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Everything posted by Undeceived
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Weapon Pool duplicates itself in campaign progress
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys! I'm using the weapon pool in my campaign but I'm experiencing a weird bug... When I add something to the weapon pool (e.g. one rifle), in the next mission there will be 2 available in the briefing. In the third one there will be 4 rifles, and so on... How can that happen?! The only time I interacted with the WP was adding the rifle to it in the first mission ( addWeaponPool ["srifle_EBR_F",1]; ), but that was it. Do you have an idea why it duplicates itself? Am I doing something wrong? Any hint would certainly help a lot - thank you! -
Thanks a lot, lib, much appreciated! One question:
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Hello guys, ok, here we go (see first post). PLEASE Read the "ISSUES" segment in the first post! Give feedback and report bugs. Thanks.
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It will take some more days, I've got some good feedback from the beta testers, which I want to adress. I hope I can release it at the weekend. MOCAP is required, yes, but to be honest, I only used one "must-have"-animation of it - the player doesn't have to do THAT much in that situation. Altogether you could probably use it to kill some baddies with it (in the hope that it doesn't break the scenario process ) but I didn't explicitly design situations where it is a key feature. That said, there are some low profile and sneaking phases in the campaign though.
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kbTell - how to change the volume of the sound?
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
When we used the old command "say", we could set the volume and even the pitch in the description.ext: description.ext: class STR_sound3 { name = "STR_sound3"; sound[] = {"", db+0, 1.0}; titles[] = {0, $STR_sound3}; }; Is there a way for this in the kbTell system? :j: EDIT: Adding these snippets to the bikb file, was actually a good idea and didn't crash the game or return error, but... It didn't change anything... :( sentences.bikb: class STR_sound3 { text = ""; speech[] = {"\sounds\STR_sound3.ogg", db+5, 1.3}; actor = "z2"; variant = ""; variantText = ""; class Arguments {}; }; So the question remains... -
I need the forum thread link for the in-game links. "Coming soon" means rather days than hours or minutes (maybe tomorrow this weekend). I'll release it on Steam Workshop and on Armaholic and some other sites. The first two required addons are not on SW though.
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Community Upgrade Project - CUP
Undeceived replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
YEAH, a new update! Thanks a lot, CUP team! You guys really rock with your persistent work! Good job, keep it up. -
How to use stringtable text in campaign description.ext?
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll check it out next time! -
How to use stringtable text in campaign description.ext?
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, thanks for reading this. :) Do you know how to use the text from a stringtable.csv (e.g. STR_textline) in a campaign description.ext? Specifically I mean the overviewText in the description. I'm making a campaign in German and also in English and I want to have the overview text (which you see, when you're in the campaign menu) localized, depending the language the game runs. I hoped that it would work by throwing an stringtable into the campaign main folder and putting overviewText = "$STR_textline" in the campaign description.ext, but well... it didn't work. No text appears. It works quite well in a normal mission description.ext (e.g. onLoadMission = "$STR_textline" ), but no success in the campaign descr. Do you have an idea how to get it to work? Do I need to "include" the stringtable file in the description somehow? Ideas are welcomed and thanks a lot for your help, as always! :) -
setAperture doesn't reset?
Undeceived replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, thought so too... At least it resets on mission start - if I remember correctly this wasn't always the case. This is more important than the reset in 3den. Anyway, thanks for the clarification. -
setAperture doesn't reset?
Undeceived replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This almost sounds you're teasing some new and still unreleased game feature here? :p -
setAperture doesn't reset?
Undeceived replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Had a good laugh at that one However even the thruth being unbearable it will set us all free... Ok, thanks. -
[Document] Arma 3 useful links
Undeceived replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This one is useful too: https://community.bistudio.com/wiki/Arma_3_Assets Oh and a VERY useful one for @hoverguy (ok, it might be too obvious ): Arma 3 Apex 2 tools EDIT: Ok, realised it isn't so funny anymore as GrumpyOldMan already linked to it. -
setAperture doesn't reset?
Undeceived replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, I'm digging up this old thread because it's the most descriptive one. I found out that the aperture setting DOES reset when leaving a mission and getting to the main menu. It does not reset when you return to 3DEN editor from previewing the mission but it resets then too when leaving the editor and going back to the main menu. Can you confirm this? EDIT: It seems that my assumptions are only partly correct. It does only reset in the main menu background cut scenes - it seems that BI has set aperture to -1 at the start of these. Very smart . If the player loads Arma with the parameter "Show static background in menu" activated though, the aperture is not reset. BUT at least the menu elements (buttons, pictures, etc.) are shown normally. Only the background itself is white. As I see it this is already an improvement. But BI should automatically reset it when the player leaves a mission. -
How to remove the big square spotlight buttons in Apex main menu?
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to remove these new big buttons in the Apex main menu? Here it says that the left and the right one are "hard coded", but we can mess with the middle one (change it, etc.), but I'd like to remove all of them (including the background stripe) in order to present a nice cutscene in the main menu. Any ideas? -
Persistant variables in SP (even after loading)
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, is it possible to set variables which stay the same even if the player loads to an earlier point of the mission? My example: I have a cutscene and a gun fight right after it. The game is saved before the scene. If the player dies in the fight, he will have to watch the cutscene all over again. Saving the game right after the cutscene is not an option but I'd like to have a check before the scene starts if it was watched already. E.g. if (cutsceneAlreadyWatched) then {} else {cutscene code}; At the end of the cut scene I then want to set cutsceneAlreadyWatched true so that if the player dies, he won't have to watch it again. The problem now is that variables are reset to their original status when loading to an earlier point. If I set it to true and then load the game to an earlier point, it will be false again. How can I set the variable to true so that it stays true at any time (even in the past )? Thanks for your help. -
Persistant variables in SP (even after loading)
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@TankbusterYes, it worked. Thanks! -
Persistant variables in SP (even after loading)
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I'll check it out. Cheers, Tankbuster! -
Experienced the same today. Was in Eden editor, suddenly got a blue screen, the PC rebootet, started Arma again - everything lost. All those new dialogues appeared ("Welcome to Arma 3, blah blah..." and "Welcome to Apex, blah blah..."), all settings lost, all missions unplayed, my whole profiled wiped (apart from the name, strangely), etc... Come on, this can't be true!! Version 1.68 btw.
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That would be cool. Allowing to increase it more would be great. The script is cool and the brightened nights look realistic. Better than setAperture, which is unusable because it doesn't reset when the player leaves the mission.
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Hi champ, this is really a cool script! One question: What was the reason to cap the settings at 0 and 1? I'm asking because some players (in a night mission of mine) have reported that even cranking up CHBN_adjustBrightness they don't see anything and it's still too dark.
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Detect if player exits the mission (SP)
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to detect if the player leaves a SP mission via the pause menu -> Save & Exit? I know about onPlayerDisconnected, but this doesn't work in SP. I'm asking because BIS still didn't fix the setAperture command. It still doesn't reset when the player goes to the main menu, as discussed here. The result is a white or black screen in the main menu, depending the set aperture in the mission. I would like to setAperture -1; when the player exits the mission. Thanks a lot! -
Yeah, congratulations to all that delivered a contribution to the contest. That said, I agree with the OP. But I think that over 100 videos are way too many to watch. You watch 3, 4, maybe 10 but then it's ok. The contest system was "guilty" of this, maybe there would have been another way to present the videos so that every single one would have been perceived and noticed.
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attachTo: How to enable collision for attached objects?
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It*s not a whole project, but I use the container in a mission of a new campaign. I'll see if I can do anything with lineIntersectsSurfaces, thanks for the hint. Maybe the Orange DLC will be exactly that!! Ok, I'll check out your sig too - cheers. -
attachTo: How to enable collision for attached objects?
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys! Simply asked: Is there a way to prevent this? :D How can I enable collision for the container so that it doesn't go through walls or other objects? Thanks a lot!