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About Varanon

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    Sergeant Major

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    Aachen, Germany

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  1. Heavy work-in-progres, hopefully in CUP soon
  2. Well, I'll be damned, it is... it wasn't in the changelog, though
  3. Shameless plug: https://steamcommunity.com/sharedfiles/filedetails/?id=582759285 Alwarren and my MP missions using CUP. Some need other addons, but it's noted in the actual mission's dependencies so you can filter those out. Most are for 4-12 players
  4. Since some assets have been moved from Contact DLC to platform, would it be possible to do the same with the spectrum device (non functional) ? While some people think it's in the realm of sci-fi, anti-drone measurements are being developed today, and I could imagine that by 2035, you'd have handheld possibilities to deal with drones.
  5. Varanon

    AI Discussion (dev branch)

    Or a static weapon like a machine gun. This basically means that AI in static weapons are not affected at all from suppression, which is rather nonsensical
  6. If you are referring to the problem with two-factor authorization. I currently use a .bat file with the following: steamcmd.exe +login "your steam username" "your steam password" +force_install_dir "D:\Steam\steamapps\common\arma 3 [development]" +app_update 107410 -beta development validate +logoff +logout +quit now Not optimal, but at least it allows you to update the dev branch
  7. No, sorry. Hotfix incoming, no ETA. Until then, easiest way is loading maps along with core, or deleting this file. Sent from my SM-T580 using Tapatalk
  8. Check out the Biki page on addCuratorEditableObjects. Of course, you have to call this function on all units that you create for all curators, for example: private _object = ... createVehicle ...; { _x addCuratorEditableObjects [[_object], true]; } forEach allCurators;
  9. You have to move the hostages to a group of the appropriate side, the units themselves have no real side per se Sent from my SM-T580 using Tapatalk
  10. Varanon

    Spectator mode view distance?

    Page Up/Down Keys Change VD in spectator Sent from my SM-T580 using Tapatalk
  11. Varanon

    AI Driving - Feedback topic

    The latest patch brought it's own share of problems with driving AI. There is a T-Junction at GPS 110 224 on Altis. It used to work, but now, a Marshal APC will not be able to even make that junction, it will approach it and then go into an endless forward-reverse loop. Ticket is here: https://feedback.bistudio.com/T128476 Tested with current stable and dev branch. Screenshot of "AIDriving" enable_diag true; included
  12. Please note: We are aware of problems with CUP and the latest Tank DLC. We are currently working on a hotfix for the most pressing issues. If you find problems with CUP that might be related to the latest Arma patch, please report them on the bug tracker (https://dev.cup-arma3.org/) and make us aware of the ticket in our discord (tag with @member). Please restrict this to only critical bugs that need to go into the hotfix. We will not yet update features, like tank armor, top/direct attack etc. This will come in a separate update down the line. Thank you.
  13. Varanon

    Re-uploading mods on the workshop

    Speaking for CUP only here, you are allowed to reupload CUP to a private server, like, for example, an Arma3Sync repository. You are not allowed to reupload to the workshop. If you want to make your server's modset available on the workshop, make it a collection, not a mod, and link the required mods into that collection. Problem solved, no re-upload necessary. If something is no longer supported, or the author isn't available, tough luck. If you are lucky, if an author decides to go away, they will say something about the legal state of their mod.
  14. Varanon

    AI Discussion (dev branch)

    Uhm, you are missing the point. We're not talking about making the AI more sophisticated, just more life-like by adding a random delay to their actions. Like, you remember some time ago, when AI was shooting, they go like "bang bang bang", like a clock. BI added a bit of a random delay before each shot, resulting in a more human sounding. You can apply the same principles to other areas of AI reaction. That's all we're talking about here. So, I don't get why you are talking about performance (this has NO impact on performance whatsoever... well, yeah, in the nanosecond area). Also, even though beside the point, a mechanized group will behave the same, whether they are spawned with a disembark waypoint, or "managed" via the editor. So, I get the impression you don't really get what people were aiming at and just had to write something in defense of Arma just for the sake of it.