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Undeceived

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Everything posted by Undeceived

  1. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    wrong post - ignore this.
  2. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    Again? Was there a project released with a low density version of it? All in all it sounds great, Silola! Take your time and godspeed.
  3. Hello guys, could you help me with that: I want to create a script which checks if the unit has a weapon (any weapon). If the player has a weapon then setcaptive will go false. So far, so easy. :D But the script should only see deadly weapons like rifles, pistols, launchers, etc. It should not detect unlethal "weapons" like Binocular, NVGoggles or the items (ItemMap, ItemGPS, ItemRadio and ItemCompass). So how can I exclude these undeadly ones from the weapons check? Thanks for your help! EDIT: This is what I want to achieve in the end: - The player (a civilian in the group of a resistance unit that has probably of presence = 0%) has a gun and peaks behind a corner of a house and sees an enemy. The enemy still hasn't seen the player. So the player can drop down his gun (or "holster it with Celery's holster script - which removes it too) and go out of the cover without being suspicious for the enemy. In the eyes of the enemy he is just a harmless civilian. - But if the player is seen by the enemy unit with a gun in his hands, he will be known as enemy in the region (e.g. village) where he is at the moment. - On the other side, if the player (who is now known as enemy) can escape the village and goes to another village, I want that the enemy in village 2 doesn't know that he is enemy in village 1.
  4. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    The new screenshots are amazing!! How's the AI (cars) doing with those crash barriers (Leitplanken) at the moment? Keep it up, this is going to be a masterpiece of a terrain!
  5. Undeceived

    Two Features i would like to see in Eden Editor.

    No. 1 is confirmed, if I interpreted this correctly.
  6. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    :D Nice! I'll be sure to visit the area as well - I live just approx. 70 km away.
  7. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    ACH DU SCHEISSE!! :D The map I dreamt of since Schmalfelden in Arma 1! Wow... :wub: 2 questions: - Will the goal of this map be similar to the XCam-prototype map? Or will you guys (try to) improve it for AI as well? - Is it based on the real Taunus? What's the coordinates / towns? @ icebreakr: Naah, keep up the great work, mate! EDIT: After taking a look at the screenshots: Damn - This is absolutely authentic. You even created these typical wooden frames for young trees. Nice job! https://i.imgur.com/ATUUqyu.jpg EDIT 2: I think I found the location (at least the location from the header in the first post): The area between Oberursel and Glashütten. Comparing both images, you removed much of the towns, which is cool. A bit more rural terrain.
  8. Undeceived

    Community Upgrade Project - CUP_Terrains

    Thanks a lot for your work, cifor!
  9. Larrow, you're the best!! :wub: Thanks a lot, man! This is the little whitelisted Arsenal with some allowed gear (weapons, mags and items), launched in the init.sqf: //wait until after briefing sleep 0.1; //Sart a loading screen to hide init behind ( preload( although has its own ) + making whitelist ) [ "myLoadingScreen" ] call BIS_fnc_startLoadingScreen; //Preload arsenal lists [ "Preload" ] call BIS_fnc_arsenal; //Make sure player object is available waitUntil { !isNull player }; //Add all your stuff to the PLAYER ( all it does is sets some variables on an object, that object then acts as arsenal whitelist ) //[ whitelist object, STUFF, isglobal, add action ] [ player, [ "CUP_arifle_G36K_camo","CUP_launch_M136" ], false, false ] call BIS_fnc_addVirtualWeaponCargo; [ player, [ "CUP_30Rnd_556x45_G36","CUP_M136_M" ], false, false ] call BIS_fnc_addVirtualMagazineCargo; [ player, [ "CUP_muzzle_snds_G36_desert" ], false, false ] call BIS_fnc_addVirtualItemCargo; //End the loading screen [ "myLoadingScreen" ] call BIS_fnc_endLoadingScreen; //Pop open the arsenal display - [ full version, object that holds whitelist, object to alter ( user of arsenal ) ] ["Open",[false,player, player]] call bis_fnc_arsenal; Thanks again!
  10. Undeceived

    My First Impressions

    Yeah, they showed this in the live stream. Great feature!
  11. Undeceived

    EDEN - Questions

    BI, will you / can you please add the Arsenal or anything else for quick and easy unit / vehicle / crate configuration?
  12. Undeceived

    A3 Campaign - Continuation for Tanoa?

    But they can take one end as the "official canon", so there's no problem with the multiple endings. I want to kick Miller's ass in a continuation! Other than that... I still didn't read an official confirmation that there will be a new campaign. Up to now I only read "playable content". Looking forward to see the new roadmap.
  13. Undeceived

    Arma 3 Eden Editor Sneak Preview Live Stream

    Great news! Eden... Like Cain and Abel? :ph34r:
  14. Another f*ing GREAT island!! :wub: Thanks so much, IB!
  15. Btw what exactly does the "smootly in" parameter do?
  16. Ok, thanks! Btw. you didn't update the version number in the script. It's still 2.0
  17. Great script! Downloading now. Thanks.
  18. Dying Ember by Undeceived As the MANW contest is over, this forum thread is redundant. The main thread with the latest version is here: http://forums.bistudio.com/showthread.php?182212-SP-Campaign-Dying-Ember-%28resistance-campaign%29
  19. Hello dostunuz, sorry, I didn't look in this old thread for weeks... If you escorted the guy to the HQ, where the smoke is rising, right?, then the Outro cut scene should start. So it seems to be a bug, yes. Please check if you're playing the latest version (at the moment 1.5) and if you're running mods, you could try to disable them for this single mission. This helped some players in other missions. If you have further questions, please post in this thread. Thanks! https://forums.bistudio.com/topic/172121-spcampaign-dying-ember-resistance-campaign/page-1 Good luck!
  20. Hi guys, can you help me with this one? I'm trying to convert a SP mission from Arma 1 to Arma 3 and up to now I substituted every A1 unit, marker, etc... and no errors appear anymore (only lots of mission script errors). But I can't find a way to start the mission itself. It won't start and this error appears instead: 'effects/' is not a class. I found this error in this thread here, but it didn't help me. What I noticed is that the mission starts in MP (with the error as well, but it starts). Any hints how to eliminate it? EDIT: Of course I'm using CUP terrains (Sahrani).
  21. Thanks for your answers, guys. It really was an Arma 1 addon (Editor update), which I still had to have running. I substituted all objects by Arma 3 road cones :D and eliniminated the addon, now the mission started. Gonna test now. LOTS of road cones will cross my way. :D :D
  22. Undeceived

    Masculine Head Pack

    Thx for the reply, zeealex, and all the best (get well soon).
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