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Everything posted by Varanon
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Yes, I disagree. When is an AI idle ? When it no longer has a waypoint ? What about AI groups that follow a cyclical patrol pattern ? With your logic applied, they would never ever "support" anyone since they are never idle. Why do you want to exclude move waypoints, but break out of for example guard waypoints ? Why is a group moving to some position more important than a group guarding a position ? Your suggestion does not make any sense in a general context. It might sense in very specific circumstances, but definitely not in the general case, and the MOD should cope with the general case only, the specific case you must handle yourself. Honestly, literally 99 % of all cases it doesn't matter, your example might be one of the few where it does matter, so, yes, I disagree with your proposal. If you don't want ASR to meddle with your units: this setvariable ["asr_ai_exclude", true]; If you want to prevent them from attacking until they've reached their waypoint: this disableAI "AUTOTARGET"; this disableAI "AUTOCOMBAT"; and on the waypoint: {_x enableAI "AUTOTARGET"; _x enableAI "AUTOCOMBAT"} foreach units group (thisList select 0);
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The ULB is a normal Arma 3 UAV, with all possibilities and restrictions of that class of vehicles. If the pilot or gunner of the Apache has a UAV terminal, they can use it
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What do you mean with bullet holes ? Are yo referring to damage textures ?
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Given how often Arma 3 is on sale on Steam, you could have picked up APEX for a fraction of the price others paid several times already. It really always surprises me how people complain about Arma being too expensive while at the same time having spent hundreds and even thousands of hours in it. I bought the supporter edition back then for 75 Euro. So, in essence, I spent 2 cents on each hour I spent in Arma 3
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Agreed, one of the best looking maps up to now, and with a real eye for detail!
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Use the virtual arsenal to find out. And don't act so entitled, people are using their spare time to make free addons, and you can't be arsed to just load up virtual arsenal and check yourself ?
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CLEARLY you still misquoted then, because this is NOT what you wrote here. So, instead of getting pissy, how about you use the bug tracker like everyone else, and maybe we will fix it. Blaming others for your miscommunication isn't going to solve problems, and an attitude like yours will not motivate people to help you. http://bugs.cup-arma3.org Just in case you want to ask for the link next.
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OK, try this: Delete the init field of the unit. Yes, completely, remove everything. Now, copy this ... this setVariable ["CUP_disableRandomization", true]; ... and paste it into the init field of the unit. Don't change anything with it, most of all, do not disregard AGAIN what has been stated several times now that the variable is called CUP_disableRandomization
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It's actually quite easy, and universally applicable: Ask the author. If he's ok, with it, go ahead, and chances are that if he no longer actively develops a mod, he will be ok with it. If he doesn't answer, or says no, then don't do it. Or, do a "patch" mod that you have to load in addition to make it work.
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Any chance to get a secondary launch mode for the Titan ? I.e. top-down vs direct line ? And GPS locking ? (I know, I'm demanding ;) )
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
Varanon replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Is there a way to get rid of the "game" target markers ? The box and diamonds that appear when using missile locks from within jets/choppers ? Because the HUD already has them. They don't seem to be removed with the crosshair difficulty settings- 957 replies
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- electronic warfare
- radar
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(and 8 more)
Tagged with:
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A few videos taken at Comrades in Arms public coop nights
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Thank you, Foxhoud!
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If there is no option in virtual garage to fold the rotor (in the animation section), then it's a bug. Please open a ticket on our issue tracker
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The boom was part of the original model for ToH, although it wasn't animated. We animated it, and made it possible to hide it from within the virtual garage as well. Beyond that, there's no function yet. As Chairborne said, we're considering the options. Maybe we can convince BI to add aerial refuling to the Jets DLC ;)
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I am not. I just say that there has been a natural disaster recently in the lore of Arma. Besides, I fail to see how equipment and vehicles should be tied to Tanoa or APEX. The promised mini-campaign might be, though. Also, where the hell did I say they are giving out Tanoa to Orange DLC owners ??? I would appreciate if you would not put words in my mouth, thank you.
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I'm looking into a possibility to spawn civilians in a town, and since the old AIspawn_x memory points are gone from Arma 3, I was looking into buildingExit. However, what the hell does this function actually return ? Putting a marker on each buildingPos gives me this: None of the markers actually corresponds to a real exit (although they are roughly in the vicinity), but why are there three to five of them per exit at different distances and different heights ?
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That's why we love it so much ;)
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Regarding a possible humanitarian help scenario: remember that part of the background for the Horizon Islands is that they just came out of a humanitarian crisis caused by (allegedly) natural disasters (wasn't it a Tsunami that hit the islands ?).
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Thanks guys. I know what they are supposed to be used for, I just don#t understand the structure. For each exit, there are several positions in different degrees of "under the ground-ness", as can be seen on the screenshot. There's also no order. On one building, buildingExit 0 is the first one out of the building while 1-4 are the ones in decreasing order. OTOH, it then continues with buildingExit 5 being the lowest one and ascending to 9 you get higher. The way they are arranged make no sense.
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Agreed, Infantry right now does not react at all to vehicles, they should try to avoid them
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Wouldn't it be easy to introduce a delay until the lasing is complete, and simply read that from the tank#s config entry ? That way, you could simply configure the delay in with the actual tank and for modern (i.e. 2035) systems, you could go without a delay while current day mods could outfit their tanks with appropriate realistic delays
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What are you talking about ? A "balance" between a tank and a soldier ? Edit: Let me elaborate: Tanks in Arma 3 have zero survivability compared to their real world counterparts. Usually, a single hit from an RPG already destroys it. Add to that that RPS and missile launchers in Arma are grossly overpowered (*) in itself, this tips the balance away from the tank by far. (*) Have you ever fired anything like an RPG or missile launcher in real live ? First of all, the locking mechanism is laughably simplified in Arma 3. Secondly, a launcher usually requires loading/reloading that is usually done by a second man. When fired, making the weapon ready again requires quite some time. For example, you don't reload a Javelin, you dismount the CLU from the spent launcher and put it on a new one. Some launchers aren't even reloaded at all, on use, they are spent and discarded. The RPG-7 is one of few launchers that can really be reloaded relatively quickly. Tanks are impressive, and every soldier should fear them.
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Community Upgrade Project - CUP Terrains
Varanon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It doesn't. The "copy" in the Arma 3 folder is simply a shortcut to the one in the steam workshop folder. -
http://bugs.cup-arma3.org Please create a ticket and list those that you found not to have CM launchers


