bhaz
-
Content Count
588 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by bhaz
-
-
Not exactly media, more like the result of it and the amount of hype this game is receiving, well done BIS. :)5 minutes ago:
now:There are currently 1502 users online. 282 members and 1220 guestsmost users ever online was 1,551, mar 21 2010 at 22:36.There are currently 1761 users online. 300 members and 1461 guestsMost users ever online was 1,772, Today at 20:18. -
With the announcement of both modding AND scenario editing in the ArmA 3 alpha (), what missions/mod's would you like to see done in ArmA 3 alpha?I'd love to see islands being ported over, Lingor especially. And ACRE of course, that became standard for me in A2.
-
* Fix the radio manipulation functionsAre the current ones broken? I've been using acre_api_fnc_setRadioState to switch channels at the start of a mission, it works but doesn't update the radio GUI.
Is there something internal I can call or change to force this to happen?
{ _frequency = [_x] call acre_api_fnc_getRadioState; _radioType = [_x] call acre_api_fnc_getBaseRadio; if ((_frequency select 0 != _squadFreq) && (_radioType == "ACRE_PRC343")) then { _trash = [_x, _squadFreq, 50] call acre_api_fnc_setRadioState; sleep 0.1; _trash = [_x] call acre_api_fnc_setCurrentRadio; }; } forEach _radio;
edit: I figured it out, bit messy but it works:
// Pick a frequency _squadFreq = 2401; // Able 1 - Ch. 1 (Default) if (group player == able2) then {_squadFreq = 2402}; // Able 2 - Ch. 2 if (group player == ableMortar) then {_squadFreq = 2403}; // Able Mortar - Ch. 3 // Check radio freq. and change { _radioState = [_x] call acre_sys_data_fnc_getRadioState; _frequency = _radioState select 0; _radioType = [_x] call acre_api_fnc_getBaseRadio; if ((_frequency select 0 != _squadFreq) && (_radioType == "ACRE_PRC343")) then { // Change to new frequency _frequency set [0, _squadFreq]; _radioState set [0, _frequency]; // Update radio knobs to match (volume default max) _radioState set [1, [_squadFreq - 2401, 1.0]]; // Save changes [_x, _radioState] call acre_sys_data_fnc_setRadioState; [_x, _frequency select 0, _frequency select 1] call acre_sys_core_fnc_setTxInfo; }; } forEach _radio;
-
As of the most recent beta (101334), there is a new rule that can be placed in the mission.sqm file: forceHeadlessClient=1;See Suma's post on dev-heaven.
Basically, you can edit the mission.sqm file and put this directive inside the unit definition of your HC entity. If I understand Suma correctly, this will reserve the slot exclusively for a headless client and auto-assign the HC to that slot when it joins the server. (Meaning it no longer needs to be manually placed there by an admin.)
This should make HC-usage fully automated.
Does the mission still need to be compatible? (setOwner to the HC etc.), or is it literally fully automated now, that it can just take control of the AI from a server?
Plus, is there a really simple way to implement this into an existing mission, like a one line init field to setOwner every unit or something.
-
Quick question on PDB, I'm setting up the DB on a separate machine to the server and it's all working great.
Just wondering if the mysql-connector-net is required on the game server machine or just the database, I can't test on this machine since it has Visual Studio installed and most likely has all that stuff already.
-
Probably a little premature, but are there plans to bring this over to ArmA3 when the time comes?
-
Is anyone still maintaining an I44 version of this? I've been looking everywhere. :eek:
-
Thoroughly enjoyed this mission, looking forward to new features and updates! :)
One piece of criticism - I was surprised at the amount of damage zombies can do to vehicles. The way I see it, vehicles are a form of protection and should last a little longer than just 3-4 hits. Currently, a single zombie can disable and pull the player out of a vehicle in a matter of seconds.
-
+1
They already maintained two different versions at release. Not sure if that's true now since Steam isn't even required to launch anymore, but it sounds simple enough to include.
-
There's an 11.5a hotfix available over here that you could try, but there's no mention of this problem.
The general idea with drivers, is that newer does not always mean more stable. Testing for every possible hardware combination on every existing game is impossible. The best you can do if it continues is a complete uninstall and reinstall of the drivers. Failing that, rolling back to a version which worked properly for you, then reporting the problem to both AMD and BIS.
-
I'd like to see partial or complete backwards compatibility with ArmA2 addons. It'd be a shame to see all of the effort this community has put into their releases shelved so soon.
-
I've always wondered, what kind of environment is this cammo supposed to be used in? http://www.armaholic.com/datas/users/hetzer0_4.jpgMy guess would be snow / woodland - Bastogne perhaps?
-
Checking my download progress every 10 minutes here, so much anticipation. Have a feeling this will find a permanent place in my ArmA shortcut. :)
-
and it may be resolved sooner or laterSooner it seems, Steam just started updating. :)
-
I honestly can't say i've ever had this issue on any other game aside from ArmA and ArmA2. I've been using Steam since 2003 with hardly any difficulty whatsoever. I'm not trying to be a downer or anything to BIS but honestly I don't understand how this has been the only game that has had this issue on Steam. I own atleast a hundred plus games on Steam and overall the patching system on it has been smooth as silk.Steam updates by matching files to the server one by one, if a file doesn't match it will re-download it. I've lost my modified CO launcher twice because of this. Once their representative at Steam gets around to posting the update it will 'trigger' an auto-update. (Found this on a dev post in the NS2 twitter / forums.) The huge delay with patching the ArmA series is a bit weird though.
The retail patch will work as long as you don't go anywhere near the verify button or update tab, because it will just revert you to 1.57 - which I just found out the hard way.
-
Will 1.59 eventually update on Steam, or will the retail patch be the only available update?
-
When im launching the game, i get numerous errors, like some rus_Barrel and dragon valley the road texture is missing...The six updater might not include this file yet.
-
-
Maybe you could include a WIKI link next to COMMUNITY up the top, so we can easily jump between the two. :)
-
Fire has to be attached to an object doesn't it? Burning gamelogics maybe?? :eek:
-
It's been out for like a year? lol.Probably meant the next version. Looks like he's MIA, Charon's last post was over 2 months ago.
-
Multiplayer saves only work on hosted games, and even then with the way some larger scale missions are designed, saves wouldn't work anyway.
-
I had the same problem, seems it's router specific. I had a ranged forward set up as 2302-2305 on my Belkin. When I changed it to three separate ones (2302, 2303 and 2305) all began working. I even block ICMP traffic without issue.
Only advice I can really give is to start eliminating things one by one, disable the firewall for a few minutes to be sure it isn't that, etc.
-
I'm trying to make it work now. I just dont know if there is a generic DEAD AI soldier classname.Adding the classname for soldiers would include both dead and alive, which I imagine would be a bad thing.
Here's a script I wrote for R3F logistics a while back that lets you put any given objects in a specific vehicles cargo. It's by no means complete for what you're trying to do, but definitely a head start.
To get where you want to be, you would need to add:
- Detection for the nearby truck which will hold the bodies
- Actions that are added to dead soldiers to let you load them in
- Detection for the nearby truck which will hold the bodies
Live Feed, someone to explain?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Tinkering around with BIS' missions, this is how they did theirs:
All this was pulled from the .fsm in the infantry showcase.