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st!gar

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Everything posted by st!gar

  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. I'm assuming there's a way for the player to script respawning entities, but have been unable to find any guide regarding it. Essentially, what I would like to be able to do, is this: a character/squad/vehicle gets destroyed. Said character/squad/vehicle then respawns at one, (out of several?), pre-determined positions, and proceeds to a given waypoint. If the entity gets destroyed again, it will respawn once more, and so forth. A convenient (if at worst somewhat gamey) way to simulate "never-ending" reinforcements or firefights. This sounds like the sort of thing the game has a function for doing, but I've been unable to find one. If anyone has any answers, it would be deeply appreciated. I'm not a very experienced mission-maker or coder, so if you do have an answer, it would help me if you used somewhat simple language. Note that all help is received gratefully, regardless. Thanks in advance.
  9. 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.
  10. Any way for the script to only delete the bodies of certain individuals? (ARMA 3).
  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. Yes? Is there any other way?
  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. Thanks for the reply. Do you put it in a trigger, or something of the sort?
  15. 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.
  16. Having located the captive AAF pilots, the player is told to wait for extraction by a helicopter. The helicopter arrives, the player, captives and fireteam board, and then - nothing happens. They just sit there, idiotically, while the helicopter stays put. After a few minutes, a NATO fireteam comes running in from nowhere in particular, and starts clearing what's left of the area. The player is forbidden to exit the helicopter once he's mounted, so you'll just sit there, waiting for the fucking game to finish. And I was enjoying the mission, too. But, of course, you can't have something just work with BI. They make it a point of honour to fuck something up, being careful that the player don't end up enjoying himself too much, after all.
  17. I've tried reloading the latest autosave, (when you encounter the captive pilots.), but it's still bugged. I kind of don't want to restart, to be honest. I had such a good run.
  18. Nope. No mods. "Both NATO squads"? What does that mean? The player is part of a single fireteam, moving through the city. There are no other fireteams involved; nor any squads. Are you referring to the single fireteam I described running past the helicopter and into the town?
  19. I noticed that the new "Heavy Gunner" -characters will never fire on enemies. I thought this was a separate issue, but perhaps not?
  20. st!gar

    dafuq happened with 1.40??

    Re-installing improved the Dev Branch, but not vanilla. Not much of a problem for me, as I only play Dev Branch, but still. My PC is a fucking nuclear power plant. There is zero excuse.
  21. st!gar

    dafuq happened with 1.40??

    I'm currently reinstalling the game. I'll compare when it's done.
  22. st!gar

    dafuq happened with 1.40??

    Performance is broken. Dropped every view option to 500. Didn't work for shit. Game is now unplayable. Fix it. --- My computer. Two "NVIDIA GeForce GTX TITAN Z"s in SLI. 32GB RAM. "Intel Core i7-3960X". 64-BIT "Windows 7 Ultimate". Game runs from a fast SSD-harddrive.
  23. st!gar

    Respawn script?

    Larrow, I just tried the Init-script you provided. It worked like a charm. Killed soldiers respawned where they started, joined their original groups, and proceeded to their original waypoint, assuming it hadn't been reached by the time they respawned. (Which, in the case of waypoints like "Search and Destroy", would be never.) Perfect. If this forum had a way of adding Reputation, I would do it.
  24. st!gar

    Respawn script?

    Indeed. I never got much information from you, whatsoever. I'm not entirely sure what you're going for, here. I'm asking for information. If you have information, I'm grateful if you share it with me. Not all this "hint-hint" -nonsense. Either say what you know, or don't bother replying. When the unit is killed a new unit of the same type is spawned at the original units starting position (waypoint 0) and given a waypoint to goto of the original units last available waypoint position ( waypointPosition [ _oldGroup, count ( waypoints _oldGroup ) - 1 ] ). Using something like the above along with some of the commands shown by DE should give you something to work from. To god damn early in the morning when i should be sleeping, let us know how you get on. This is the exact sort of thing I'm looking for. I'll try it out. Thanks for the reply.
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