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IndeedPete

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    Student Information Systems / Research Assistant

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  1. Sure, same as in any other config type file: class startOpen: radioOpen { responses[] = {"startQuestion", "startConfirm"}; sentences[] = {$STR_IP_KSK_MEW_CONV_GENERAL_RADIO_OPEN, $STR_IP_KSK_MEW_CONV_START_OPEN_1, $STR_IP_KSK_MEW_CONV_START_OPEN_2, $STR_IP_KSK_MEW_CONV_START_OPEN_3}; }; The Dollar symbol $ does the trick.
  2. Try to provide your player with a variable name in the editor.
  3. IndeedPete

    KSK 2035

    Hi there, with the Arma 3 Contact update, I began to adapt KSK 2035 to a woodland environment. Aside from small updates on the tropic and arid schemes, this update features a new faction in woodland colours. I mostly relied on the original Bundeswehr colour palette. However, the light green wasn't going to fit the Livonia environment so I had to fiddle a bit with that one. Hope you like it. Find the download links at the end of this post. Enjoy! Version v1.50 Media Changelog 1.50 - 01.09.2019 FIXED: Misconfiguration of Arid gear to place in Eden. FIXED: Localisation mistakes in KSK Showcase. CHANGED: Replaced weapon names by designated BW names. Made up some for the equipment not in service as of today. ADDED: KSK 2035 (Woodland) Faction ADDED: KSK Arid Combat Pants & Black Shirt ADDED: KSK Prowler AT (Tropic) ADDED: KSK Prowler AT (Arid) ADDED: KSK Light Combat Pants & Black Pullover ADDED: KSK Light Combat Pants & Green Pullover Known Issues The thermal-imaging-proof facewear clips through soft headgear such as booniehats and caps. Both Pandur II and Leopard 2 show AAF-coloured elements due to missing hidden selections (https://feedback.bistudio.com/T119594). Licence Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Download Dropbox v1.50 Steam Workshop v1.50 Credits Road Runner for allowing me to re-texture his awesome 6094 vests! Igor Nikolaev for his Russian translation! Bohemia for the splendid game that is Arma 3!
  4. Went ahead and finished this gem today. The Good The Bad All in all, a great experience and a nice, self-contained spin-off. Can't wait to see more content from the Amsterdam office in the future. Certainly, a big improvement over other official playable content in Arma 3.
  5. Continuing my feedback from earlier regarding the campaign in particular: As for the DLC in general: The models and textures look nice overall. Certainly not worse than the vanilla units but also not as good as some of the RHS content or the VSM gear. The guns sound nice an meaty, especially the MG3 is becoming my new favourite. In terms of quantity I think it's okay. We've got no special forces or disctinct recon units. There's also no Greenfor / Resistance faction even if it's hinted at in one of the CO-OP missions. But that's fine for me. A bit odd are the decisions to portray the Danish forces (why? to show off the Flecktarn maybe?) and the fact that we've got AA tanks but no air assets to use them on. Tank interiors aren't really a problem for me even if they are now state of the art when it comes to Arma. The terrain is huge and probably quite realistic. And good for tank fights or use of air assets. Unfortunately, there's little variety and most places I've been to kind of look the same. Aside from the border area, I haven't encountered any particularly interesting location so far. From my very personal viewpoint, it suffers the same problem Chernarus suffered: lack of military encampments and installations. Even if unrealistic, I'd like to have seen some bases, trenches, and fortifications ready to use for mission developers. All in all it's a decent start for the Creators' DLCs and I hope the team continues to add to this one (even if it's in form of successive DLCs). Whether or not it's worth 20€ (or 18€ on launch day) I think largely depends on your focus and interest in that scenario. To use the map and assets in your own missions, yeah sure, go for it. But if you're more interested some playable content, I'd wait for the sales or even pass on this one.
  6. I haven't found a dedicated feedback thread regarding the campaign. So please, feel free to move this. I've only played the first two missions so far.
  7. For reference: http://alivemod.com/wiki/index.php/Script_Snippets#Adding_Custom_Inits_to_Spawned_Units In that case it should be relatively simple. Untested code that would go into your description.ext: class Extended_Init_EventHandlers { class Man { init = "if !(isPlayer _this) then {_this call BIS_fnc_objectVar; [_this, """MyTopic"""] call IP_fnc_addConversation;}"; }; };
  8. Not sure. Does AliVE provide you with a way to access the spawned units and/or their init lines at start up? If not, you'd be stuck with constant or periodic looping over allUnits.
  9. You probably mean this hold action they introduced in Apex. You could adapt this: https://forums.bohemia.net/forums/topic/192346-woah-woah-woah-bi-trying-to-sneak-one-in/#entry3058266
  10. Update thanks to Undeceived! Version: 1.03 Changelog 1.03 - 17.08.2018 FIXED: Reload bug thanks to Undeceived. License Animations sources are taken from Bohemia Interactive Studios' official licensed data packages. Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Credits & Thanks BIS for their tutorials and licensed data packages. Undeceived for contributing to the project by adding new animations. Download Dropbox v1.03 Steam Workshop v1.03 (Addon Only, No Sources)
  11. IndeedPete

    KSK 2035

    Thank you. No, I don't think I will update EUROFORCE anymore. My capacity is rather limited and I'm not inclined to work on mods I'm not using (anymore) in my own content or my clan's missions.
  12. IndeedPete

    KSK 2035

    Update! I know it's been like one and a half year but there we go. Most notable changes are probably the KSK Arid faction suited mainly to Altis and Malden environments, and the KSK Showcase taking you out to a public exhibition on Tanoa. Version v1.40 Changelog 1.40 22.04.2018 CHANGED: Texture improvements to personal gear and uniforms. CHANGED: Provided all weapons used with their real names. ADDED: KSK Loading Screen Icon ADDED: KSK Prowler Unarmed (Tropic) ADDED: KSK Prowler MMG (Tropic) ADDED: KSK UH-80 Ghost Hawk (Tropic) ADDED: KSK AW101 Merlin (Tropic) ADDED: KSK Sig 556 DMR 7.62mm (Tropic) ADDED: KSK Stealth Balaclava (Tropic) ADDED: Marksman (Sig) ADDED: Recon Marksman (Sig) ADDED: KSK Showcase ADDED: KSK 2035 (Arid) Known Issues The thermal-imaging-proof facewear clips through soft headgear such as booniehats and caps. Both Pandur II and Leopard 2 show AAF-coloured elements due to missing hidden selections (https://feedback.bistudio.com/T119594). Licence Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Download Dropbox v1.40 Steam Workshop v1.40 Credits Road Runner for allowing me to re-texture his awesome 6094 vests! Igor Nikolaev for his Russian translation! Bohemia for the splendid game that is Arma 3!
  13. IndeedPete

    KSK 2035

    Soon™.
  14. Could be. Though I'm using the vanilla layout. I would rather think this was just a bug. It never occured in the stable versions of the game.
  15. @People saying one should just stay in the gunner seat: I can see where you are coming from (and maybe I'll try it again that way) but I tend to say in the driver seat because again, commanding the driver is so wobbly and unreliable. Not sure if it was because of DevBranch, but often times when I had the AI driver stop the vehicle, he randomly started moving it again. I feel in order to play vehicles effectively (particularly with all the AT infantry around) one needs to be able to navigate precisely from cover to cover, like when playing infantry. I just cannot do that remote controlling the AI driver, it's not precise enough. Also, the constant radio babbling (forward-forward-back-left-stop-forward-forward-forward...) is so damn annoying. Another plus when dirving myself is that I don't just get run over by the driver when I disembark the vehicle because he suddenly feels the urge to get back into formation - even if I issued a stop command before.
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