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Posts posted by 1212PDMCDMPPM
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Night full moon light and camp fire have been tweaked.
Ok, thanks for the feedback. I have to test that !! :)
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Hello,
I was not able to go through all recent change logs in dev branch. Has any improvements been made on night luminosity, flares, camp fire...etc ?
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from eden you can set it to 3 minutes max but if you save mission.sqm in plain text format you can change it to whatever you want although it gets reset if you open the multiplayer options in eden
Nice trick !!! Thanks !!
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One quick question (I can't run the game right now): what is the max bleedout duration ?
A huge (or infinite) duration is really usufull when playing in small team.
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Ok, thanks for the info.
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It will be renamed to isMultiplayerSolo
isMultiplayerSolo is true when in multi but alone on the server ? in SP mode ? both ?
This is quite confusing.
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Ok, BETA released ! I'm waiting for feedback from you guys!
the rar is asking me a password.
EDIT: oops, read OP too fast :)
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Gitlab or Github? Can't find him.
Link please?
May be this:
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But indeed the result is more realistic (faulty and lacking in precision) maps :)
Yeah, I like that !! I just need to give a little bit more intel on one of my mission were the guys are supposed to check villages but none are located on the map ! :)
Just for info, the full moon night is just too dark compared to before1.60 (impossible to see without NVG) but I suppose we are all waiting for BI to release the doc on how nigh lightning is supposed to be configured and fix it anyway as it's far too dark.
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makhno, thanks for the update !
May be my memory is not that good but I remembered that most buildings were visible on the map in v0.1 but a lot have disappeared in v0.6 (I missed v0.5) - all huts it seems.
Is this on purpose ? Nice way to hide villages for my nam missions !! :D
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might be a conflict with CBA? I run IFA3 without it on dev and have not seen such behaviour
tested on 1.62 without CBA: exact same bug.
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Thanks for this new release !! :)
I did a quick test on Omaha and had a really weird bug:
- I'm playing as LIB_GER_mgunner
- INDEP are hostile to BLUFOR
- I have a US infantry group in front of me ( LIB_US_smgunner, LIB_US_mgunner, LIB_US_medic, LIB_US_corporal ...etc), 40 m away
I'm detected as hostile but not fired at except if I'm standing 1m away in front of a US guy (being on the side is not enought to be attacked).
Every 30 sec (about), some guys are sending grenades to try to kill me.
Mods: CBA, IF v10.
Repro mission available.
Am I doing something wrong ?
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I also noticed issues playing ogg as music. Issues are stutering or playing it a bit too fast (56' instead of the original 59').
These bugs are non consistent because the same file can be played ok or not... :blink:
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This could also be tied to a custom trait, to keep it scritp friendly (cf https://community.bistudio.com/wiki/setUnitTrait).
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The "visual upgrade" destroyed 100% of the maps and all non-NVG night missions so I don't buy the "They are not completely realistic. Some time ago we considered fixing it, but decided against it because it would affect already published night scenarios." argument.
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problem still exists, after apex. i guess i should make a feedback tracker ticket...
it has already been done...
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yes, guard-waypoints are incredibly effective. unfortuantely the "guarded by trigger" does not seem to work (tested on stable branch). but even without the trigger, the guard waypoint is a very cool tool.
In fact it's still working in the 2D editor. The bug is coming from Eden.
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Funnily enough at this moment, I mainly play Arma MP Coop 90% and 10% SP, but I haven't been able to convince any of my friends, coop mates and sim-group mates, to play the APEX protocol with the nowadays game-play design (even if most of them, as Arma enthusiasts own APEX and have the dev installed).
The only friends I managed to convince to play the campaign (before beta release) are the ones that are barely playing Arma at all. In a way, this "campaign" is perfectly designed: a low grade hastly done fragfest that managed to get two sales (ie my 2 friends) and that will be forgotten the 15th of July...
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Never trust PWS for mod dependencies or mod updates. It's usually a few days late. You should contact them (ie PWS) and fill in a bug report.
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Too bad...
Thx for the answer.
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I think he meant to draw lines on the map in the editor so they are visible to every player at mission start (just like editor placed markers).
Yes, that's correct.
Lines drawn in preview mode are not kept as editor placed markers in the mission.
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I've been using it with no issues on Apex branch and DEV branch.Which parts don't work?Only thing I don't use is medical.
I've lost the abitily to modify the Gendarmerie offroad inventory while using ACE. I can edit or script but I always end up with an empty offroad. Didn't try with other vehicles.
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One quick request: can you enable line drawing within the editor ?
As mission maker, I'd like to be able to draw lines to be able to produce better results on the briefing map than what I manage to do with the current set of markers.
Thx !
Variable communication between missionNamespace and FSM
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted