HKFlash
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Feedback tracker administration
HKFlash replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
That's ARMAVERSE calender for you! :cool:- 275 replies
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Feedback tracker administration
HKFlash replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Hello, Would it be possible to add more categories for the reported issues? For example there is none for the course of fire challenges. Thanks!- 275 replies
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Thanks for the answer Joris! I must say I admire those who can still achieve a gold medal ever since the introduction of these mechanics. Knowing that someone else can do it motivates me.
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Hello, I'm trying to complete all course of fire scenarios but ever since the introduction of sway, fatigue and especially inertia, it is much harder to achieve a golden medal. Still I did manage to complete CoF: Green and Red 1 & 2. CoF: Red 3 is very difficult for me due to the inertia. Are there plans to adjust this CoF to the new gameplay mechanics? Regards
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SP/COOP 1-10 Leper Island [UPDATED 1/23/2017]
HKFlash replied to johnnyboy's topic in ARMA 3 - USER MISSIONS
Good mission, quite original concept. -
Hello, I'm currently creating a script for my mission to create gear based on the unit's classname. { switch {typeOf _x} do { case "I_soldier_F": removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; case "I_Soldier_GL_F"; removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; } } forEach allUnits; However the problem is that it is applying the last loadout to every unit that I spawn. What is the issue here? allUnits?
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Unit gear based on classname
HKFlash replied to HKFlash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi gruukh, My script is fully functional, here's the code. I might actually turn it into a function. { switch (typeOf _x) do { //SQUAD LEADER case "I_Soldier_SL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellGreen"; _x addItemToVest "SmokeShellRed"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "Binocular"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //TEAM LEADER case "I_Soldier_TL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellRed"; _x addItemToVest "SmokeShellGreen"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //RIFLEMAN case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //GRENADIER case "I_Soldier_GL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AUTOMATIC RIFLEMAN case "I_Soldier_AR_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "200Rnd_65x39_cased_Box";}; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "LMG_Mk200_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //RIFLEMAN [AT] case "I_Soldier_LAT_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; for "_i" from 1 to 2 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "launch_NLAW_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AMMO BEARER case "I_Soldier_A_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addBackpack "B_Carryall_oli"; for "_i" from 1 to 4 do {_x addItemToBackpack "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToBackpack "200Rnd_65x39_cased_Box";}; for "_i" from 1 to 1 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //COMBAT LIFE SAVER case "I_medic_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; comment "Add containers"; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; for "_i" from 1 to 5 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; _x addItemToBackpack "Medikit"; for "_i" from 1 to 8 do {_x addItemToBackpack "FirstAidKit";}; _x addHeadgear "H_HelmetIA"; comment "Add weapons"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; comment "Add items"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //HELICOPTER PILOT case "I_helipilot_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_HeliPilotCoveralls"; for "_i" from 1 to 3 do {_x addItemToUniform "9Rnd_45ACP_Mag";}; _x addVest "V_TacVest_khk"; _x addItemToVest "SmokeShellGreen"; for "_i" from 1 to 2 do {_x addItemToVest "Chemlight_green";}; for "_i" from 1 to 4 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShellPurple";}; _x addHeadgear "H_PilotHelmetHeli_I"; _x addWeapon "arifle_Mk20C_plain_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "hgun_ACPC2_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; _x linkItem "NVGoggles_INDEP"; }; } } forEach allUnits; Regards -
Unit gear based on classname
HKFlash replied to HKFlash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was using that and I always do when creating missions. The option is available on the launcher now, under Author. Thanks anyway. -
Unit gear based on classname
HKFlash replied to HKFlash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bingo. I did use () at first but was told it was {} No issues though! Thank you, thank you very much! -
Unit gear based on classname
HKFlash replied to HKFlash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm sorry guys but I'm using the correct classname for the units, I've just checked it (and I did copy it directly from the unit placement window). Even fixing the commas does nothing. I will throw in the default but I can't figure this out. I would advise you to try it yourselves to check it better. Appreciate all your help. Thanks. -
Unit gear based on classname
HKFlash replied to HKFlash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi and thanks for the reply, I did some fixes but the script is not having any effect on the units: { switch {typeOf _x} do { case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; case "I_Soldier_GL_F"; { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; } } forEach allUnits; -
This is a serious issue. Upvoted.
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Weapon Inertia & Sway Feedback (dev branch)
HKFlash replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Very nice OPREP, I'm very happy with this new feature. -
Hello, What is the purpose of saving loadouts in Arsenal? How can I use them? Regards
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This is a bug. As soon as I can I will create an issue in the tracker.
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I am a player of BI games from OFP CWC. Heres what I think.
HKFlash replied to thesneak's topic in ARMA 3 - GENERAL
Oh no you did not... -
New Weaponsway is way to much. And holding breath bug?
HKFlash replied to HAseONE's topic in ARMA 3 - GENERAL
I agree. While CSAT uses an all body armor protection it should not be as powerful as the regular NATO carrier rig. CSAT is more mobility at the expense of protection. -
I demand open/close armored vehicle hatch sound!
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New Weaponsway is way to much. And holding breath bug?
HKFlash replied to HAseONE's topic in ARMA 3 - GENERAL
I will agree that holding your breath is not working properly or it is very inefficient in the current state. But this was to be expected, I'm sure fatigue and sway will still be tweaked and improved upon. Still the changes are going in the right direction and overhauling of the system was long overdue. -
Personally I love the update. The mini-campaign is awesome and features such as the game launcher and gear customization were long overdue. Just because there's mods for that doesn't mean the vanilla version should not have them. Good job BIS.
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Same for me.
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Bootcamp / VR Discussion (dev branch)
HKFlash replied to LuLeBe's topic in ARMA 3 - DEVELOPMENT BRANCH
W00T! Hehehe :) -
Oh come on you know what he meant: which.
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Still it has a very slick and fresh look. I like it very much. Thanks for your effort and work.
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I'm just repeating what a developer said. ;)