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Everything posted by roguetrooper
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How to combine STEAM A2 and STEAM Arrowhead?
roguetrooper posted a topic in ARMA 2 & OA - TROUBLESHOOTING
The silly addon/expansion politics (or its heritage) of A2 seems to continue in Steam. Unfortunately I've bought A2 and Arrowhead seperately on Steam. Additionally the DLCs BAF and PMC. So on my PC there are the Steam versions of A2, Arrowhead, BAF, PMC and ACR. There are two folders: [1.] \SteamApps\common\Arma 2 [2.] \SteamApps\common\Arma 2 Operation Arrowhead In [2] there are subfolders BAF and PMC. When I start Arrowhead from the Steam interface, I have ingame access to the Chernarus content, to the Arrowhead content and to all DLC content. When I start Arrowhead with Invasion 44 mod from the Steam interface, it tells me that the Chernarus content is missing (along with a lot of other ingame error messages). It's playable, but with errors. So I can't use Chernarus and Utes as I44 playgrounds. When I start A2 from the Steam interface I only have the blank A2 with no Arrowhead and no DLCs. When I start A2 with Invasion 44 mod from the Steam interface, the game starts but is totally unplayable, there is no main menu or anything. PlayWithSix tells me that I have installed: * Arma 2 Combined Operations * ACR * BAF * PMC * Arma 2 Operation Arrowhead * Arma 2 Original I can't launch anything with PlayWithSix, it returns an error without content. What can I do to play the Invasion 44 mod without error messages and as it is intended to be played? Do I have to buy another bundle that inherently includes A2 and Arrowhead to be able to play the i44 mod? :-/ Also, when I try in Six to change the folders for A2 and Arrowhead, it automatically takes over the folder for both. -
Is there a way to make a unit immune to falling damage (ONLY to falling damage)? So that no damage at all is applied to the unit by jumping from a great height. "Allowdamage" is not sufficient, the unit shall be woundable by bullets while falling/landing. I've played around with addeventhandler "HandleDamage", but I just don't get it.
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Northern Ireland Insurgents
roguetrooper replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But our brave lads new no fear The Cork brigade with hand-grenades In ambush wait and lay, and The black and tans, like lightening ran From the rifles of the IRA Edit: just saying, no political offence! o_O Anyway, good work! -
Immune to falling damage?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, it works perfectly. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
roguetrooper replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've installed the MEGA Firefox Extension. But when I click "download" on your MEGA-link, it still tells me I need the extension. When I click "Download MEGA Firefox extension" it tells me it couldn't be downloaded... When I use the torrent, I end up with some Orbitum browser stuff. -
Melee Closecombat Fight, Takedowns & Knife
roguetrooper replied to zukov's topic in ARMA 3 - GENERAL
Zukov, your examples look great. Anyway, I've always wondered why there is not the faintest close combat in the Arma series. At least a single, boring knife attack animation (for gameplay, not cutscenes). Sadly, the Arma engine is absolutely not made for melee combat/attacks. Even the DayZ standalone is still burdened with this heritage. There it still looks and feels clumsy, mod-dish and workaround-ish. -
Change Loadout on Keystroke
roguetrooper replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do it by radio trigger. -
There should be a way to disable the beta watermark. Either in the options or make it fade out automatically after one minute of gameplay.
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Certainly nothing compared to MMO-players after 1.5 years release :-P
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Indeed, why does an AI driver with player commander not drive as if a player driver presses the direction keys? When creating a waypoint by clicking on the map, the driver may use his brain. When ordered to drive forward or backward... holy shit just do it... regardless of the environment. The second point that annoys me is the AI gunner of tanks. Why does he have to move the turret/cannon constantly and randomly around? Just keep the damn thing directed forward unless you are assigned a target, man!
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Gather all editor placed markers into an array
roguetrooper replied to Jigsor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"allmapmarkers" also takes those into account that are placed by players during the gameplay by doubleclick. This code returns only those (_allmarkers) that were actually placed in the editor or spawned by "createmarker(local)": _mapclick = []; _allmarkers = []; {private "_a"; _a = toArray _x; _a resize 15; if (toString _a == "_USER_DEFINED #") then {_mapclick = _mapclick + [_x]}} forEach allMapMarkers; if (!(_x in _mapclick)) then {_allmarkers = _allmarkers + [_x]}} forEach allMapMarkers; -
Seperating the grass settings from Object Settings
roguetrooper replied to zhaoyun707's topic in ARMA 3 - GENERAL
The grass has always been useless except being eye candy for single player mode. Even with maximum grass settings it is displayed only in a radius of maybe hundred metres around the player. All it does is to block the view while lying down while other players can see the lying one from far away. -
The black versions of the MX weapons still become grey (i.e. turn into their other color versions) when they are dropped (by being killed or manually placed on the ground).
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What I really hate about AI tank gunners is, that they constantly and randomly move the turret/cannon arround. It's terrible. Why the heck don't they keep the turret aligned to the front unless a target has been assigned? When you (as a human player) expect a thread to come from the right side (from behind a house or hill), it is impossible to be prepared (i.e. align the gun already into this direction although nothing can be aimed at yet) to it because of the that drunk carousel gunner. It's also a pain to navigate through narrow streets even with a player as driver because the gunner constantly feels the need to turn randomly around.
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* Withing the VR arsenal the console should be available (to create unlimited ammo, dyeing uniforms with setobjecttexture etc). * The class names should be displayed somewhere - directly, without the need of pressing a button. Sure, you can export the loadout to a text file, but this requires to minimize the game and paste the clipboard into a text file. * Also it would be good to be able to have all items of a type to be dumped into a txt file. There doesn't seem to be an official always-up-to-date list of ALL vanilla items available in the game. So you could at least create it on your own. (Just a plain list, without any commands), such as G_Bandanna_aviator G_Bandanna_beast G_Bandanna_blk G_Bandanna_oli G_Bandanna_shades [...]
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Chernarus as error-free vanilla addon/DLC for Arma 3
roguetrooper posted a topic in ARMA 3 - GENERAL
It really would be great to have an official BIS-released vanilla addon or DLC of Chernarus for Arma 3. I know, there are methods to implement Chernarus and even Chernarus+ into Arma 3. But it is always connected with issues, flaws and error messages (before game start, in menu, in editor, in preview, script errors). I would even PAY for an A3 Chernarus DLC (though I own the preorder supporter editon of A3). Just the pure landscape, A2 weapons and vehicles don't have to be included (though it would be great). Nothing would have to be improved ('old' textures and such). Chernarus is one of the most beautiful and amazing landscapes ever created. It should be taken over and made be playable without any errors. No, I am not beating down on Karts, but imho most players should be happier about a flawless and inherently supported vanilla Chernarus (and Utes) than about those Karts. -
Bootcamp / VR Discussion (dev branch)
roguetrooper replied to LuLeBe's topic in ARMA 3 - DEVELOPMENT BRANCH
The walls of the big VR block objects are partially not solid so that you can walk through them into the objects (isn't it possible to avoid such more or less obvious/cognizable bugs?). -
Like the stripes now of the VR uniforms, the VR block objects should be colourable. The areas and edges independently from each other (setobjecttexture [0/1,....)
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Console and class names for VR arsenal
roguetrooper replied to roguetrooper's topic in ARMA 3 - GENERAL
This has nothing to do with the topic. Soundwise mod-weapons are generally broken in all maps due to another patch some time before the VR patch. -
Where is all the bootcamp stuff of this bootcamp patch?
roguetrooper posted a topic in ARMA 3 - TROUBLESHOOTING
The only thing that works is the VR-map in the editor. The menu buttons "Bootcamp", "VR Training" and "Virtual Arsenal" are out of function. (I don't use any mods). -
Command to look if something (If true) for another player?
roguetrooper replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if ((player == player2) and (task1complete)) then { hint "shows up only for player2 when task1 is completed } -
A greater variety of infantry weapons would be welcome as well. Somehow gameplaywise all vanilla assault guns are the same, just different 3D models and textures.
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Weapon sounds affected by suppressors change in 1.23
roguetrooper replied to pettka's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This change destroys some (or all?) user made weapons as I've experienced with my beloved Shotgun addon (made by somebody else). Anyway and btw, A3 should have it's own vanilla shotgun with attachable flashlight and optics. -
It would be great to have a command to disable the radar of vehicles (land and air). The command should have global effect (i.e. dis/enabled for all players at once) and should be individual for every single vehicle. It should remove the radar overlay completely (not a radar display just without vehicles). _vehicle disableRadar true
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need a script - negitive ponits
roguetrooper replied to dr death jm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a difference between (add)score and (add)rating. "Score" is what shows up in the multiplayer ranking list. "Rating" is more the standing amongst your allies. A higher rank starts the map with a higher rating. A unit with a negative "rating" is considered as an enemy to allied units. A colonel so to speak can kill more units of the own side than a private before he is considered as hostile.