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Everything posted by NeoArmageddon
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Community Upgrade Project - CUP
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those maps will be mostly empty and only good for flying (except you want the infantry/tank sahara gameplay with 100km of sand). -
[SOLVED] How to detect if player has joined
NeoArmageddon replied to revv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use initPlayerServer.sqf (https://community.bistudio.com/wiki/Event_Scripts) and use https://community.bistudio.com/wiki/getPlayerUID on the first object passed to that script. -
That is by design as you should never actually beeing able to kill somebody as all damage above "death-value" is omitted. Some script is either removing or bypassing the scripts in the mission. I know what that stuff is, but not how it interferes with the ingame scripts/state of units. Please test without it. Are you playing on a dedicated server (aka host==admin)? You are the only one with such a problem. That strongly suggests the problem is your mod/server setup.
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes ;) -
No idea what InfoStar does but may interfere with eventhandlers. You should disable that and test again. Do players actually die? With "XYZ was killed" in chat? And than respawn with full gear 30s later?
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A Road keeps appearing in my terrain
NeoArmageddon replied to Victim_913's topic in ARMA 3 - TERRAIN - (BUILDER)
That should only affect ingame terrains not the buldozer preview. -
Players shouldn't be able to die completly in this mission. You are most likely using some mods that are interfering with the revive-script.
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How do I use CUP objects on my terrain.
NeoArmageddon replied to jabeds's topic in ARMA 3 - TERRAIN - (BUILDER)
It is arbitrary to use CUP or A2 samples as both share the same folder structure and p3d names. One should use A1/A2 licensed data pack and depboed textures from A2 as those models are not binarised. There is no CUP MLOD pack. The only thing adding dependency to CUP is the "fix requiredAddon" function in pboproject and that should be turned off in all cases as it produce total bullsh*t when developing terrains. Everyone should handcraft the requiredaddons entry themself to reduce logic errors and wrong addon assumptions. -
A Road keeps appearing in my terrain
NeoArmageddon replied to Victim_913's topic in ARMA 3 - TERRAIN - (BUILDER)
Delete it? -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Esseker has itself many technical problems and I doubt the problem is caused by CUP TP. I am using Esseker with CUP on my server without such problems. You should download both again and check for corrupted files. Also this could be a problem with EDEN (see problems with Lingor for example). -
I have traffic (on most terrains). On what terrain did you observed this? Thirsk and Porto are known to have no traffic. Seems to be size related.
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That is right. But the new script commands introduced with 1.56 and 1.58 are too useful to neglect them in favor if backwards compatibility. Better get BI to update linux builds faster.
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A Road keeps appearing in my terrain
NeoArmageddon replied to Victim_913's topic in ARMA 3 - TERRAIN - (BUILDER)
Because your editor.sqs located the your scripts folder is loading a road shapefile (most likely from Stratis). -
Okay, so your conclusion would be: The whole community breaks the law since 15 years. No addon should has been released every (as there is nearly no addon that is not in some way tied to original, non sample engine content). If you don't feel okay to mod this game, just don't. For most of us: We well modding RV engine is part of the "use"-right. In perspective from the modding scene (in general, not only A3) your arguments and concerns are greatly exaggerated. P.S. Maybe I get someone official here to clarify this for you.
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Updated frontpage post ;)
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Both possible without problems. There is no difference. You are just not allowed to redistributed a modified game (maybe my example was not clear enough). The game engine allows reuse of implemented assets by design. It is a modding sandbox. You are mixing modding and redistribution again. Sure, BI has the copyright on all the stuff, but modding is considered part of the usage of the game for what you have been given a license thorugh the EULA. Unless you don't reverse engineer something or distribute it on another platform than it was originally in (ArmA3) are are perfectly fine and neither BI nor any lawyer would try to deny it. BI even gave price money to people reusing their assets (see Bornholm terrain and the ManW-contest missions for example). Even if it was against EULA/license, at this point you could consider it common law.
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Maybe you should ask "Whoever created the original." why the wrong welcome screen is shown ;) Also you should discuss this in a life forum or something like that.
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Why not? We do stuff like that since more than 15 years. And an modified campaign file is not a modification if the original program as per EULA. You are mixing the terms "modding" and "derivative works" here. You obviously are not allowed to modify the campaign, pack it together with the game and distribute it as "ArmA3 better campaign edition". THAT would be a modification of the program. Even if modification of game content that is not released in the sample package wouldn't be allowed by BI, it would be a stupid move from them to take actions against it. That would kill of the whole modding community and make their "sandbox platform" useless ;) Source: 15 years of modding this game.
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You can use everything already in A3 for stuff in A3. The licensed data packages are especially for content from older games allowing us to port them to newer games (see CUP for example). Here is the modding license: https://community.bistudio.com/wiki/Arma_3_Modding_License
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EDEN All-In-One Config Dumps
NeoArmageddon replied to Defunkt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
When you want to know how something works in ArmA3, you open the AllInOne config with your favorite texteditor, hit CTRL+F and search for the class you want to examine. That basically saves you from hours and hours of trial and error and/or unpacking all ArmA3 pbos and checking every config.cpp one by one. -
[IceBreakr/IBIS] FAP Units (Foes & Allies Pack)
NeoArmageddon replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think that was his idea/intention ;) -
Which terrain for base making/expand?
NeoArmageddon replied to Luke_z_Brna's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Everything CUP ;) -
Weapon Switching on the Move
NeoArmageddon replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Hidiho! I really like the new animation/transition. Only thing I would like tweaked is the speed. Rifle<->Launcher takes quite long and that is great! Rifle->Pistole could be faster thou. When the transition from rifle to pistol would be fast but back from pistol to rifle slower you have basically what en3x wrote a post above mine. I think you can also motivate that realism wise (drawing pistol is fast, putting it back and getting the rifle ready again is slower). For me that would also make eprfect sense gameplay wise: Out of ammo -> quickly draw pistol. But be aware that getting the rifle back is slower, so pistol should be a last resort. -
There is always the possibility. But most likely not in A3.
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wrong thread.

