Felonmarmer
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The new launcher has just been installed as a permanent feature and now I can't load addons. The addons are stored on a secondary hard drive and the folder then referenced by a symbolic link from my Documents\Arma 3 folder. In the previous release Arma could see all the addons and load them, however for this version the launcher can't see the addon folders and neither can Arma in the expansions option. The reason for the symbolic link is that Arma3 is installed on an SSD for speed, however the addons would take too much room. Any ideas?
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A joystick suitable for Arma 2/Arma 3?
Felonmarmer replied to Cr4z33's topic in ARMA 2 & OA - GENERAL
For flying I use a 6DF 3DConnexion Space Navigator + mouse for headlook. Only thing I can't get to work with it is twist for rudder, so I use left and right push for that. Tilt forward/backwards/left/right for normal joystick axis, up/down for throttle (up/down in helicopters), and the two buttons for countermeasures. Tried using it for infantry movement as well, but too used to the cursor keys, however analog leaning works well with it. -
Secondary Ops Manager Module Discussion
Felonmarmer replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's the mission I knocked up with the alternate findSafePos function... www.felonmarmer.pwp.blueyonder.co.uk/Arma2/patrol.MCN_Aliabad.pbo Its on Aliabad and uses SECOPS, Ambient Combat Manager and OPSMON. Don't think it uses any other mods. -
Secondary Ops Manager Module Discussion
Felonmarmer replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've found a way to blacklist areas. SECOPS uses the function BIS_fnc_findSafePos to locate a point to create dynamic content, when you use that function one of the parameters is a blacklist, but SOM doesn't use it. But you can redefine BIS_fnc_findSafePos to point to another script... In init.sqf (at the end to make sure the functions have been loaded so it won't get re-redefined... BIS_fnc_findSafePos = compile (preprocessFileLineNumbers "Scripts\custom_findSafePos.sqf"); then make a copy of the function "fnc_findSafePos.sqf", I called it "custom_findSafePos.sqf" and change line 52 from _blacklist = []; to _blacklist = [top,bottom,left,right,miller,sabre]; where top,bottom,left etc are triggers marking areas to be blacklisted. if any other script passes a blacklist to the findSafePos function then this will overide the default, otherwise the triggers will mask out areas. I've used them to prevent missions being generated off the map (top,bottom,left,right) and around the two bases in the mission (miller and sabre) -
I cannot select the L109A2 grenade by cycling through weapons. I also cannot select the IR strobe in OA similarly. Have tried with no addons to see if there's a conflict and still can't select. -EDIT- Looks like a conflict with VopSounds 2.1 - didn't realise it was loaded.
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Couple of bugs I've spotted... I get the following error in arma2.rpt with duala and alice... and no civs appear. Also I've noticed some of the bushes soak up a lot of ammo before rotating 90 degrees, they then let bullets through (esp noticeable on the southwest jungle island) - these I think are new bushes in 1.6
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Simple Q: Update waypoint to unit location?
Felonmarmer replied to colej_uk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It seems you can't change the waypoint location for a group that has already started moving towards it. It might be possible to delete it and then recreate it in the new location.