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st!gar

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About st!gar

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    Staff Sergeant
  1. I have to agree with the great many people hating the lack of AI-teammates for non-online play. I'm extremely disappointed. Had I known this was going to be the deal, I would never have bought the expansion. Like most people, I sensibly expected it to be an ArmA 2/Operation Arrowhead-type experience, and am devastated that the supposed "singleplayer" (yes, that's what the game has the complete lack of shame to call it.)-experience essentially amounts to playing multiplayer on an empty server. Disgraceful. At the very least, we should have been given a team of [however many players the game is made for] as AI-subordinates. It baffles me how anything else could even occur to the developers. I genuinely and unironically consider the current state of the Campaign to be unacceptable.
  2. st!gar

    Arma 3 - APEX - NEWS and SPECULATIONS

    Yes. The half of Humanity that generally doesn't fight in wars, for a whole host of basic biological reasons. I do agree with needing female civilians, though. It does look bizarre walking around an island where apparently everyone who lives there is male. It feels like visiting some bizarre Twilight Zone.
  3. st!gar

    Arma 3 - APEX - NEWS and SPECULATIONS

    [Citation needed]. Low standards, fuck yeah! Let's all be good, little consumers! [Citation needed]. [Citation needed]. More low standards! Whoo!
  4. st!gar

    Arma 3 - APEX - NEWS and SPECULATIONS

    You need to specifically enable it from the "Betas"-menu. Right-click on the STEAM-icon.
  5. st!gar

    Arma 3 - APEX - NEWS and SPECULATIONS

    I can imagine the Vipers being controversial, but I actually don't mind them. CSAT already looks quasi-futuristic, so I see nothing wrong with them just as well going all-out. Besides; using them is completely optional.
  6. Well, the backstory for the Apex-campaign includes a massive natural disaster at Tanoa, with the player as a member of a CTRG-team snooping around there. You'd be excused for making certain assumptions in regards to that.
  7. st!gar

    Tanoa discussion (Dev-Branch)

    Not working here, either. The game is still convinced I haven't bought it.
  8. st!gar

    Respawn script?

    Thank you for alerting me to the use of Modules, and the information regarding how to use them. I do have one question that I don't see answered in the guideline - how do you edit the properties of the soldiers spawned by the Modules? That is; their Skill levels, Behaviours, Formations and so forth? I'm assuming there is a way.
  9. Any way for the script to only delete the bodies of certain individuals? (ARMA 3).
  10. Yes? Is there any other way?
  11. Facewear on characters imported from the Virtual Arsenal will only be visible on the player character. If the character is controlled by the computer, the default randomized facewear will overwrite the imported facewear. This issue does not exist on the 2D editor.
  12. Thanks for the reply. Do you put it in a trigger, or something of the sort?
  13. I'm trying to make specific individuals belong to a different faction than their original one; say have a Group of BluFor-characters be aligned with OpFor or Independents. Ordinarily, I would just group the BluFor-squad with an OpFor-superior and set his Probability of Presence to "0". However - firstly, this doesn't work in the new 3D-editor, and secondly - I would really just like to find a more "professional" way of going about it than having lots of invisible OpFor-officers all over the map. I have looked for some guides, but have been unable to find any. There were some that taught you how to set entire factions to be friendly to factions whom they would normally oppose, beyond just using the Properties-tab. But I would like to know how to choose a specific individual or group of individuals to belong to a different faction. Is there a way to do this? I'm hoping there's something simple, like adding some code in a character's Init Field? Please help.
  14. st!gar

    PG Services (PMC)

    This is a fantastic mod. Thanks, and good job. I had the same issue where the vanilla Enhanced Combat Helmets were invisible, but it was fixed by downloading the files you linked to. Like others, I'm skeptical to having these near-future mercs default to modern firearms, but I'm glad to hear you're working on having it become optional.
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