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Everything posted by CoA|Saint
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Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thats correct! -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll try: All variables can be set in the folder userconfig. there you'll find a GL5 folder, containing the sqf scripts. to change the values, e.g. GL5 Sound FX simply remove the // in front of GL5_Local set [23, false]; -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not going to offend anybody! -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stop drinking, start thinking! It was a simple question to zorro and lord. no more, no less. unpack the pbo files, compare GL4 and GL5 scripts and see for yourself. thank you for your attention :) -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What are you currently working on GL5, besides changing the GL4_ tag into GL5_ and adding your names into the script header? -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is anybody still working on GL5 seriously? -
=ARC= Patches / Insignia
CoA|Saint replied to soronelite's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for your reply, dybite :) -
=ARC= Patches / Insignia
CoA|Saint replied to soronelite's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How can I display the clan logo on right shoulder of the uniform? https://community.bistudio.com/wiki/Arma_3_Unit_Insignia#Objects Is it possible to get it with the 'BIS_fnc_getUnitInsignia' function? Or do I have to do it the 'squad xml way'? cheers, -
Group Link 5 Special FX Edition
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes mate, im runnin' -showscripterrors, the issue is just an error message. The patrol feature itself is working like a charm. Maybe you are right, and the error message occurred in ArmA2 as well. I don't remember clearly ;) Nice to hear that Zorrobyte has an idea how to fix it. Keep on your good work on GL5 guys :) -
Group Link 5 Special FX Edition
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That isn't working, not even with the correct varname "GL5_Patrol". I'm confused, that issue never occurred with GL4 in ArmA2 -
Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Zorrobyte, nice to see you working on great GL5. Would you like to give us an example for the script based initialisation of GL5? That would be nice, thanks in advance. -
Arma 3 - ai first aid support
CoA|Saint replied to DAP's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks DAP, it works like a charm. :) -
URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
CoA|Saint replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome work Hotze. :) -
"Now everyone will see why I need a skull-gun"
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BW Composition Pack 1.1
CoA|Saint replied to CoA|Saint's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Foxhound, thank you for posting the news and for hosting it on armaholic -
With great pleasure we release the composition pack 1.1 today. This composition pack lets the mission designer spawn e.g. checkpoints, bunkers, bases dynamically during his missions. Coming in ten categories the pack includes not less than 149 compositions in desert and woodland camo, as well as ISAF versions. Categories being: Anti Air Artillery Base Bunker Checkpoints Guardpost Servicepoints Supplies Station Tent Camps Warfare Some of the checkpoints are especially for multiplayer usage as the AI doesn't go down too well with them. Also included in this package are some FOB templates modified by kaot22 for the Bundeswehr addons. Those are not being spawned with a script but are pre-placed in the editor. Please see the respective template missions. The compositions pack requires ArmA 2 and Operation Arrowhead as well as the following German Bundeswehr addons: BWMod 1.7: http://bwmod.armedassault.info/downloads.php AMT 1.4: http://amt.kkwebservices.de/fb/index.php?page=Entry&entryID=9 MARS: http://www.combinedarms.de/index.php?page=DatabaseItem&id=14 download
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High Command Module
CoA|Saint replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks, but sorry mate, that doesn´t work. Already tried this few days agon Maybe Gaia can provide help here ? -
High Command Module
CoA|Saint replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to deaktivate the markers in highcommand module or marta module ? -
MBG Window of opportunity
CoA|Saint replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah! Long time No Love ...:D -
Very good work, B00tsy :)
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LMAO.... Pivo prázdno ? :D
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Dynamic-AI-Creator (DAC) V3.0 released
CoA|Saint replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good job, Silola. Well done Lets test now :bounce3: -
DAC V2.1 (WIP) discussion
CoA|Saint replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
that´s the music I wanna hear- 327 replies
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- dac
- dynamic ai creator
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(and 1 more)
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Group Link 4 Special FX Edition
CoA|Saint replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Protegimus you can handle the GL4 Settings in the mission init.sqf, just put the GL4_Settings folder into your nameofmission folder and change settings as desired. waitUntil { !(isNil "GL4_Global") }; #include "GL4_Settings\GL4_Global.sqf"; waitUntil { !(isNil "GL4_Local") }; #include "GL4_Settings\GL4_Local.sqf"; waitUntil { !(isNil "GL4_Random") }; #include "GL4_Settings\GL4_Random.sqf"; it´s just a method to include the settings to the init.sqf -
Group Link 4 Special FX Edition
CoA|Saint replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
that works fine for me :) big salutation, Onkel Bo ;)