feel free to do so. I just ask that credits are listed if that's the case :)
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Yeah, the new Revive stuff is at the bottom of Attributes -> Multiplayer in the Revive section (starts minimized).
I can see that stuff in the apex preview, this is why I figured the revive overhaul is in the apex preview branch and that the setUnconcious command should work correctly. I guess I'll wait for the next stable version.
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I believe the new revive system is only in the current Dev Branch as of 1.63.137060 not the Apex RC branch. While both branches have many similar updates from yesterday, the RC branch is missing the "Tweaked: The Revive feature was overhauled" text. Also the feedback thread only mentions dev branch.
Oh...
It's weird because I can see the whole respawn options in the Attributes -> Multiplayer dialog in Eden, maybe that was already there before the respawn "overhaul".
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This command (https://community.bistudio.com/wiki/setUnconscious) was supposedly reworked recently with the whole respawn system reworking.
I can't manage to get a player out of unconcious state using _objRef setUnconcious false. The player will still stay knocked out. Anybody else having this issue? I'm on the apex preview for reference.
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Would be extremely useful.
Yeah, would be nice to be able to use polygons to define zones in gamemodes rather than getting stuck with rectangles or ellipses.
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any possibility of getting some drawing commands or extra arguments to compliment drawPolygon in the areas of filling in the polygon with brushes and colours? It's amazing that we can now define custom shapes to be drawn, now we just need to finishing touches to bring it in line with the old marker shapes.
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Hehe - you have not known true terror until you become an Arma modder and see a new update start to download on Steam. :P
I've been modding arma since the arma 2 days. Maybe I'm not as active anymore, but I know downloading the dev branch ahead of stable release is usually a good way to prepare.
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They really like screwing over mod makers...
Let's not get ahead of ourselves. The visual upgrade has been on the dev branch for quite a while. I know people love to whine immediately when something doesn't work, but put your dick back in your pants and keep calm.
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Time for another update.
Changelog
- Updated to ARMA3 1.58
- Added 3DEN functions (thanks R3vo)
- Added 'CBA_fnc_addKeybind' (thanks R3vo)
Download
Thanks Bakerman, added to first page.
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Arma 3 is way more popular, don't kid yourselves people.
The reason that there's less addons out there is that it takes way more time to make a quality arma 3 asset compared to Arma 2 (and Ofp). People are forgetting how simple configs and models/textures used to be. It has nothing to do with the popularity of the game.
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I see mentionings of filtering actions from the action menu. Are we going to finally be seeing a script command to hide BIS actions such as heal and repair?
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Ahh. A shame - very promising beginning..The unique features like Specialties would play out so nicely in a CTI
Effective AI (for CTI scenarios) is both extremely time consuming and difficult to do. I made the decision early on to keep the focus on the players.
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Not to mention that if you try to script the prevention of a vehicle from being "killed", then event handlers that deal with units dying will no longer work. This would cause a lot of extra work for mission makers.