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simon1279

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Posts posted by simon1279


  1. Ok NVM i've just figured out the fact that if i place costs modules synced to Curator module synced to the Seize module, the curator will not work as intended (no units shown) and i'm pretty sure this is BIS fault and not CDLC devs fault.
    If i clear out all of the costs modules the curator just works perfectly, but the Seize module will not work because it needs costs to be set.

    With the curator module only and a bunch of GM units synced to Manage addons module, everything works perfect and i can have a perfectly working GM only Zeus mission without any other addon involved, included Vanilla A3 ones

    Too bad BIS before selling things you really be sure every single thing must perfectly work whithin the platform, i mean all of your modules, all of your game stuff and be sure it will be perfectly integrated with CDLC which are payware and not just common mods.
    What makes me bothered is should i buy future CDLC that i'm very afraid they will not work 100% whithin A3 platform?
    Nice question here.


  2. Hello, it's over a week i'm searching through the internet to find a solution for my problem with no luck at all.
    I'm trying to make a Seize mission using the seize module, which is the favourite gamemode we play with friends, but even if i sync GM units to zeus addon module, the infantry units aren't working at all, when i access the Zeus interface as a debug i can only place vehicles but not infantry.
    Please help, attached to the post the editor version for the mission.

    Download sample mission


  3. A sample mission in editor format it's attached at the end of the post.

     

    Well let's start about the module itself, i've been using it just to have a reference antenna, by placing it not synced to anything at the right altitude for matching map antenna object altitude.

    ID: i set it to: radio1

    checked transmission and static

    signal: EM_RadioStation_Song_01

    Antenna settings: NATO network

     

    it will start playing the music on the antenna as seen in the contact campaign.

     

    for making LDF patrols (works just on LDF units for what i've tested so far) to be "hacked" and moved to a determined position do what follows.

     

    1. Place an LDF group (for this example i'll be using a fireteam)

    2. Click on the group's attributes (click on the green square upon the team leader)

    3. In the init field put this short line of code:

    this call BIN_fnc_initAISquad;

    4. in the field named composition contact:

      4a.  we'll set Company ID to C01 in this example (IDs are unique so bear this in mind)

      4b. we'll set Squad ID to Alpha in this example (IDs are unique so bear this in mind)

      4c. Check the ping square

      4d. Check Automatic Callback

      4e. Set cheat to temporary or permanent as you wish.

     

    5. add a patrol waypoint to the group (they'll be starting to randomly patrol around)

    but if you want them to hold the position add a game logic named: Patrol Waypoint, which you can find under: Game Logic -> Objects.
    Sync this game logic to EVERY member of the group, double click on the logic, scroll the menu and choose fireteam (this last is mandatory but it gives to the group a set of nice animations).

    The Patrol waypoint must be added for making the system to work, otherwise you'll get negative answers from the enemy group, once you "hack" them to move south or north or whatever.

    [Just remember that you need a Military Antenna DSE (78-89 Mhz)].

    you're done with the patrols thing.

     

    JAMMING A UAV

     

    Place a flying UAV in the editor and in its init field put this short line of code:

    this call BIN_fnc_initUAV;

     

    the system is up an running and you're done for the UAV jamming thing [Just remember that you need a Jammer antenna DSE (433 Mhz)].

    Once the UAV have landed if you reach its position you'll get the action for deactivate it, making it in a !alive driver condition (usefull for tasks).

     

    JAMMING A UGV

     

    Place a UGV in the editor and in its init field put this short line of code:

    this call BIN_fnc_initUGV;

    the system is up an running and you're done for the UGV jamming thing [Just remember that you need a Jammer antenna DSE (433 Mhz)].

    Once you've jammed the UGV approach it keeping the jamming on and slowly walk to its position and you'll get the action for deactivate it,

    making it in a !alive driver condition (usefull for tasks).
    If the UGV it's armed and you don't approach it keeping the jam on and not by slowly walking, you're simply dead.

     

    You have to place not empty UAVs or UGVs for making the system to work properly.

     

    7 hours ago, Julien Patacchini said:

     

    hey Mankyle , it's the same problèms with the new Objectifs and diary system , no information and docummentation , i think Bohemia realese in the next update . I need this information me too . if you have intel please tell me 😉 

     

    This is the same as the common ARMA 3 method, by placing the task modules, keeping in mind that the task ID and the Main task ID must be different and unique to make everything to work properly, this is the only one thing that differs from the vanilla game.

     

    The name of the functions is not wrong, it is not BIS_fnc but BIN_fnc, i believe it stands for Bohemia Interactive Netherlands

     

    SAMPLE MISSION DOWNLOAD

     

    Hope this post helps

    Cheers guys.


     

    • Like 3
    • Thanks 2

  4. I'd prefer a module like the one included in the Nimitz mod, instead of writing tons of lines and variables, after all it's a paid DLC that can easily do what a free mod can do i suppose, at least for the crew.

    there's something that could be interesting in the showcase mission, but i can' find it on ArmA 3 samples library nor i can unpack the missions pbo inside the DLC folder for obvious reasons

    • Like 1

  5. @Ma77h3hac83r yes i do have the 64 bit .dll downloaded from github.

     

    The fact that everyone should run the same version sucks, because we do have many players without a single issue in our community with 64 bit, while we have many other players that do have lot of issues with 64 bit version of the game, mainly on laptops.

    And those that are running @64 bits don't want to run the game @32 and vice versa wow such a huge chaos........


  6. Hello everyone, i've got the following problem with the mod:

     

    I'm currently running my server in 64 bit, i have the 64bit + the usual radio_pipe.dll in the mod's main folfer.

     

    Everything works fine if someone runnign the 64 bit version joins the server, but the mod is not gonna work i someone running the 32 bit version joins the server, he will have the pipe error 6

     

    any clue on how to fix this?


  7. Laywiin my rig is:

     

    I7-4770K occked @ 4.2 Ghz

    Mobo ASUS P6Q3 Deluxe

    16 Giga RAM @2600 Mhz (useless right now until the 64 bit version of the game is released)

    MSI GTX1080 Armor OC

     

    and i keep ArmA and DCS running on an SSD

     

    My average FPS on Altis without mods are 52-60 FPS

    same goes for Tanoa more or less.

     

    everything set on ultra but i suggest you right now, to lowering your view distance to 2500 or max to 3200 BTW 2500 is way better and just wait for the 64 bit version of the game to be released to move back the view distance to 3600

     

    hope this helps, have a nice day

    • Like 1

  8. 24 minutes ago, killzone_kid said:


    Deja Vu! I remember hearing the same about DayZ and its community, and look what happened. Personally I think it is statements like the one above that damage Arma community more. 

    This was just sarcasm......, but yeah history repeats, it is happening the same as seen in ArmA2 with DayZ mod, now it's time of: Life Game Mode, and topics and discussions are looking pretty much the same, with people asking to close, lock, secure, encrypt their stuff made in a game's editor which has a single main purpose: create and sharing, isn't it?

    BTW there should be an EULA to prevent these kind of topics to come out every 3, 4 months and from what i can see these kind of topics for the most are written and supported by users registered on the forums after the release of ArmA 3, which leads me thinking that this game ain't for them according to their mindset (no this is not sarcasm at all)


  9. 10 minutes ago, MrCopyright said:

    The fact that BI created EBO files completely destroys anyone's argument about encryption going against the community. Since Arma 3 Life, the community has become very toxic with a dramatic increase in intellectual property theft and copyright infringements. I will agree that encrypting and obfuscating mission files prevents some people from learning. but it also helps to root out this normalised behaviour that stealing is okay. Hopefully, the Arma community will regress back to the times when you didn't need to protect your work, but until that time comes, I thing the positives of encryption far outweigh the negatives. If BI feel the need to protect their work, then so should content creators.

     

    I've got a better idea.... ban the whole life community from the game and its community, for bringing absolute toxicity to these last, or, life community and creators MUST understand that the base game is ArmA 3 and ArmA 3's main community traditions rules in this case, otherwise make your life game mode a standalone game and do whatever you want!


  10. 22 hours ago, BlacKnightBK said:

    The reason a lot of people like to obfuscate their work is because people steal it as their own, or don't credit the real hard worker if they used it. 

     

    I pretty sure people would not bother obfuscating their work if they knew their hard work is safe under their name. I would not care at all if someone takes my work and uses it to learn, but I will be pissed as hell if they steal it as their own. That is why my plan is to obfuscate my mission files, but release all the functions and vehicle skins to the public on my community's website, here and Armaholic where I am sure it will be harder to steal 

     

    Someone "stole" my textures, someone else asked me to give him my textures, in any case my textures and retextured objects (2 months of work)  has been used for better usage than the one from myself, in some cases i've received some credits in their projects in other cases my nick is not appearing at all, BTW i'm happy to play some addons which are using my stuff and which are better made than mine.

    This is the real beauty of ArmA community since a long time, much more time before ArmA 3 release......


  11. i'm not projecting my prospective, the only one allowed to make money from ArmA and its engine is Bohemia Intercative which is the developer/publisher of such game, same goes for encrypting files of any kind generated from and for ArmA engine by "3rd party developers", only the publisher/developer (Bohemia Interactive) can do it, just because it is their property  and that's all, isn't it?

     

    answering your question just ask around the forums and you'll find your answers.

     

    communications out!

     

     


  12. Work is work if it is work indeed, talking about ArmA content creation, we're talking about entertainment, if you do it, you're doing it for entertainment, it is not work, nobody pays you for that and it is not expected that somebody may pay you for ArmA content creation, asking for moneys or protecting "your work" it is something related to the devolution of society and community valor which is something that i see pretty common around this world nowadays, here we're a great and cool community so we're looking for continuous evolution starting from core engine of the game to game content creation by users, evolution is the future of human kind while devolution is getting back to medieval age, of course we do have high tech stuff nowadays, but as i can see mindset is getting back to medieval age in every field from politics to entertainment.

    • Like 1

  13. Hello everyone.

    I've made a video in OGV format as an intro for my mission, it runs smooth and clear on my dedi too, but the main problem is that the mission file is around 63Mb which is a little bit too much.

    Now i would like my video to be located on the server and the mission to call it from the server to be streamed to all clients as a titlecard, is this possible to do?

    Or should i make an addon for all of the clients to be downloaded?

    in this case i need an help with the config

    Thanks in advance


  14. In one word the short answer is NOPE

    The game series  ArmA and its community never worked like that, someone has the right to protect his hard work on a rented engine and/or making one by themselves, investing time and moneys for a commercial purpose product, not for modding a sandbox.

    This mindset will lead in something UBI and EA policies like, and it is something i would never see in ArmA series, which is great since the dear old times of ArmA 1 because of its community focused content creation, a great game with a great open source community and community content creation and knowledge sharing behind it.

    I can understand your point of view, but if you believe that your point of view is right, then i suggest you to use: UE4 or Unity or Cryengine, making your own game and sell it on Steam and good luck with that.

    I created some mods myself and missions as well, both for ArmA 2 and ArmA 3 and i've worked with many great guys on other modding projects and scripting creations for this game and i never ever thought to protect my hardwork making someone else to not being able to grab my work, improve it or using it to make a starting base for something better than my job for the community to use.

     

    And look most of the guys behind the front of the NO in all of the posts like this one, are long date scripters and content creators since the times of ArmA 1, myself included.

     

    • Like 1

  15. A modder which don't want other people to use their stuff must make its own game with its own DLCs, locking stuff is totally against arma community, ArmA 3 Life it's Arma 3 using engine, editor, units and scripting from Arma 3 base game, As far as i can see reading here and there, Life game mode is bringing some players that are trying to make this awesome community a little bit toxic under my point of view.........

    • Like 3

  16. Hello everyone, being thinking at the new 64 bit support of the game being worked on and jet DLC and all of the other stuff and what i have to say is: wow great can't wait!

     

    but:

     

    talking about Apex expansion being released since July 2016 (7 months ago) i have the impression of sitting in front of an unfinished job.

    We've paid for the expansion, which is not a common DLC but an expansion and i have the feeling that NATO is a little bit "left behind".

    I mean the tan camo for vehicles in a pacific jungle environment is somewhat ridicolous and i was asking to myself: will BIS ever make those vehicle in proper camo pattern?

    ATM the expansion seems to be CSAT focused, but i believe talking about an expansion which is not only a Faction DLC but an expansion, all of the NATO vehicle must have proper camo pattern.

    Talking about an expansion i would recall Operation Arrowhead quality design and content additions and upgrades (proper camos, proper units exc.).

    Now, why Apex has basically a totally reworked (very well) faction, (i mean CSAT), new faction syndikat which is great, CTRG which is great, but it is a marginal faction for mission making because they basically are special forces and nothing more and Gendarmerie which is another marginal faction, but not a total "conversion" of the NATO faction which is a major faction expecially talking about mission making?

     

    Talking about DLCs:

     

    I have to say that we're talking about paid additional content, i want to support BIS as i want new stuff as well, so i bought all of them, but for an example if i want to make a Ground Support mission on the Expansion's map (which is an aweeesssome map), of Tanoa i will not have Tropic pattern soldiers, because i can't choose the NATO pacific or CSAT pacific factions in the modules and the same goes for Sites modules and some weapons of the marksman DLC do not have tropic pattern and not all of them has at least khaki color.

     

    So my questions are:

    Will all of this left behind job ever be worked on or is it abandoned in the shelf of the office?

    Will we get the same great support that we saw time ago about other armaverse expansions?

    Are there any official statement about these matters around? because i can't find them.

     

    thanks in advance.

     

     

    Personal statement:

    I love to make missions and scripts but sadly i don't love being forced to install mods for fixing left behind job and forcing my community to download such mods.


  17. On 13/7/2016 at 9:32 PM, simon1279 said:

    1) State the language version (Czech, German, Polish...)

     

    -Italian

     

    2) Clearly state what is wrong

     

    -name of Demolitions Specialists for CTRG and Viper team

     

    3) State where the issue is, how to locate it (reproduction steps)

     

    -Go to the editor and check Italian name for Demolitions Specialist under CTRG=>Men (Pacific) and the same goes for CSAT viper team

     

    4) Mention the wrong text (if any)

     

    -Specialista dimostrazioni

     

    5) Mention the correct text or correct solution to the issue (what you suggest as the correct version)

     

    -Specialista Demolizioni

     

    6) Attach a screenshot clearly showing the bug (you can highlight it by coloured frame or underline it in red)

     

     

    th_editor_zpstwx5vvia.png

     

    th_spedim_zps48i5dpqh.png

     

    Dimostrazioni means Demonstrations

    This has not been fixed yet.......

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