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Everything posted by roguetrooper
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Project Karts: Coop kart race vs. AI on random Altis roads
roguetrooper replied to roguetrooper's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the information. I have made another thread: https://forums.bistudio.com/topic/189986-project-karts-coop-kart-race-vs-ai-on-random-altis-roads/ This one may be deleted. -
Project Karts: Coop kart race vs. AI on random Altis roads
roguetrooper posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Download link: http://www.filedropper.com/projectkartsaltis Installation: Copy the file "ProjectKarts.altis" into the folder " Arma3 \ MPMissions " (I haven't found out yet, how you can upload a map (mission) to Steam Workshop with the Arma Publisher tool so that it will be downloaded as a simple multiplayer-map without that @folder-stuff) Description: * One to three players (can be played as single player in multiplayer-mode) have to chase an AI kart on random roads on Altis. * No race will be like the other since the start and destination positions are random. * The only task is, that all players stay within a definable distance to the AI kart (100 meters in the first screenshot). No matter, if you drive behind or in front of the AI kart. * No matter what happens - stick to the one and only rule: no player must exceed the maximum distance to the AI kart. Options: * The maximum distance can be set from 25m (very hard) to 150m (very easy). * Every imaginable time and weather combination can be configured. * Track length can be roughly set by defining the airline distance between start and destination points. Using a steering wheel offers the most fun! See the ingame briefing for detailed information! Let me know what you think :-) -
Project Karts: Coop kart race vs. AI on random Altis roads
roguetrooper posted a topic in ARMA 3 - USER MISSIONS
Download link: http://www.filedropper.com/projectkartsaltis Installation: Copy the file "ProjectKarts.altis" into the folder " Arma3 \ MPMissions " (For some reason the map does not start when I upload and download it via the Editor Steam Workshop.) Description: * One to three players (can be played as single player in multiplayer-mode) have to chase an AI kart on random roads on Altis. * No race will be like the other since the start and destination positions are random. * The only task is, that all players stay within a definable distance to the AI kart (100 meters in the first screenshot). No matter, if you drive behind or in front of the AI kart. * No matter what happens - stick to the one and only rule: no player must exceed the maximum distance to the AI kart. Options: * The maximum distance can be set from 25m (very hard) to 150m (very easy). * Every imaginable time and weather combination can be configured. * Track length can be roughly set by defining the airline distance between start and destination points. Using a steering wheel offers the most fun! See the ingame briefing for detailed information! Let me know what you think :-) -
How to upload a MAP with Steam Publisher?
roguetrooper replied to roguetrooper's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks. -
How to upload a MAP with Steam Publisher?
roguetrooper posted a topic in ARMA 3 - BI TOOLS - GENERAL
How do you upload a map (only consists of a single pbo-file) with Steam Publisher to the workshop, so that the map will be downloaded to the folder " \ Arma3 \ MpMissions " when somebody downloads it from the workshop? -
The trigger overun me
roguetrooper replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does this do the job? (count (list triggername)) == (count playableUnits) Edit: Sorry. Thought that units in vehicles are also cought. But they are not :-/ -
Check if initial multiplayer-map has been closed?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks again for your answers. Just a bit feedback: !isNil "BIS_fnc_init" does not "work" (for this purpose). It is triggered although there is still a loading screen. Concerning "findDisplay x". I have done some testing by executing this systemChat format ["%1",allDisplays] Results: * Before you click "continue" in the initial briefing map, it returns [0,8,17,70]. * Right after clicking "continue", it returns [0,8,17,70,46,12,63]. * Executing it by a radio trigger (i.e. 100% sure that it is executed when the player is actually in control of his character), it returns [0,8,17,70,46,12] (equally while having the map shown and while not). So the only value that is unique when the player is in control of his character is 63. But when I have a trigger with [/code]condition: isNull (findDisplay 63)[/code] activation: systemChat "test"[/code] the text "test" is already shown... yeah... before you are in control. There really doesn't seem to be a solution to that loading-screen-problem. As far as I can remember, already before Arma 3 alpha was released, BIS announced that this problem allegedly has been fixed. But it remained in Arma 2, Arma 3 and even in DayZ standalone it is still a problem. It is not a map-breaking and totally insurmountable bug, but yet quite annoying. One can test this on his own. Create a MP map on Altis with just placing a playable soldier on the map (this allowdamage false) and a hostile soldier a few meters away who is facing the player (and maybe with this reveal [player,4]). Noticeably before the player is in control and while there is still a loading screen, you hear the hostile AI fire at the player "behind that curtain". -
Check if initial multiplayer-map has been closed?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to check if the initial map (that has to be closed by clicking "continue" in the lower right corner) in a multiplayer game has been closed? Note: "visibleMap" can not be used. -
Negative values for fog and overcast after skiptime?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
A strange thing. When you execute "skiptime" and have the values "fog" and "overcast" returned, then sometimes a negative value is returned :confused: (even if you check them a few seconds after skiptime) -
Check if initial multiplayer-map has been closed?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Both. -
Check if initial multiplayer-map has been closed?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That wouldn't be helpful, since it's not a question if the player exists, but if he is hidden behind that loading screen. -
Check if initial multiplayer-map has been closed?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your reply, Mister developer :-) I'd like to add something. There still seems to remain the very old problem: The character is still added to the world (ready to be killed and all this) while there is still a loading screen (after you've clicked "continue" in the initial map) and the player isn't in actual control of him. When you place a trigger with condition: getClientState == "BRIEFING READ" onActivation: systemchat "briefing read"; the "briefing read" text is displayed while there is still a loading screen and before the player can control his character (btw, I have a SSD, 16GB and 4GB VRAM). I'd like to capture the point of time, when the player is actually in control of his character. Is this possible at all? (Without some clumsy workarounds like checking if the player has moved a millimeter from where he started). -
Creating a flashlight, place and light it
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to create/spawn a weapon flashlight, place it on the ground and light it (everything by script)? (It needs to be a flashlight, not a camping lantern). -
Creating a flashlight, place and light it
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your replies. But unfortunately it doesn't seem to be possible :-( -
I would like to have returned the current amount of bullets of the current magazine of a unit: mag = currentMagazineDetail player; mag splitString " []()/:"; hintsilent format ["%1",mag]; or hintsilent format ["%1",mag select 3]; Seemingly splitstring doesn't do anything. "mag" remains the same before and after the splitstring-treatment.
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How to take out and put in SAME magazine?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can you make a unit take out the current magazine and put the same magazine back into the weapon (= a reloading animation without changing the magazine, no matter how many bullets are left in that certain magazine). -
How to take out and put in SAME magazine?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your answers. I had been playing around with these commands before I've made this topic. Unfortunately, player action ["loadmagazine",player, player, 0, 0, currentWeapon player, currentMuzzle player]; does nothing at all (even with other varaiables) and player playAction "ReloadMagazine"; does not take out the magazine and there is no sound. -
It would be nice to have a black version of the 4-five (FNX 45), just like the black versions of the MX rifles have been vanilla-added a long time ago (including black silencer and aimdot attachment).
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Does anyone know if the Take-on-Mars-landscape can be used as a mod in Arma3 ? Does the Imperial-Assault-mod for Arma3 use this landscape?
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I think, 'allowance' has nothing to do with it. You can also use Chernarus+ in Arma 3. Sure, they could prevent it by intentional or unintentional technical/incompatibility means. But they can't prevent the users to copy files from one folder into another. On the other hand, if they were compatible, more people might buy Mars (to use the landscape in Arma 3) even if they are not interested in that Mars game itself (like me).
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Sooner or later we will receive ALL information about ALL aspects by the devs. And eventually we will know everything about Tanoa when it has been released. This somehow makes all discussion and speculation about all upcoming things unnecessary. Note, that this is no complaint about a 'second' post about something having been deleted.
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Such monster threads are actually useless. Nobody reads them from the beginning to the end and things somewhere inbetween just sink into oblivion. A proper discussion about certain aspects is hardly possible since many different things spam away each other. Sorry for being a [insert whatever you want], but my question about a Tanoa-Beta (or even Alpha) seems more relevant to me on the topic than most of the rest being written here. At least more than jungle tribes and hex camo. Also, a readable and separate topic about a beta can be answered on the first page by the devs with a simple yes or no. At least now I am more interested in a beta than what new camo will there be and all this.
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Of course nobody will read this on page 102. However, why the f has my separate thread if there will be a Tanoa-Beta (or even Alpha) been deleted??
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Sweet little numbers of gameplay hours compared to my first two years (2005-2006) in EverQuest II....
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ARMA 3 early access shot gun montage video?
roguetrooper replied to kgino1045's topic in ARMA 3 - GENERAL
I really don't understand why the authors of weapon mods (esp. the shotgun mods - since we don't need hundred different fully automatic assault rifles - at the end they are only different 3D models with the same gameplay/handling) refuse to release new versions of their mods that are compatible with the new weapon system of Arma III. I would also like to have an (VANILLA) old-fashioned double barrelled shotgun like DayZ's Ish 43.