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About lexx

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    Master Gunnery Sergeant

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  1. I doubt, because that's the kind of stuff that would be covered in Laws of War - and BI likely doesn't want to repeat themselves.
  2. Nope, the face is wrong. /edit: Or maybe not. No idea, can't see shit.
  3. Looks like one of them big visor gas masks you see in sci-fi movies. My first thought was MGSV chapter 3. The soldiers had this stuff in the leaked cutscene.
  4. lexx

    ArmA 3: Dunes

    Oh, so you aren't even getting that error in the actual game? It's just setting a variable, there is nothing fancy to it. My first guess would be that the 3den mod is causing this, but that would be really weird, as - like said - you are just setting a variable. Do you get the same error if you type in "lxDunes_DisableDust = 1;" ? Or hell "justAtest = true;" ?
  5. lexx

    ArmA 3: Dunes

    I just tried it. First trigger: hint "activate"; 0 = [] spawn { [0.1, 0, [player]] call lxDunes_fnc_showDust; }; Second trigger: hint "deactivate"; lxDunes_DisableDust = true; Both are working as they should.
  6. lexx

    ArmA 3: Dunes

    You just have to set lxDunes_DisableDust to any value. As example: lxDunes_DisableDust = true; This way the effect will run out and won't be renewed. If you want to restart the effect, you will first have to do lxDunes_DisableDust = nil; and then run the function again.
  7. lexx

    ArmA 3: Dunes

    Nah. That just means I would have to support two addons with all future updates. The missions are small and easily ignored, imo.
  8. Well, it won't come true no matter how much you say it.
  9. lexx

    Run Through The Jungle

    Cool. I'd totally play that. PS: If you shift around some extra scenery and remove the trees, it might as well be a completely different location. Most of the time, Dunes look very similar, so players might not even realize it's actually the same place.
  10. lexx

    Run Through The Jungle

    Out of curiosity, is the intro skippable? Having to sit through an over a minute long intro all the time sounds a bit painful.
  11. { _x enableSimulation true; _x hideObject false; } forEach (getMissionLayerEntities "MyCustomLayer" select 0); ?
  12. lexx

    ArmA 3: Dunes

    I've increased the detection range with todays update. You need to manually detect the targets, just flying around won't do it. Also the range is not just in 2D space, but 3D - that's why flying too high means you can get out of range as well (now with the increased range that should be way less happen, though). In any case, if you are out of range, a dialog message triggers (with a ~15 seconds timeout). If no message gets triggered, it means something is blocking the view. Either the dust or something else, or it's just Arma being Arma. Generally I'm a bit puzzled about how many players are reporting issues with that part. Personally I never get detected no matter what I do, I'm always hitting all targets, in fact, I'm done with this whole part in maybe less than 3 or 4 minutes at max. I honestly thought it would be waaaay too easy when working on it. That's why it never even occurred to me that this could be problematic for anyone. Did multiple other tweaks and fixes as well. E.g. the missions shouldn't conflict with sound mods anymore, also the "search camp" task got a couple new triggers to make it more obvious that there is more to search.
  13. lexx

    ArmA 3: Dunes

    Updating the task description should help, I guess. I'll try to address this in the next patch. Not sure when it's ready though. Likely not today anymore, so I guess at latest next weekend.