Acecool
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Quick question! Where are the supporter badges we were promised?
Acecool replied to Feffez's topic in ARMA 3 - BETA DISCUSSION
I'm sure they are going to add our badges soon. -
Honestly, the way that Codemasters forced OFP ( I own all OFP and ALL Arma games, expansions and DLCs ) was the wrong direction. I wish I never bought red river... Codemasters has lost touch with their roots, they have lost their direction and they have forever lost my business.
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That would be great, especially for servers that do not allow 3rd person while driving a massive truck and needing to back up...
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Also, please make it so vehicles do not explode when you fire 2 bullets. 1 in one tire, 1 in another. Try it!! Load up arma 2, shoot out 2 tires and the car will explode!
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BIS, add more usability to mission editor and mod tools
Acecool replied to Cookieeater's topic in ARMA 3 - GENERAL
Exactly, remove the hassle of alt+tabbing by handling all script and folder editing, creation, deletion and organization into the editor would be a major asset to the people making the missions would help me out a little. Oh and being able to spoof a dedicated server from within the editor!!! -
Pre-announcement ARG answers to questions discussion
Acecool replied to Damu's topic in ARMA 3 - GENERAL
Oh well, I've posted them on the new Arma 3 feature request dev-heaven thing. -
BIS, add more usability to mission editor and mod tools
Acecool replied to Cookieeater's topic in ARMA 3 - GENERAL
How about, include an in-game in-editor text-editor with syntax highlighting and definitions file to aid in short-tabbing functions, including the ones you make. Must be a simple directory viewer/text editor where you can make folders, make new script files, make new function files, etc etc... -
Pre-announcement ARG answers to questions discussion
Acecool replied to Damu's topic in ARMA 3 - GENERAL
As a modder, I am curious to these yes\/no questions, I understand there is a limit of one per, however these are all closely related. 1) Will we continue to use SQF to code missions? 2) Will there be native database support? (One of the BIG things we as modders need, to save information for large RPG missions; if yes you can count on me being an early adopter of Arma III) 3) Will there be better sound control (Action to start sound, action to stop sound; when stopped it should stop immediately without finding a half-a workaround)? 4) Will there be a way to see when an action/key is pressed/held/released from within a script (I made a vehicle turbo script, which works under the current system)? -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not sure if I will have open testing just yet again. The server/client side work great, and I am plugging in new things. Once I have a greater set of features in, then I'll host a larger test party where a select few will be able to try it out :-) -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can't seem to find it? cessnafun? Dynamic building creation on map start-up video: -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can you describe it? I am going to have a lot of automated quests/minigames in the game. I may change the treasure hunt to actually give you the items you find so you can take them to pawn shops to sell, unless you find money lol. -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok everyone, I am recording High Def Fraps videos showing off some features for those interested! I will post them on Youtube, my name on Youtube is Acecool - search for Acecool Crime City and they should appear shortly! Subscribe to be updated as new ones appear! First video up: Treasure Hunting Demo: Second video: Police Car Features Demo: -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I can add the SUV and the police car also as police units :-) Its only 1 array of information I need to add to the claimOwnership script. [[price and other general info 0], [isHindered true/false], [hasTurbo true/false, (pounds of boost, natural top of power band speed, new top speed], [isPoliceCar true/false]] Just have to add true to that vehicle on claim ownership (which appears from the setupmap script anyway so, not hard :-)) So in order to add working women, I need to add a payment processor so I have been doing that, as well as working on the claimOwnership so people can buy police cars if they have the correct role. Quick edit, I am adding the SUV, but I do not see the police car... Do you know what it is listed under? Ok, VWGolf and SUV_PMC_BAF are able to be purchased as cop cars in all black! -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Siren lights now using: Red_Light_Blinking_EP1 Pro: Visible during daytime, could attach a light source to it Con: Can't speed it up? Attach and unattach properly to the VWGolf, may add other vehicle cases in, but for now it will be the car of choice for cops. Top speed will be set at 127-140mph, just like real cop cars. Changed it so if you enable the sirens, the lights enable automatically. Defeats purpose to use a siren without a light right? Going to add a place to buy working women! -
Crime City - RPG - WIP
Acecool replied to Acecool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This weekend I will have some free time and will get working women in-game after finishing police lights that get attached from existing objects in the game.