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Posts posted by NeoArmageddon
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Also icebreakr is someone that had a problem with stuff in CUP and actually started contributing to get the stuff changed he wanted.
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Can you post the whole file to a pastebin.com or something like that. Your post is very long and also only covers the first minute of Arma3 startup but your problem occurs after more than 60 mins. We need a full log to have a change to spot a problem (nevertheless the entries in your startup indicate, you have too many "low quality" mods already installed).
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Is this a conflict?with another map perhaps?
No, it is an bug in ArmA3.
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Aaah I see! Disabled it and finally looting FAKs instead :D . But then my question is what is the difference of using a medic/corpsman role? Is it if you find a medkit you can heal smaller amounts of damage and that stuff like normal?
In vanilla Arma only the Medic/Corpsman can use a MedKit to heal other players. The FAK can be used by everyone but it never heals to 100% and it also can't be applied if your health is too low.
In addition in Escape the Medic does not need a FAK to revive a player to full health. If a normal player revives someone without using a FAK, the revived player will have under 80% health.
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It's not an answer to his question, and is close to mocking and/or flame-baiting answer. He just ask a question, it's not really a good image for the community to answering like that and this kind of attitude is what we just can dislike in a real community.
The thing is that exactly the same question is asked on a daily basis and most of them were answered already.
But I can give a definite answer to his question, if you like: No!
Why no? Because we already began with improving textures. Actually we had improved textures in every update. People just seem to ignore it. No idea why. because we are not updating all textures at once? Or maybe they just don't compare A2 vehicles directly with CUP vehicles?
Here are entries from the changelogs that are texture related:
* CUP_Creatures_People_Military_CDF - Added tri-color mountain, tri-color desert and tri-color forest infantry groups to CDF and UNO * CUP_Creatures_People_Military_SLA - added several camo variants for both RACS and SLA soldiers * CUP_Creatures_People_Military_SLA - added several groups for RACS and SLA using new soldier camos * CUP_Creatures_People_Military_USMC - Added Binkowski's USMC (courtesy of Binkowski, Sabre and Johannes) (4x2 uniforms, 18x2 headgear, 15 SPC vests) * CUP_Creatures_People_Military_Russia - Textures for eye hole balaclava Added RACS Woodland uniform. Added RACS Special Lennard inspired camo. Added plain olive and tan RACS PASGT helmets. 2 New cap designs (TrackIR, Make Arma Great Again) New British Armed Forces uniforms, equipment and units in three flavours (Woodland, Desert and MTP) , removed placeholders. * CUP_TrackedVehicles_ChallengerII - 9 camo variants for the Challenger II (woodland, 2-color-woodland, desert, two-color-desert, winter, 2-color-winter, ctrg sand, ctrg tropical, NATO tan) * CUP_TrackedVehicles_ChallengerII - Damage and destruct materials to Challenger II (fixed T1645) * CUP_WaterVehicles_LHD - added missing paa texture in LHD * CUP_WheeledVehicles_BRDM2 - added CSAT Tropical variant for BRDM-2 * CUP_WheeledVehicles_Octavia - Added several color variants * CUP_AirVehicles_A10 - Added texture and animations for Garage/Vehicle customization * CUP_AirVehicles_AH1Z - Added texture and animations for Garage/Vehicle customization * CUP_AirVehicles_AH6 - Added texture and animations for Garage/Vehicle customization * CUP_AirVehicles_AV8B - Added texture and animations for Garage/Vehicle customization * CUP_Airvehicles_KA52 - improved HUD glass material on Ka-52 * CUP_TrackedVehicles_BMP3 - tweaked BMP-3 rvmats * CUP_TrackedVehicles_m1_abrams - Changed the woodland colors and retouched textures on all of the M1 Abrams variants * CUP_TrackedVehicles_m1_abrams - Changed woodland color palette on M1 Abrams and LAV-25 * CUP_TrackedVehicles_m1_abrams - improved textures and materials on M1 Abrams * CUP_TrackedVehicles_m1_abrams - more improvements to M1 Abrams textures * CUP_TrackedVehicles_m1_abrams - new textures for M1A1 Abrams for NATO (Pacific) * CUP_TrackedVehicles_m1_abrams - some targeting improvements on many ground vehicles part1 * CUP_TrackedVehicles_m1_abrams - tweaked rotation of M1 Abrams wheels to make it look more natural * CUP_WheeledVehicles_BTR60 - replaced CDF BTR-60 texture with an improved one, minor tweaks to BTR-60 RVMATs * CUP_WheeledVehicles_LAV25 - improved LAV25 materials * CUP_WheeledVehicles_LAV25 - Retextured LAV 25 * CUP_WheeledVehicles_Ural - improved reflectors angles on both Ural and UAZ, fixes T1634
And I skipped a lot of entries. So asking "Just a curious question after every thing is ported will you guy work on improving the quality of the textures or leave it as is ?" is jsut ignoring the work of the people that are actually working on improving the textures in CUP.
Not the question is the problem, but the fact that it is basing on an uninformed and half-cocked assumption that CUP is not working on textures. A simple look in the changelog would have answered the question, same as just scrolling through this thread or using the boards search function.
And going just a few pages back in this thread and everyone can see the awesome work Taro and krogui are putting into new high res textures (some of them are in 1.8 already).
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C:\Users\<yourname>\AppData(maybe invisible)\Local\Arma 3\something.rpt
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That happens when you are out of (graphic-)memory. That can be caused by hardware failure, not enough memory at all, too many mods installed or scripts storing to many variables.
I strongly suspect too many mods or some rogue scripts. Can you post the rpt of one of this 1 hour sessions? There will most likely be many entries and errors.
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What?
Escape is a mission. What you describe sounds more like you are playing with ACE or something like that. There are no morphine injectors, badages, etc in this mission. Also no keybindings.
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..., if "called" directly from a trigger,[...] will happily eat all your frames until the game is frozen for 20-30 seconds at a time. Asynchronous contexts are your friend.
If the mention of "trigger" is in response to the code I posted: A call from a trigger runs in a seperate and unscheduled context (AFAIK). Also when using this technique you normally don't add a loop to the called function.
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So to clarify, only CBA can be used for custom EH's? Additionally, I have the Epi business in the Loop as the regen slows down over time.
No. You can (in Theory) write your own. A single loop or trigger that checks for events and calls registred functions. Infact the code I posted is from a custom (loopless) eventhandler/scheduler system.
But that is only effective when you can use it to reduce the amount of loops from x to 1.
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engima - I have just started using this and so far, it's great. One small suggestion though, I pretty much always start of my file with the same thing (scriptName, comments, private and what not) so I was wondering if it was possible for you to create some kind of header template that we can modify which applies when you press "New file" button. Example:
Sounds good, but better make it a new button like next to "New file" a entry named "New file with header" or even a visual studio/netbeans/other editor like template selection. Just copy a file from a "template" folder instead of creating a new file.
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You can create a trigger by script that automatically calls your code. The trigger is called by engine and no script suspended. I got some good results with this in scriptheavy systems but I don't know if it will help in your case.
Example:
if(isNil("A3I_Timer")) then { A3I_Timer = 0; }; if(isNil("A3I_Time")) then { A3I_Time = 5; }; _DTrg=createTrigger["EmptyDetector",[0,0,0]]; _DTrg setTriggerArea[0,0,0,true]; _DTrg setTriggerActivation["NONE","PRESENT",true]; _DTrg setTriggerStatements["isServer && time>=A3I_Timer", "[] call a3i_fnc_run;", ""]; //The function is addin A3I_Time to A3I_Timer varKeep in mind that timing with a trigger is not reliable and subject to server/client FPS/scriptload. So when you want time relevant stuff, you need to check it with the time variable in your function/script.
P.S. Forgot to name another advantage of this solution: When there is a script error in one part of your function (like a null object or a not intialized variable) the script will halt, but not the trigger, it will rerun the function in the next cycle. This is a good way to ensure that your function is always called regardless of local runtime errors.
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Please keep in mind that we don't allow custom reuploads to the SteamWS due to several reasons (mostly false bug reports due to outdatet and unofficial uploads and legal issues with some of our contributors).
If anybody wants to create, update AND maintain a lite pack, please contact CUP (or directly me via PM).
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I think you need to realise that for the game being so early, the less settings and differences they can have, the easier it is for them to pin down bugs and test the new stuff.
I absolutly understand and what I said was not a demand for a change but just that, the last changes in the default difficulty in A3 were inappropriate for their respective diffivulty level. Even on highest settings you had unrealistic visual helpers floating around that I am sure has no MilSim-squad (we are not MilSim btw) still active. Also there was a time when you were not able to disable the crosshair in A3... :wacko:
Keeping that in mind I suspect Argo will even get more "here, have a new marker ontop of your squadmate behind this wall", "here is the stuff you were 'searching'", etc
And with this stuff I neither get real fun nor somekind of immersion out of A3 (that stufff just annoys me) and I strongly suspect that will be the same with Argo, even when it is meant as a more fast-paced MP shooter than A3.
If that is the case, it is just not a game for me I want to play on a regular base. It is like eating cookies with raisins.
P.S. Anybody with Argoserver installed: Are the Veteran-Settings the same as in A3?
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You can get the MLODs (raw p3ds) here: https://community.bistudio.com/wiki/Arma_Licensed_Data_Pack
Select the packages with the terrain stuff. You don't need to unpack anything.
When you encounter duplication, use newer A2 stuff. If you need textures in buldozer, you have to unpack A1/A2 pbos and move the data-folders with the textures over to your P: drive.
If in doubt search for Jakerods ATLAS tutorial.
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I wanted to dive into hosting an Argo server but reading that we can't control difficulty settings the way we can in A3 makes me want to wait until that is possible again.
The default A3 difficulty settings are just not bearable for me/my squadmates.
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You don't use CUP for placing objects on terrains. Use the A1/A2 objects provided by BI for your work in TB. CUP will then replace them ingame.
Same for requiredAddons, it should look like you are refering the Arma1/2 pbos, not CUP explicitly.
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Actually I have never used params[...] myself, so I will look into it. But when I read about it, it just seems to parse an array into local variables, not declare them. Have you tried keeping the params command but just add the private [...] with local variables above? But I have probably misses something. This is a quite new command, and if it's broken I will fix it.
params makes declaration of the variables it initializes redundant (infact I think param["_something"]; private _something = true; will throw an error).
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I think maybe you implemented some damage detection system that can conflict with ace. Can you give me a tip what i need to change or disable to get my ace medicine work.
Search this thread. Someone already made a ACE compatible version and posted infos of how to make your own.
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In addition: BI said either declaration only
private["_my","_vars"];
or declaration and initialization like
private _my = true; private _var = 3.141;
Is the correct way to work with local variables when you are using functions. So if you ask me, the editor already works good enough according to official documentation.
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Neo - We love this mission on Tenoa. I set up a dedicated server just to play it with my brother and friends. I'm not too savvy on mission editing and also use TADST for easier server setup. I've been doing some searching on these boards on how to get the Massi nato_rus mod to work and I have no clue what I'm doing. We're getting tired of the same AK's, M249 and CAR9.5's in the mission and want to mix it up. Can anyone point me in the direction to get this mod incorporated so the enemy drop a bigger assortment of weapons?
Kind Regards
The missions are fixed in their used loadouts. When you don't want the Vanilla but mod weapons, you have to select another mission with a different modset. AFAIK for Tanoa there is just Vanilla Apex and CUP right now. But more will come when me and Scruffy get around to add more.
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That is how it should look with pitchblack night (overcast + no moon).
Tweak your mission to be on a date with fullmoon or reduce the overcast (or get a flashlight).
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But "garbage_metal" isnt in the arma 2 sample models, it's in the arma 1 models. And they both extract to ca\misc, so if I extract them both to that folder, config.cpp is going to be overwritten with whatever one I do last, wont that cause more issues?
misc is A1 and all A2 stuff should be misc2.
As long as the p3d path are like in A1/A2 it should work later in A3 with CUP loaded.


co10 Escape
in ARMA 3 - USER MISSIONS
Posted
Thanks for digging this up T.Fork. Maybe I should add a link to the first page ;)