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PartyHead

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About PartyHead

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    Sergeant
  1. @Brainbug I didn't say that I use it did I. I just agreed with your mates that it is cheating and simplifies the game play. IMHO.
  2. Are the rpt errors ever going to stop ? Please fix this.
  3. Thanks for sharing your work with the community gmwo. Great work mate. ED 209 from the 1987 robocop movie would be great in arma 3 also.
  4. No worries, my mistake. Could someone kindly direct me to the forum where you can make genuine complaints without being given a bunch of bullshit excuses and not be shot down by a bunch of people who don't even have any official connection with the game. Thanks.
  5. Hey don't get smart mate and try and treat me like I'm a bloody idiot. Dev branch it maybe but its suppose to be bloody playable still to. And debugging is what there suppose to do during the day not leave us at the end of the day with a version full of bugs. I'm sick of smart asses like you now go away.
  6. Whats going on with all the error messages that started yesterday why aren't you guy's packing things right its getting pretty annoying. Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Can you hot fix these errors please, I mean come on guy's your suppose to be professionals.
  7. Haven't tried this myself but would using suppressFor maybe work. S1 suppressFor 10;
  8. PartyHead

    Can spawn within player radius, not outside

    You need to add a set editing area type module "ModuleCuratorSetEditingAreaType_F" and synchronize it with your curator. With the set editing area type module you can set editing to inside the blue area or outside the blue area.
  9. PartyHead

    Faction specific Zeus

    Hello everyone, I worked out how to make a faction specific Zeus singleplayer mission, I didn't want to make a video tutorial so I made a little demo mission. This mission only covers setting up for a BLUFOR Zeus, just duplicate it for other factions. If you want to set up a parameter for choosing a faction then you just make your other Zeus units playable and use selectPlayer to choose which Zeus and the modules in this demo mission have to be duplicated for each faction. Anyway if you have any questions about that just pm me and I will try and help. faction specific Zeus singleplayer mission. Cheers.
  10. PartyHead

    Zeus Discussion (dev branch)

    Does anyone know if you can use in singleplayer, the virtual entities logic's that only allows your Zeus to control one faction ? I want to try and play Zeus against scripted AI in singleplayer. I haven't been able to get it to work in singleplayer yet, so far I've got a BLUFOR only virtual entities Zeus logic placed and a Zeus game master module placed and synchronized with a main game master module and named them all as per a video tutorial, but every time I preview and go into Zeus, I can still place and edit all faction objects, etc. Anyone got this to work. Cheers, PartyHead. Update: I worked out how to make a faction specific Zeus singleplayer mission, I didn't want to make a video tutorial so I made a little demo mission. This mission only covers setting up for a BLUFOR Zeus, just duplicate it for other factions. If you want to set up a parameter for choosing a faction then you just make your other Zeus units playable and use selectPlayer to choose which Zeus and the modules in this demo mission have to be duplicated for each faction. Anyway if you have any questions about that just pm me and I will try and help. faction specific Zeus singleplayer mission. Cheers.
  11. Hi RTEK, Here's an example mission for you to show you how its done. Example mission. Cheers.
  12. PartyHead

    AI Discussion (dev branch)

    started to post a more detailed example of whats happening with combat mode but can't be bothered now. Just hurry up and fix these bugs would you please devs for gods sake.
  13. PartyHead

    AI Discussion (dev branch)

    Something has gone wrong with units that go into combat mode, they become stuck in combat mode this has happened in a recent update as I was only working on my script a couple of days ago and it was working fine without this problem. Whats going on with you devs it seems like you fix one thing and break two more and its been nearly a year since release and so many things are still broken. Its frustrating as hell when I'm working on a script that uses selectWeapon and its broken and has been for ages and now I've been working hard on this new script and units in combat mode is broken. I think you (BIS) should make some sort of public apology for all this crap and thank the dedicated supporters who have stuck by you and your bugged game for this long, I know for me with all of these recent game breaking bugs im getting to my limit with this game.
  14. PartyHead

    Flying bodies Physics Mod

    That's strange because I just went back to Dev Build and checked again and it doesn't work again. Is your Dev Build up to date ?
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