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About NeoArmageddon

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  1. To reduce redundancy you can use a foreach and an array of objects this addAction["Activate Alarm", {{[_x, ["Sirenair", 1500, 1]] remoteExec ["say3d", 0, true];} foreach [alarmFB2,alarmFB3,alarmFB4];}]; Also not tested. Any error is an exercise in SQF debugging for you 😛
  2. I just copy and pasted the lines from the first post together on my mobile 😛
  3. NeoArmageddon

    "Pending approval" alert

    Had that myself a few times with my co10_Escape thread. The spam detection seems to trigger when you edit the first post in a thread with a lot of answers and the post contains links.
  4. It works also inline with addaction if you want to keep that stuff short but harder to read: this addAction["Activate Alarm", {([alarmFB2,["Sirenair", 1500, 1]] remoteExec ["say3d",0,true];}];
  5. The problem was indeed a small config error in CUP and was fixed on the release date of GM. As we had no major update since then, the fix is only present in the dev version of CUP (you find it as a seperate package on Steam). The fix will be rolled out with the next major update of CUP (soon™). Albeit the error is annoying, it does not break anythink important (as far as we investigated) and you can safely ignore it until the next update or use the dev version until than.
  6. This! I often see the argument that Real Virtuality is an outdated engine and A3 would be so much better with a new engine. That statement is not correct and makes little to no sense from a software engineering standpoint: Every engine can be upgraded to modern standards. It just takes work and skilled software engineers. In todays RV engine we see stuff, that people said were impossible with the engine a few years back (like bipods, graphics like sunrays, fire from vehicle, 64bit exe etc). I fiten read from people that some stuff is not possible with the RV engine, but that is wrong, it is just not feasible for BI. A compeltly new engine takes as much or even more working hours than modifying an existing one. That is the reason that in the past 17 years we have seen the same engine with huge upgrades between the games. And while the DayZ engine is called a "new" engine, I see many similarities which make me think it is rather a large refactor of the RV than a new engine. In the end, an engine is defined by its subsystems, and when model and terrain format is nearly the same (p3d, wrp, etc) I am not sure when you can call an engine "new" instead of refactored or redesigned. IF we see an A4 someday, I am pretty confident we will see many familiar stuff. There are also many parts of RV that are already good as they are and even if you write a completly new engine, an software engineer will design it the same way. There is a really good book about engine architecture by Jason Gregory (worked for Naughty Dog on Uncharted and The Last of us) and you will find a lot of similarities between how he describes a good implementation of a game engine and what the RV does nowadays. While this may read like I am a total fan of the RV engine, I have to admin there are many parts that are outdated and need a rework, like the config inheritance, animation system and the actual implementation of multithreading. I don't say that the engine is anywhere near perfect, I just want to stress that the majorities demand for a "completly new engine" is just unrealistic and needless. The current problems can be solved by a team of software engineers/programmers and probably it will be faster and cheaper than a new engine, that basically does the same as the current one. P.S. To conclude and answer the first post: Yes, I think we will see further upgrades of A3, which might be called A4.
  7. NeoArmageddon

    Contact Expansion Asset Feedback

    I suspect mostly assets as seen in the trailer. Focus seems to be on the "Science and investigation" stuff. Enemy is most likely something like soldiers with their minds taken over by an unknown entity. I doubt we will see many stuff in terms of driveable assets, alien weapons or even alien units. You can perfectly pull of this scenario with only abstract encounters.
  8. NeoArmageddon

    Contact Expansion Feedback

    No it is not and just releasing them with no hardcoded function makes perfect sense. There are dozen of missions, scriptrs and addons out there that emulate stuff like this and releasing a DLC with "official" function will render most of these script broken or duplicated. As a official function would be rather limited, it will make the situation worse as "normal" players will have to discern between the official functions/keybinding and scripted solutions that are already around. Releasing this stuff as cosmetic only and leaving it to the people to use it however they like is the best way. Simple example: They add a radiation function that can harm or even kill the player. That would instantly break a lot of revive and medical scripts (ACE for example) and will require updates/fixes by the authors. When the objects are only cosmetic, the author of a mission can decide himself, if he adds radiation and a medical script that works with it. The range of use for this kind of stuff is to diverse across all possible scenarios to implement some hardcoded behaviour. For everything else you can always take what is in the SP campaign and put it in your own scenarios.
  9. NeoArmageddon

    co10 Escape

    Most likely.
  10. NeoArmageddon

    Contact Expansion Asset Feedback

    Maybe missing action entry for the doors?
  11. NeoArmageddon

    co10 Escape

    The grass setting is actually broken in the last builds of 1.10 but the rest of the selection works in all my tests and for all other people I asked to test it. If that is the only setting you use to test the params, please try another one. Also checking your rpt on server/local would be helpful. There was no change to escape for a while, so your server must have changed something. Zargabad is in internal testing right now.
  12. NeoArmageddon

    [Suggestion] Arma 2 3rd Party DLC for Arma 3

    How do you come to that conclusion? CUP adds new textures, models and animation in every update and is constantly improving the quality if its content. There are some assets that are more or less a direct port from A2 but the majority was either completly remade or was atleast impoved in some aspects. The rest is scheduled for rework/upgrading. Also CUP includes A1 and CWA stuff. Upgarading that many stuff just takes time. Than there is RHS which contains a lot of stuff we had in A2. Together you already have all of A2 (except the campaign) in A3 and that is why I think it is really unlikely to see something like that as CDLC. Nevertheless you a free to pitch this idea to BI yourself, if you are up to the task. P.S. Also consider the huge s***storm that is inevitable when the player see a DLC where BI is charging money for stuff they already released 10 years ago. It doesn't matter if the stuff is polished or not, the reviews would read "BI is selling the same game twice!11 RIPOFF! Don't buy!"
  13. NeoArmageddon

    Contact Expansion Asset Feedback

    I understand why keeping the assets EBO before release (objects in the wild will stay in the wild, older versions may stay around and conflict with later updates, etc). But it would be really helpful to get something like untextured, first-LOD-only p3ds of the terrain assets before or right after release (through samples or Licensed-data pack maybe) as a kind of placement proxy on terrains. I know of a mod that maintains a few well known terrains where the new, opened and polished buildings could be used as a replacement instantly. Also adding +1 to what @.kju said.
  14. NeoArmageddon

    co10 Escape

    Rosche and Schwemlitz should be in the 1.10 dev builds. You can find the latest here: http://escape.anzp.de/co10_Escape-master-458da44289d71884ea59e468cf5accd7ccae4ae7.zip
  15. NeoArmageddon


    Wow @Temppa, the speed you are posting new, high quality terrains is stunning. We can't keep up with uploading your terrains to our server and port our Escape missions to them. 🤣