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Undeceived

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Everything posted by Undeceived

  1. It seems that Eden doesn't import the intro and outro section from 2d-Editor missions, at least for mod-powered missions (can anyone check for vanilla missions?). I saw a bug report in the bug tracker on Google as well, but I can't access the ticket as the page is down after the hacking attacks.
  2. AZCoder, you're right. I tested the animation and the dude switches to that odd unconscious thing, then stands up. But by disabling the AI "ANIM" it works.
  3. Hi guys, I work with the weapon pool in my SP campaign. In one specific mission I would like to prevent the player to pick equipment from the inventory menu in the briefing. Is there a way to disable that? In MP this option isn't available, so I suppose there is a way to do so in SP too (?). Thanks for any hint!
  4. Undeceived

    Audio Tweaking (dev branch)

    The new sounds are impressive. Great update, keep it up, BI.
  5. Not meant as spam, just a small "cheering up", with this legendary (meanwhile fixed) localization gem from the first days of the Arma 3 launcher. :P Translation from German: "Please keep ending Arma 3 with the carrier rocket." Keep it up, BI!
  6. Hi guys, I created some markers - 300 to be exact (m_1, m_2, m_3, up to m_300) :D and now I want to create an object (the same object) at everyone of them. It should work with the command for "_i" from 0 to 300 do {}; but I have no idea how to script it right. Can anyone help? Much appreciated.
  7. Undeceived

    Create an object at EVERY marker

    Thanks, mate! That worked like a sharm. _streetlighttype = ["Land_LampStreet_F", "Land_LampShabby_F", "Land_LampShabby_F"] call BIS_fnc_selectRandom; for "_i" from 1 to 300 step 1 do { _pos = getMarkerPos format ["m_%1",_i]; streetlights = _streetlighttype createVehicleLocal _pos; }; Should result in a well lit city, viewed from the distance, but unfortunately the light fades out over the distance... But your script worked well. Thanks!
  8. Hehe :D AZCoder, that's true, it's one of my deficits, lol. Yeah, when using switchmove, I mostly disableAI "MOVE" and "ANIM" to prevent the units doing bullshit, e.g. laying down, standing up, moving away or leaving the animation. As multifaceted as the AI is in general - the same applies to cutscenes too (where they are supposed to just stand still, dammit!). This is why I restrict them as much as possible. Obviously you have to remember to enable it again, after being done with the animation. If I remember correctly, this was also the case in A2 though.
  9. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    Excellent! Looking forward to the new version!
  10. Thanks, mate! If you run into problems, give me a shout. Have fun!
  11. The good ol' Profiteers. :D 2 questions: Will the women be included at one point too? And, thinking further, are the different body sizes possible (farmer with belly, "corpulent" grandmother, etc.)? MANY THANKS, guys! The Flecktarn was rather at the top of my wishlist! :D Excellent!
  12. Did I mention that I like your PR methods? :) Quick answers, small infos, screenshots, sometimes even release infos, keeping in touch with the community, etc. That's great.
  13. Undeceived

    Development Blog & Reveals

    Is Apex for free If I have the A3 support edition?
  14. Undeceived

    CHERNARUS CONFLICT for ARMA3

    I checked it myself and they speak "Altian" English. The addon itself it great quality though!
  15. Undeceived

    [SP] Evil's Last Will

    Arma 2 not, but Arma 3 - six years later. :D The mission is 99 % done, need some more testing and the CUP Russians. EDIT: ​Which are there - now the mission is, let's say, 99,5 % finished. :D But as always the last details (including beta testing) take a lot of time. :)
  16. THIS is the one I need! Him and the Russians. Then I have a giant mission ready for deployment on Sahrani, freshly converted from Arma 1.
  17. Yes. Only CBA and CUP Weapons loaded. I've put an Russian launcher box in Virtual Reality, then took a RPG-7. In the inventory of the box, the launcher had no picture. Then, when I drag a rocket on the "magazine" slot, the game crashes as well (in addition to crashing when firing the RPG). .rpt added to the BT ticket
  18. Will do, I'll upload the rpt in the bug reports later. The mod should be up-to-date, it's via the workshop.
  19. https://community.bistudio.com/wiki/United_Sahrani QG campaign was , but the island is .
  20. Some RPG-7 bugs reported in the BT. http://bugs.cup-arma3.org/view.php?id=208(game crasher!) http://bugs.cup-arma3.org/view.php?id=209 http://bugs.cup-arma3.org/view.php?id=210 Keep up the good work, CUP team!
  21. The announcement post says it still wasn't.
  22. Wow, that came right on cue! Thanks, CUP team!
  23. Neo, you have no idea how relieved I feel now! Thanks for the info.
  24. But now it's time to party the Arma 3 release first! ;) Thanks for your work, guys. Much appreciated. EDIT: After launching the mod I ran into some trouble... Can you help me with that? Running the pack (and core), I wonder where the cup_a1_editorobjects, cup_a2_editorobjects are now? Also the plants and many more objects we had in the Release Candidate version (aia_misc_config stuff too). I'm asking because I can't load my missions I saved with the RC and I'm getting a bit scared because of that... :unsure: :wacko:
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