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galzohar

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Everything posted by galzohar

  1. Oh, I only now noticed massi's post. Sorry for the unnecessary bump. This thread needs the main post updated and possibly remove the mod from Play withSIX if it is deprecated so people don't accidentally install it.
  2. Your .bikey file name is the same as the one in the nato sf weapons pack, however it is not identical nor compatible. Either have your own key or use a different name please, to avoid issues.
  3. Is there a difference in functionality between using the SA or TP versions over just using the "old" All In ArmA? Assuming I have ArmA 2 and Operation Arrowhead installed and am only really interested in the terrains. Will players using the small download of the "old" All In ArmA be able to flawlessly play on Takistan or Zargabad with players who run the SA or TP versions? Will players running the HQ version be able to flawlessly play with players not running the HQ version? Thanks.
  4. If we can get enough players for DTAS games, and enough of them are interested and capable of installing said mods, we could move to a modded environment and use cool stuff. However, we would first need enough players, as using mods usually reduces the number of players willing and/or capable of joining your games, so it's something you can't do when your player count isn't very high. Even with 30 players, would you really be willing to reduce that number to 10 players just to use a different map or some enhancement mods?
  5. galzohar

    ArmA III Ballistics Overhaul

    Is there a feedback tracker ticket for having BIS implement the correct ballistic values that we can vote on? It would be really nice if improved ballistics did not require a mod and wasn't just applicable for weapon mods that used those values, while the other weapons/magazines would remain messed up. :(
  6. Is there a feedback tracker ticket for having BIS implement the correct ballistic values that we can vote on? It would be really nice if improved ballistics did not require a mod and wasn't just applicable for weapon mods that used those values, while the other weapons/magazines would remain messed up. :(
  7. galzohar

    13€ DLC, hefty price for 2 choppers

    It's a bad thing, because if they sell something useful they will make a lot more money than if they just put in some complex system just to get some donations.
  8. galzohar

    Arma 3 PVP Community

    From now on I will post events for PvP games organized on the ArmA-IL IDF PvP server. Next game is Saturday 20:00 Israel time / 18:00 UK time.
  9. Follow PvP events here and join the Steam group to get announcements for the PvP events: http://steamcommunity.com/groups/arma3pvpcommunity/events
  10. galzohar

    13€ DLC, hefty price for 2 choppers

    With the way it's set up, it's practically a donation system...
  11. Exactly. That box is even less informative to the uninformed player than the server name.
  12. It isn't odd. You can write whatever you want in the server name, but most people have no clue what that actually means and just try to join, fail, and move on. They won't even bother to try and understand why they can't join - Either they just can't be arsed to do so, or they simply assume it's the server's issue or a game bug.
  13. For non-money, yes, you have TACBF, and the ArmA-IL IDF PvP Server. Both aren't active 100% of the time, but if you keep track of the events you can get some good gameplay going. For TACBF you can follow the above Steam page. For ArmA-IL you can follow the facebook page www.facebook.com/armaisrael (we try to post public events in English too), and soon probably a Steam group as well (either the existing ArmA 3 PvP Community group, or a new group - Will update soon!). Next game is up this Saturday at 20:00 Israel time (18:00 UK time). No mods required, but STHUD_A3 and JSRS2 are allowed.
  14. This is the worst part about the hold breath feature. You can basically be in a "hold breath" state for the grand majority of the time, making the feature just an annoyance rather than a being at least some kind of simulation of real shooting. After holding breath for 8 seconds, it will take more than 1.5 seconds before you can hold breath for 8 seconds again without losing efficiency. They could just induce tiny input lag when you hold breath too much (and that lag goes away quickly once you stop holding breath). Just like in real life your brain actually sees everything slightly delayed when you hold breath for more than 8 seconds. Holding breath again after only breathing for 1.5 seconds should have a greatly reduced effectiveness - Make it only last a very short time and/or start the negative effects earlier.
  15. galzohar

    Firing from Vehicles feedback

    Will we get a detailed explanation of new relevant scripting commands needed for filling up a vehicle properly? How is backwards compatibility planned to be supported (since as far as I understand it currently isn't really working)?
  16. galzohar

    GunGame TDM

    killedEventPVHandler = { ... }; This is called when someone is killed and handles it. In it you can find the conditions that check how to handle the levels based on who killed who. First it checks if the killer is actually the player or the old unit of the player (if he just died before the function could execute). Then it checks if you should get a rank up or down based on the side of the unit killed, which is what you probably want to change. Also, in the "Killed" event handler just before that, you will have to pass the actual player instead of sidePlayer, since you will need it in the function to do your checks. It should be pretty straight forward and it's all at the start of the client.sqf script.
  17. galzohar

    GunGame TDM

    If you make everyone the same side you will have to modify the score system to make sure self-kills still count as teamkills. Basically, you don't need to broadcast the side of the killer in the "killed" event handler, but rather to check in the public variable event handler whether they player killed himself or not. Also, you will need to change the victory condition from "someone on your team reached max score" to "you reached max score". Look at the call to the end mission function. Additionally, like in any deathmatch, you may want to change all players to side enemy. There is a part of the script in the init.sqf that makes sure nobody ever goes to side enemy - Reverse it so that it keeps everyone always be side enemy. That way the default game mechanics will also consider everyone enemy to each other.
  18. Will this break compatibility with the sights? Meaning both the adjustment (page up/down) and the actual markings on the sight itself. Or are they already broken anyway?
  19. Simulation pauses when alt-tabbing by default only in single player (and can be disabled by the -noPause parameter mentioned).
  20. I tried that, it disabled some stuff but there is still a marker on my unit. Doesn't seem like there is anything else there to disable.
  21. galzohar

    Arma 3 PVP Community

    Is this still active? Are there any players in the group actually interested in PvP? I am looking for where we can get more players into our DTAS games, so far it's just been word of mouth to get people in, so most players are from the Israeli community with only occasionally people joining either randomly or through someone they know in the community. We'd like to have a lot more players join in, so we can get large DTAS games like in the days when ArmA3.RU was playing it with a full 60 player server.
  22. Why not both? To fully experience something one must give it a go in both environments and see how it works in either of those. Some missions shine in being public-friendly, some in hardcore-private, and some try to get the best of both worlds, and it would be ashamed if any of those aspects would be missed when experimenting with the submissions.
  23. galzohar

    GunGame TDM

    Version 1.03: - Fixed for compatibility with ArmA 3 version 1.26. - When out of ammo, you will automatically rearm after 60 seconds if you survive. - Added name tags for friendly units.
  24. galzohar

    =BTC= Revive

    Can I limit the number of revives, but reset it back to full once player respawns at base (while having unlimited base respawns)? Or do I need to heavily modify the script for that? Also, is there an option or an easy way to script it so that a revived player will still be damaged (say, 0.5) and need a medic?
  25. Sounds like a very importnat, long-overdue change. Can't wait to see how it changes the game completely like it should.
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