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What do you think of ArmA3's futuristic setting?
XCess replied to Sub-Human's topic in ARMA 3 - GENERAL
It just felt wrong to play a rebel without an AK.. -
Thank you! Arma just isn't Arma without BMPs.
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Strange, I failed the task but completed the mission. Used the mortar to clear out the enemies inside the base rather than the towers.
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NATO SF and Russian Spetsnaz WEAPONS for A3
XCess replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Funny you ask, I've just uploaded a mission using these weapons ;) http://forums.bistudio.com/showthread.php?164467-SP-A-Daring-Raid -
I think sombody forgot something...
XCess replied to lavbo0321's topic in ARMA 3 - QUESTIONS & ANSWERS
It only takes about 20 minutes to get to grips with scripting, it's really not something to be afraid of, especially since there is a complete command reference on the wiki. That said though, I was looking forward to a GUI based loadout editor, but Dslyecxi's paper doll tool does the job just fine. What I'm really waiting for is the missing uniforms to arrive. -
A high value target has been located in a compound deep within enemy territory. Command has come up with a particularly daring plan to eliminate him. Strike hard and fast, and try to get out alive. Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=179033513 Uses massi's NATO SF/Russian Spetznaz weapons (required): http://www.armaholic.com/page.php?id=21912 http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3
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I'll give you that, but my strongest memory from Red Hammer was lots of long, awkard pauses in the dialogue :p
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oooo don't recommend Red Hammer, that was atrocious (and made by Codemasters I heard). Resistance and CWC however were simply masterpieces.
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Classname decide what equipment to use when mission start for spawning units
XCess replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ahhh, this saves the need for a trigger. Nice one -
Low altitude helicopter insertion
XCess replied to Potplanty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unitcapture is definitely the way to go, there's a full tutorial here: Ignore the part about adding a functions module, this isn't needed in ArmA3. It also helps to make a small script to force the AI out of the helicopter, particularly if you're controlling the squad. To save you reinventing the wheel, I'll paste up one I created for my last mission: _grp1 = group player; _x = count units grp1; for [{_n = 0},{_n < _x},{_n = _n+1}] do { unassignVehicle (units _grp1 select _n); (units _grp1 select _n) action ["eject",helicopter1]; sleep 1.5; }; -
Classname decide what equipment to use when mission start for spawning units
XCess replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Doing something similar myself to switch over to massi's weapons. I created a large trigger set to activate OFPOR Present, named it opforTrig and executed the following script from the init.sqf (You need a small delay for the trigger to initialize). sleep 1; { removeAllWeapons _x; removeHeadGear _x; if (typeOf _x == "O_Soldier_F") then { _x addMagazines ["30Rnd_mas_545x39_T_mag",10]; _x addMagazines ["handGrenade",3]; _x addWeapon "arifle_mas_ak_74m"; }; if (typeOf _x == "O_Soldier_AR_F") then { _x addMagazines ["100Rnd_mas_762x54_mag",6]; _x addWeapon "LMG_mas_pkm_F"; }; if (typeOf _x == "O_Soldier_GL_F") then { _x addMagazines ["30Rnd_mas_762x39_T_mag",5]; _x addMagazines ["1Rnd_HE_Grenade_shell",4]; _x addWeapon "arifle_mas_akms_gl"; }; } foreach list opforTrig; -
NATO SF and Russian Spetsnaz WEAPONS for A3
XCess replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Excellent work massi! Couldn't ask for more :D Well.. I was a little disappointed not to see an RPG-7 in there somewhere, but it looks like you're on it already! Good work man. Not sure I'll be able to make any missions without these now. -
Where is the custom loadout GUI in the editor?
XCess replied to morthawt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dslyecxi did release an editor mission that allows you to select loadouts and copy the init field it generates to the clipboard. When I last used it there were some issues with magazines not being added, but it should tide you over until the gear selection is added. http://dslyecxi.com/shacktac_wp/shacktac-mods/dslyecxis-paper-doll-gear-menu/ http://www.armaholic.com/page.php?id=19378 -
An objective look on ArmA III's initial release content.
XCess replied to nes4day's topic in ARMA 3 - GENERAL
I know Arma3 has it's future setting and all that, but I would have liked to see the content from the old games ported over. Seems a waste really, surely it wouldn't take too much work to polish them up a little and throw them in? -
An objective look on ArmA III's initial release content.
XCess replied to nes4day's topic in ARMA 3 - GENERAL
I think people are just mad we didn't get a tractor.