Psilocybe
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Hey guys. Not a modder, yet at least. With that out of the way, after watching a lot of combat footage in Syria and other conflicts, the one thing that stood out to me was the lingering smoke, ever present from the gunfire and explosions. Is this Somthing that can modded in, in addition to muzzle flashes for example?
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[WIP] Terrain Diyala province Iraq
Psilocybe replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just had to have a look in the mods section...now I've seen this ill be f5'ing indefinitely :( -
ArmSTALKER Online – In development.
Psilocybe replied to romzet's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow, This looks great, can it be played solo? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Psilocybe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make sure you are running latest version of ARMA, restart your steam. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Psilocybe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fixed my issue. Had to restart Steam, and what was I missing? Latest Arma III patch. Derp. -
Iraqi-Syrian Conflict
Psilocybe replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! WIll the latest PPE and 'hitpoints' A3 changes be represented in ISC? Thanks for the mod btw, I use it all the time! Also, I use ACE and i find the random gear seems to overide my units having ear plugs and other gear i try to add via config for ALIVE (for example, laser designator). -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Psilocybe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No dice. I tried that too :( Going to try running nothing but ACE and CBA see if thats the issue. Still no good. Steps taken: Added auto XEH pbo Tried missions with both check PBO module placed and not placed. Remapped the interaction key Isolated ACE mod. For me, its broken. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Psilocybe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With or without the 'check pbo' i get the same issue still, cannot use interaction menu still. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Psilocybe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cannot interact anymore, i tried placing check pbo module and putting the XEH files in the CBA_A3 folder too. Breaking my game without it :( -
Has nobody else encountered this 'stuck' camera? EDIT: So with BIS_FNC_CameraOld you need to use the numpad arrow keys to look around, check, how do I pause the action to make sure I am getting the right shot?!
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Not all good just yet, I have read that bis_fnc_cameraold is better for intro's, however when i do use it, i cannot change the direction of the camera, it seems locked 'north' though I can pan left and right and ascend and descend. I have not gone on to make the mission yet, just working on a rudimentary introduction, first timer. Any info would be appreciated.
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Thanks for the reply... Turns out I needed to put the trigger on top of my player :(
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I am making a mission and want to create an intro. I have selected the type as 'intro', made a trigger with : [] call BIS_fnc_camera; but when i start the mission I am simply stuck inside the playable character and can only 'skip' the non existent mission. What am i doing wrong!?
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AI Eject / Spawn paratroopers on destroyed plane
Psilocybe replied to Psilocybe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, I didn't, I placed a f-16 and set a way point to intercept it, took a lot of mucking around. Essentially the first part I want to have the jet being shot down, then fading to black and a follow on mission trying to rescue one of the pilots. -
AI Eject / Spawn paratroopers on destroyed plane
Psilocybe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, in light of a certain situation that has happened on a border somewhere in the middle east I decided I would try to replicate the scenario in ARMA III, unfortunately the AI pilots of the shot down plane do not eject so I figured i either have to force them to or spawn two pilots when the plane is !alive... I am very foggy and have all but forgotten on how to do any of this, and so I am asking for some assistance! Thanks. Edit: All ive managed so far is : made a pilot, named him "A" Made an empty plane, called it "plane" added this moveindriver plane to "A" Created a trigger: !alive plane A action ["eject", plane] Edit 2: Got it to work by making: this allowDamage false to the pilot as the missile was killing him outright, i then added another trigger with a countdown of 25 seconds allowdamage true. Its ramshackle, any better ways of doing this!?