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Everything posted by roguetrooper
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ARMA 3 Addon Request Thread
roguetrooper replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd really love to see some old single action rifles like the Kar98, Mosin Nagant or Lee Enfield. In Arma 3 vanilla quality (true sound, exact 3d model, high res, true colours, held correctly in hands, with a usable iron sight). I would do it by myself but unfortunately I have not the faintest idea about Arma modelling... -
Is it possible to create some sniper bullet camera? When the first bullet is fired, the time should be slowed down, the camera should be attached to that first bullet (ignoring further ones for a few seconds) and attached back to the player after the bullet has hit something (or vanished within the air). I suppose those commands to be involved: addeventhandler fired switchcamera addaction
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For example Red Orchestra 2 is able to magnify the scope only and not the entire screen (though it looks like holding the scope too far away from your eye). I really wonder why Arma 3 still has unrealistic scopes. At least the area around the scope should be blackened.
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When an AI unit is ordered by script to move to a certain (enterable) position in a house, it will move exactly there (_unit move _house buildingpos 10). This should also be possible for addwaypoint which unfortunately is only 2D.
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Counting PLAYED units
roguetrooper replied to chrisyou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_players = 0; _unitlist = [] + allUnits + allDead; {if (isplayer _x) then {_players = _players +1}} forEach _unitlist; hintsilent format ["There are currently %1 human players.", _players]; Not sure whether the allDead-stuff works... -
Added Uniform Disappears in Multiplayer
roguetrooper replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does every client now see the same uniform added by "adduniform"? Or is this important issue still buggy? -
How close are server time and client time?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since I can't investigate that at home alone on my own, I'm asking here. 1.) How closely are server time and client time synchronized? Is there more than a tenth second difference? The command "time" returns the time since map start to the third decimal place. 2.) Concerning Dr Eyeball's comment in the wiki for "time": can you act on the assumption that about 10 seconds after JIP the client has the "time" (not "daytime") the server has? -
How close are server time and client time?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your extended testing and letting me know. Edit: What do you (and others) think is the best method to have something happen as synchronously as possible (within a range of tenth seconds or fewer) on the server and all clients? Using PublicVariable? Servertime? With serverTime there also seem to be some issues (wiki): The only time it is not synced is on the server, right after server restart and only for the first 300 seconds. -
How to remove fog from mission
roguetrooper replied to ptpau's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does fog occur (even after the server running for a whole day) when both fog sliders are set to zero? -
Prevent an object from moving
roguetrooper replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place a logic an the map an put in its init line: crate attachto [this,[0,0,0]]; Under circumstances you have to experiment with the height (the last numerical). -
How to return the height of ocean ground?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a (scripting) way of finding out the height of the ocean ground at specific coordinates? (I'm speaking of scripting, not diving ingame and have the player's coordinates hinted.) -
Pro: kart model seems to exist (somewhere in a laboratory) Contra: April 1st
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Is "#lightpoint" createVehicle local or global?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you create a lightpoint on the server by _o = "#lightpoint" createVehicle _pos; are they global or have they to be created on every client to be visible? "CreateVehicle" might imply that it is created on all clients as well, but in Arma 2 those lightpoints were only local. For the case they are not global in A3, how could they be globalised by the server? -
Is "#lightpoint" createVehicle local or global?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know for sure, in A2 createVehicle"GLOBAL" created those lightpoints only locally (quite strange, since a light can be seen by everybody like a physical object). They have random positions and they are quite a lot so that it would be too clumsy to publicVariable the positions and have every client create the lights according to the broadcasted positions... Is it possible to publicVariable a whole object? lgt = "#lightpoint" createVehicle _pos; publicVariable "lgt"; -
Disable AI in Editor?
roguetrooper replied to DieselJC's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For editor preview and testing just put a trigger on the map with condition: !(isMultiplayer) activation: {if !(isPlayer _x) then {_x setdamage 1}} forEach allUnits; When it is a multiplayer-only map, you don't have to remove that trigger in your final map. -
Possible to avoid players to shot from a specific area?
roguetrooper replied to CH_SwissWolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can create a cylindrical object in which nobody can be killed and nobody can kill anybody outside and inside. You also can't shoot through it. It has a radius of 25 metres. On the server: shield_west = "ProtectionZone_Invisible_F" createVehicle (getmarkerpos "Respawn_west"); shield_west setpos [(position shield_west) select 0,(position shield_west) select 1,-20]; shield_west setvectorup [0,0,1]; On every client: shield_west setObjectTexture [0,'#(argb,8,8,3)color(0,0,1,0.75)']; Additionally you might add a trigger with a radius of 25 metres on the position of that cylinder that kills all units of the enemy side(s) to prevent enemies "hiding" in that area. -
Is the vanilla content always kept up to date?
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Sir, using . and , might help the reader.
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How can I make all building and cunstruction to undestructable?
roguetrooper replied to kgino1045's topic in ARMA 3 - QUESTIONS & ANSWERS
Put a trigger on the center of the map. Name the trigger "trigger1" (or whatever) Radius does not matter. It can be 0,0. Condition: true Activation: {if (_x iskindof "Building") then {_x allowDamage false}} forEach ((position trigger1) nearObjects 20000); -
Destroyed vehicles should be removed from vehicles' radar. Ground and air (on the ground).
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Animals should have their own faction/side ("animal" instead of "civilian"). It sometimes causes trouble with AI that is meant to be hostile towards civilians.
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setfriend no longer works (how to get OPFOR to attack civilians)
roguetrooper replied to doubledizz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As stated before, usually you use WEST, EAST, independent and civilian as parameters for setfriend. I've tested it today with these settings: east unit and civilian unit (man) on the map. After five seconds a trigger sets civilian and east hostile to each other. At this point the east units starts to aim at snakes but does not fire at the snake and at civilians. -
Zeus can setovercast instantly, why is command broken?
roguetrooper posted a topic in ARMA 3 - ZEUS EDITING
Zeus can perform an immediate change of overcast. Why can't the command "0 setovercast x" do it any more? Since the Alpha setovercast is broken. Instead of tweaking textures and sounds, this should have a highest priority (it is really annoying!). -
Zeus can setovercast instantly, why is command broken?
roguetrooper replied to roguetrooper's topic in ARMA 3 - ZEUS EDITING
Didn't say anything about the highest priority over everything else. The overcast thing is something scripters have been complaining about since the alpha, so at least I speak for the thousands of scripters that have to deal with this issue for almost a year now. Btw, having arrogant brainfarters like you is even more annoying. Just don't read a thread you don't like or care about. For the rest, thanks for pointing at the overcast function. -
Is there a way to disable or enable a player's NVG vision by script without removing/adding the NVG from/to the inventory?