bhaz
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Posts posted by bhaz
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Verrrrry nice. I remember this interview restored my hype for Arma3 and kept me in the game even with the lack of official content at the time, this is some seriously next level stuff.
What is this wizardry, something you guys designed in-house?Object Oriented SQF -
Out of interest, is it just a few sqf scripts included with the mission, or did they actually pack an executable file in the mission .pbo? The latter sounds a bit more serious, and you could probably forward the cheat privately to BattlEye so they can do what's needed to detect it. http://battleye.com/support.html
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;2521059']Wrong thread bhaz? :)Indeed it was. :(
While I'm here, I suppose the launch error about SaraLite is just my ArmA1 being out of date? I just installed the 404 DVD version to try it out.
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Does the newest version just launch as a loose .exe file, or does it belong in a folder somewhere? I had an old 1.3 version that wouldn't auto update, so I uninstalled it and grabbed the latest.
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If your HDR is set to low, try turning PPAA off. Or set HDR to standard.
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Never knew that, thanks. :)
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Came across something I've never noticed before in a mission I'm designing at the moment:
_groupArray = missionNamespace getVariable( format[ "INT_town_%1_groups", _this select 2 ] ); _groupArray set[ count _groupArray, _spawnedGroup ];
I'm keeping track of groups I spawn in per town so they can be deleted later, and even though I'm adding a new value to the local array, the global is being updated without needing to use setVariable.
Has it always been like this?
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I'm losing textures of weapons / vehicle interiors (turning completely white) when looking at the sun with this latest build. Only occurs with FXAA or SMAA enabled, running an AMD 6800 series on latest beta drivers.
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Found a minor oddity with the script - west groups will detect resistance groups as enemies, even if the factions are set as friendly. The two squads enter combat mode and infinitely try to outflank each other.
edit: ahh, found your TODO marker "FIND A WAY TO DETERMINE ASSOCIATION OF RESISTANCE UNITS" :)
For the moment I've just stopped west / resistance from being added to each others' _enemies array.
​edit2:
I'm making a large scale mission with UPS that involves spawning / deleting lots of groups. I noticed UPS gets caught in an infinite loop if an entire squad is deleteVehicle'd while running. I added a line to catch this possibility.
// nobody left alive, exit routine if (count _members==0) then { _exit=true; } else { // did the leader die? if (!alive _npc) then { _npc = _members select 0; group _npc selectLeader _npc; if (isPlayer _npc) then {_exit=true}; }; // MOD by Bhaz: support for deleteVehicle and deleteGroup on squads running UPS. if (isNull _npc) then {_exit=true}; };
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This mission just consumed my whole evening. :)
Minor MP desync bug, using Rest on the host advances time for everyone, while using rest on a client only advances time for them. We managed to get it back in sync by repeatedly resting on the client until the clocks matched.
Weather / fog wasn't matching for a while also but that seemed to fix itself after 20-30 mins of play.
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The -high param is a myth, if you want to change the CPU priority of Arma it needs to be done manually through task manager, or launching the game with a batch file / command line using the Windows command "start /HIGH".
Ref: Dwarden's post here. :)
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I had this very problem yesterday, after some googling I found there's a new default for the lock-on key. ( it's T )
And make sure you're nice and close, they're very trigger happy with the flares.
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One of the hints on the loading screen mentions changes with the salt lakes at certain times of the year. I always assumed it was in?
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Comment copied from the wiki for deleteWaypoint by kju:
When you want to remove all waypoints, do NOT iterate over waypoints _group while trying to delete them (an array is by reference!). Instead use an approach like this:
while {(count (waypoints _group)) > 0} do { deleteWaypoint ((waypoints _group) select 0); };
I think that when you delete waypoint 0, 1 and 2 get shifted back to become 0 and 1 etc.
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Wow I can't believe no-one's ever done or thought of this, so much potential. :eek: Just gonna quote a question from the first page:
Can/will co-pilots be able to use these actions or no? -
Loving the menu music with dat OFP tune. :cool:
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I'm holding off until its out and/or the modding community releases something huge, I still play every couple of weeks on the dev branch to see how things are going though.
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I'd like to update this, it's not only inverted - you're actually aiming/viewing out of the exhaust end of the launcher!!Backblast optics, great for those "get off direct chat" moments!
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"similar (but more simple)" were the words Rocket used - which is fine for the genre and gameplay they're aiming for.
While the added convenience of having this built-in to Arma3 would be nice, I don't think anything BIS implemented at this point could beat the complexity and detail of the features included in ACRE. It's just too damn valuable to the community, especially to the larger groups that use it religiously - it takes milsim to the next level.
Surely the ACRE guys and girls will "simply" port their mod over?They did. :)
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I'm running All in Arma with CBA_A3 (since I use ACRE and other mods which need it), but CBA is asking me to use _A2 and _OA at the beginning of each mission. Should I run the extra CBA's alongside or just ignore the message?
Snip from my RPT file:
[90213,1488.84,0,"XEH: PostInit Started"] [90213,1488.86,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a3=1.0.0.6, "] [90213,1488.91,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=8, _level=0, _timeOut=false, _game=3, BIS_functions=L Alpha 1-1:1, group=L Alpha 1-1, player=B Alpha 1-1:1 (Bhaz), _playerType="USMC_Soldier_Pilot", _playerGroup=B Alpha 1-1, _playerVehicle=B Alpha 1-1:1 (Bhaz), _playerVehicleType="C130J""] Running A2 Content but missing @CBA_A2, please install and enable @CBA_A2, or disable A2 content Running OA Content but missing @CBA_OA, please install and enable @CBA_OA, or disable OA content WARNING: cba requires cba_a2_main (@CBA_A2) at version [1,0,0] (or higher). You have none. WARNING: cba requires cba_oa_main (@CBA_OA) at version [1,0,0] (or higher). You have none.
I posted this over in the AiA thread and kju noted CBA isn't even required. link
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My god this is amazing. Makes me wonder if other mods can just be config'd to run in Arma3. (I44 / ACE2 :))
My game also keeps asking me to run @CBA_OA and @CBA_A2, but my Play withSIX doesn't list them as a dependency. Is this actually a requirement?
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I like the idea, considering I have ArmA and ArmA2 retail, but Arrowhead and A3 on Steam, it would be nice to have it all in one place. Combined Ops + mods was a huge pain before 3rd party launchers helped automate it.
Though, making something like this happen is much easier said than done with the current situation. Those stupid enough to consider cheating (DayZ especially) or were somehow tricked into using suspicious software likely ended up having their keys stolen (www.battleye.com front page news) - and even though the cheaters deserve it, some legitimate players may be victims.
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I think changing weapons while moving would be a good thing for the Arma engine, instantly on the other hand not so much. If this does happen though, certain weapon switches (primary to AT launcher etc, heavy weapons, maybe even machine guns) should still be done while stationary.
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How did you load in the showcase? Was looking for how to load in the showcase in editor, but i just found out how to form Arma 2, not how to do it in Arma 3. Would learn alot from thatThe showcases are in missions_f.pbo, you'll need a tool like Eliteness to extract them. Once you've extracted them you can move the mission folders from missions_f\a3\missions_f\showcases into Documents\Arma 3 Alpha\missions to load them in the editor.
Urban Patrol Script
in ARMA 3 - USER MISSIONS
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About a month late =/, yeah it runs very cleanly. I'm running my own cache scripts though to delete / respawn groups in range, but the script starts and exits every time without any error. Running debug markers, sometimes the markers don't get deleted but that was the case beforehand anyway.