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bigshot

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Everything posted by bigshot

  1. bigshot

    [MP][CTI-COOP] Liberation (beta)

    ...this seems like it's possibly a new twist on cti? Are there capture-able camps surrounding the towns that become new choose-able spawn points as in the old CTI/Warfare missions? Also I didn't see mention of any dynamic main enemy base we need to hunt/destroy as an end-game option? I'm assuming since this is being classified as a CTI that I may have simply missed it somewhere?
  2. ^^never heard of terrain stopping you from saving...thats usually a scripted mod or mission that controls that and not a terrain map. I'll take a guess and say that you must be running other mods other than just a cup terrain.
  3. bigshot

    [SP/MP] BeCTI

    There seem to be undefined variables being used in this script (such as _pool in line#42, where _pool was supposed to have been passed from another script where it is/was defined, but is no longer being passed...so when it is now used in line #42 for the first time it has no meaning).
  4. bigshot

    [SP/MP] BeCTI

    Is Sari still working on this mission do you know? I've just tried and see that there are numerous scripting error pop-ups/rpt spam during mission play (arma3 v1.54). If you are out there, Sari...please don't leave us, lol! I know...it's ok to get tired...so much to always do and so little thanks it seems :-) Well...just want to say a really BIG THANK YOU...for trying to keep Warfare alive in Arma3...it has always been my #1 goto mission since the OFP days and I was very sorry to see BIS drop the ball on it and let it die...to me, the OFP/Arma series IS the Warfare missions....so thank you, truly.
  5. I think I've discovered something....and this would explain all my confusion. I think it's actually been working this whole time, but I've been watching for and expecting different behavior so it's gone unnoticed. Apparently, it does not actually stop enemy units from spawning within a certain range of an object...instead, it takes spawned units, OR spawned units that contain waypoints which fall within the safe zone you've set, and then DE-SPAWNS those units from that location and RE-SPAWNS them into another group nearby but farther away from the object. It's sort of acting then like a post-spawn filter. Kind of messy really...it's not 100% accurate as sometimes it may miss de-spawning about 1 group out of 3 for me. At least I figured it out!
  6. lol, yes sorry...tried but a logic doesn't work for me either. Clearly this safe zone feature is not working...at least not as simply described in the manual. I've tried many other ways to no avail (creating many types of objects in the missions init and within the dac zone before dac is called). I know the object has been created before dac runs as I have a hint format revealing its location to me before dac gets called...so I dunno...giving up at this point. My mission dynamically creates its starting point during the init and there seems no way to stop dac from spawning enemy units nearby...even though dac doesnt start until after we've spawned into mission start when the object is present. The only other possibility I can think of (if the fault is not DAC's) is that I'm using this on an alpha stage map (unsungs new vietnam map). Is there any sort of debug hint this feature has built in to see if DAC is even trying to use this safe-zone type feature?
  7. ...doesn't mention that anywhere.. but other than cba, are any other addons required?
  8. the new version 1.1 is more than a third of a gig larger than the old 1.0 so seems as though sounds must have been added.
  9. I don't think it's a good idea to try and script spawn a DAC Logic while using the scripted-only version in my mission. The Dac logic is only used for initializing the script from what I've read, which I've already done via my init.sqf. so yea, not sure where to go with this one.
  10. ...a little something I've begun working on for some private play with friends :-) Thanks to the entire Unsung team for this one! https://www.dropbox.com/s/wbk7r5j93pg7e5x/jungleduws.jpg
  11. Does anyone actually have the Dac_Savedistance working with an object that gets spawned in via script (as opposed to an editor placed object)? No matter what i try it just seems to not be functioning for me. I've tried using it on a flagpole I named, a named marker, a named unit, and even myself (player)...but I always get dac enemy units spawning near the object regardless. These objects are spawned into the mission at mission start just before Dac gets initialized. By the way, shouldn't this feature be spelled "safe" instead of "save"?
  12. does anyone know which (if any) of the WEST unit classes would have the repair specialist ability? Love this jungle, thank you!
  13. bigshot

    Any old farts playing Arma 3?

    I turned 50 this year myself...from an Atari 2600 to an Apple IIc, then onto pc clones and MS Flight Simulator in the late eighties. My entry into the fps genre came around 1995 with Quake95 and then Quake2 shortly after. Half Life and then onto Unreal Tourney and it's military mods around '98-ish. Mil-sims weren't really on the scene much until 2001 with the original Arma (Operation Flashpoint) and Ghost Recon. Took quite awhile for folks to like and accept Flashpoint since it was overwhelmingly unforgiving and you couldn't adjust or change much of anything to your liking without learning how to edit the missions themselves. Most people shied away from it back then but it very slowly caught on with the simmers among us. It was the first easily accessible game where you could not only get to play in multiple first person perspectives (infantry, vehicles, air) and multiple real world weaponry, but also use all of that in maps that were ground breaking in size... and then to top it all off you could even play it in MP with a friend, just wow! It was truly revolutionary back then...and to this day there's still no other title that offers the same size, scope and freedom that you get with the Arma series. ...and the best part is that it historically always focused on coop/bot play instead of PvP....which for us "50 something's" is always a good thing :-) Makes me sad though, when I see the new young Arma Devs (who I'm guessing have taken over a few years back from the original team), losing sight of the old "Warfare" coop missions and seemingly leaving it for dead. That mission style (CTI coop) was the most popular from 2001-2010 and was paramount in obtaining Flashpoint a real following. I feel it was responsible for helping to make them more of a household name in mil-sims over the years. They (the new devs) should have stuck with that mission type and worked to improve it from it's modded beginnings instead of abandoning it. That move alone could have killed the game off if it weren't for their deal with Steam. Still they lost plenty of old timers. ...and so it goes without proper DLC, instead of getting to pay for a new snow covered terrain with effects such as falling/drifting/blowing snow and a kick-ass coop warfare mission to go along with it this xmas season...we instead ended up with a few rifles for $15 and a new PvP game mode. Lets not forget the disaster that Zues and the go carts turned out to be. At this stage I only have interest in Arma3 to play 1 specific mission, and that's it. Mostly, because while the graphics, lighting, terrain, weapons and models are all looking fabulous, there is little to no good "professional" quality content. For too long now, the new arma devs have relied way too much upon huge Steam sales and 3rd party amateur mod makers IMO. They received a ton more sales from the Steam deal...but that's not what will keep people playing and coming back next time around I'm afraid. They need to stop fiddling with things as if it's still an Alpha and concentrate on what made the game a success years before they took it over....ground breakingly good CONTENT & MISSIONS. I absolutely LOVE this franchise, but I'm not entirely convinced that a change of the guard wouldn't help to improve things a whole lot.
  14. Nice idea and the perfect time of year to get into something like this. Hope you keep at it, thanks very much for this.
  15. I believe this has just started to be an issue after the latest patch. I create a bench taru: _helo = createVehicle ["O_Heli_Transport_04_bench_F", [_posplayer select 0, (_posplayer select 1)+2000, 200],[], 0, "FLY"]; ...and then run the camo script on it: null = [_helo] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_bench_black.sqf"; It is also repeatable in the editor. This always worked just fine, but now the chopper no longer shows up in black...instead it shows up in the regular camo. Has the black variant been taken out of the game? This now throws an rpt error as well (and it never used to).
  16. bigshot

    Patch broke Taru Camo script?

    I don't know either...but thanks for the snippet...seems to work ok this way.
  17. bigshot

    1.54 Fatigue is too Unrealistic

    nope...still forces you to slow walk when your inventory is full. No running, sprinting or jogging. This also needs a way to be disabled please. There are lots of missions out here with heavy tank use and taking 1 rocket just breaks missions like this. We need backward compatibility here, BIS...I mean for crying out loud this game has been a retail release (not alpha any longer) for what 2 or 3 years now? New things added need to be optional only...you can't just keep making major gameplay mechanical changes like this 2 years after retail release and not be called sadistic, sorry....too many bad decisions for too long here.
  18. bigshot

    New Fatigue system

    Does anyone know some sqf script code we can use to disable the way this new system forces you to walk when your inventory is fully loaded?
  19. I believe this has just started to be an issue after the latest patch. I create a bench taru: _helo = createVehicle ["O_Heli_Transport_04_bench_F", [_posplayer select 0, (_posplayer select 1)+2000, 200],[], 0, "FLY"]; ...and then run the camo script on it: null = [_helo] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_bench_black.sqf"; This always worked just fine, but now the chopper no longer shows up in black...instead it shows up in the regular camo. Has the black variant been taken out of the game? This now throws an rpt error as well (and it never used to).
  20. bigshot

    Fatigue Feedback (dev branch)

    I'm also interested in knowing this.
  21. Some of you are truly disturbed...the slander, the insults, all the twisting and the outright lies here are more than enough. I gave and gave and gave...never asked for a thing all year. I've removed the mission. Website owners please do not upload any of my work pertaining to the Duws Modified mission including versions 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.75. I'm done...never again.
  22. Ok, this will not be a boxing match... I don't deserve it after all this time and effort really. My post stands (including point #6), and if Bohemia OR Kibot asks me to stop then I will simply remove the mission no questions asked. So it's very simple. To be honest you are making a fuss over nothing...when it comes to donating your lucky if it'll buy a tank of gas for your car anyway. Everyone can go play the mission as always.
  23. You're kidding right?? 1. I am not selling anything, the mission is free and available to anyone who wants to play it. Donations are NOT necessary nor required to play. 2. The arma3 eula clearly states that asking for donations is allowed. Kibot also gave his permission to me to re-release the original code as my own with proper credits. 3. I am only asking for donations for players who want to thank me for the 1200 hours I put into it this past year and I will share with them my own private version of the mission for any future updates that I do to it. 4. Players tend to get upset when you stop publicly updating their game. I think 1,200 volunteered hours is enough don't you? 5. I have always been readily available for anyone who wishes to contact me regarding anything about the mission. 6. I have no problem with removing the mission at anytime if this is required of me.
  24. bigshot

    JSRS: DragonFyre -- WIP Thread

    maybe use the time to squash any rpt errors?
  25. @JC - I have not worked with Zeus and so I am not familiar with all of it's scripting intricacies and/or compatibility issues. I would first make sure all your mods and units are working and initializing properly without zeus so you can be certain your coding is correct. If everything is working good without zeus then you need to research zeus scripting for missions to understand what may be causing your issue.
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