hoizen
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Everything posted by hoizen
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Beautiful! Works great. Thanks a bunch.
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Hey all, I'm designing a mission with a player commander. What I'm after is a way to cutoff zeus from the player if his HQ building is destroyed mid mission. Pseudo: if (!alive HQ) then { Disable zeus camera here? } Is there a feature of zeus that can do this? Thanks in advance, _Hoizen
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Hey all, Was wondering if there was a way to set how quickly an individual unit's fatigue rises/lowers. A "physique" setting if you will. Or a "how much cardio does this guy do" value. My issue is with how quickly and forever civilians/untrained personnel can just balls to the wall sprint like a well trained soldier while they are nothing more than some every day Joe Schmo that has probably spent every day for the past decade sitting on a computer (playing arma). If not, anyway to disable sprint for an individual unit? That would suffice for my purposes. Thanks, -Hoizen
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Set Individual Unit's Fatigue Coefficent
hoizen replied to hoizen's topic in ARMA 3 - QUESTIONS & ANSWERS
I think that's what I'll have to do in my mission. I just need to figure out how I'm going to get that script working to always set a unit's minimum fatigue to say, 60%. The issue is that it is simply impossible for someone with a gun to chase down an unarmed hostage/vip/civilian so a mission that involves capturing a playable hostage (with AGM zipties) is just about impossible unless you shoot him(which isn't really a solution). I think if I can get a playable unit to have a set minimum fatigue level of 50-60% (playing around with numbers of course) that could solve my problem. EDIT: As I loath the days I find a thread about my exact question and the author writes "nvm, fixed it!" without any other word, here's my temp workaround for anyone looking for a fix. I created a repeating trigger with the condition: (velocity hostage select 0) > 4 || (velocity hostage select 0) < -4 || (velocity hostage select 1) > 4 || (velocity hostage select 1) < -4 Where 4 is between the unarmed jog speed and the unarmed sprint speed and I check in the 4 directions in the XY plane (ignoring Z). and an on ACT: hostage setFatigue .595 Which (after a 20 or so previews) gives the beaten up hostage ~2 seconds of sprinting before being forced to a jog again. had to go into the third decimal because the .59-.60 is quite a difference with how slow fatigue increases for the completely unarmed/unarmored. Only wanted to give the hostage ~2 seconds of "burst" movement to simulate the idea of the hostage having been beaten/tortured and is physically impaired. -
Set Individual Unit's Fatigue Coefficent
hoizen replied to hoizen's topic in ARMA 3 - QUESTIONS & ANSWERS
That'll explain it. I do hope it's a planned addition to the API. Otherwise this saddens me. It's rather troublesome to have (playable) civilian characters using all their military training they didn't have as they sprint clear across Porto. -
Set Individual Unit's Fatigue Coefficent
hoizen replied to hoizen's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the reply, Unfortunately it looks like this doesn't actually have an affect on the unit's fatigue. I'm using Shacktac's Stamina bar with player skill "Endurance" in debug watch (to make sure it's actually changing) and tried the following values with this setSkill ["Endurance",VALUE]: 0 0.000001 0.01 0.1 0.5 0.7 1 All of which seem to result in the same amount of stamina loss with a 300m sprint. If anyone can confirm it would be greatly appreciated. -
9th Ironfist Infantry HONOR & BROTHERHOOD INTRODUCTION: Thank you for taking interest in our recruitment thread. If you are interested in joining, please take the time to read through this thread. It will provide incite as to how we play, how we run, and what you can expect from your leaders and your future experience in IRONFIST under our flag. ABSTRACT: We are a English speaking multi-gaming community with an ARMA division that focuses on tactical gameplay. The ARMA division in its current state is dominantly central-eastern. We strive for a tactical environment of coordination and cooperation that is NOT after hardcore simulation. We do not use an extensive/fluffy military rank structure nor do we have any "sir" calling. We schedule operation nights as well as host various missions when ever. We play both COOP and PvP. TeamSpeak3 and Microphone required. -IRONFIST IRONFIST is a multi-gaming community that was founded in the original Planetside and is organized by a structure of divisions that each focus on a specific game. Over the years, players join one of our divisions for a specific game and begin to merge with the community as a whole while others join a division and stay within its borders. It is all up to you how you interact with the community but remember that as a member of an IRONFIST division, you are a member of the entire community and we always encourage community-wide interaction. We are a very diverse community of players and have an equally diverse collection of games which we play. Although official divisions are limited to the most popular games, you can always find people who play any non-division game you may also enjoy. -The Division As each division of IRONFIST has its own chain of command, the ARMA division uses an officer corps purely for administrative reasons. Being an officer does not grant any power over any member in-game. For members, we have a very simple and straightforward rank structure consisting of four ranks. These ranks are purely to organize the amount of optional training courses each member has completed. Officers are expected to attend as many training courses as possible. -How We Play We encourage practical tactics over by-the-book realism. We play with realistic settings: No third persion, no crosshairs, no magical maps, and minimal hud elements. We take from military teachings to better or gameplay and improve our efficiency as a group. We play both COOP and PvP and are always open to suggestions from our members. We play what ever we may enjoy and our IRONFIST mission library is always growing as time passes. We have recently made the official switch to A3 only with our own PWS modpack. (AGM and TFAR are integral to our gameplay style) -How We Recruit Our membership application is constructed to give us an idea of how well you may fit in with the division as well as the community as a whole. We believe in careful decisions when it comes to recruitment and will not take a decision of denial or acceptance lightly. We do not believe in mass recruitment and our standards will remain consistent across all applications. We are looking for members who will benefit from us as well as contribute to the division and community. "Contribution" can simply mean being friendly and enjoyable to play with/be around. It does not mean donations, but those are always welcome. Upon submitting an application, an officer will review the application. If approved, the now recruit will enter a trial period (minimum 2 weeks) before being considered for a bump up to a full member of IRONFIST. During this trial period, the recruit will be required to attend a small basic training session that will cover all the fundamentals of how we play and what we expect from our members at a minimum. All other training courses are optional. Thank you for taking the time to review us as your potential ARMA3 unit. -Links Below you will find every link you could ever ask for: IRONFIST ARMA DIVISION Youtube Channel IRONFIST Forums IRONFIST Application Portal IRONFIST Twitter If you have you any questions feel free to contact me on our forums or through steam ([FIST]Hoizen).
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[eods] explosive ordnance disposal suite
hoizen replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey Mono, I think there might be an issue apobs and vanilla static weapons. With only CBA and EODs activated, trying to spawn characters with vanilla static weapon deployable backpacks (the gun part)I get the following: Cannot open object eods_apobs\apobs_a.p3d Also tried with a custom loadout (classnames like "B_HMG_01_weapon_F"). Same with all static weapon guns. The tripods seem to work fine. Can anyone else test on their ends? -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
hoizen replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool. Thanks for the reply. Looking forward to this one! -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
hoizen replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey man, These look great so far and I would love to use these in my community's official mod collection. Way better than vanilla CSAT. Quick question though: Will you consider a version that takes Robert Hammer's/HLC weapons rather than massi's weapons? Thanks for this week so far! -
MrEwok, Just wanted to let you know your work is beautiful, you are doing the ARMA God's work, and it is mod content like this that allow my unit to play ARMA the way we want. Thank you.
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I can confirm it has happened with my community's mod collection that includes CAF Aggressors. It also doesn't happen on all clients on a server all running the same mods.
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Agreed. I don't want to stop using STI stuff in my group but this mag glitch ruins TvTs. It's really weird because it doesn't do it all the time and it even does it when the game is paused.
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Anyone else having this annoying floating magazine glitch? I can't figure out what exactly is causing it. Sometimes it's fine other times all mags will decide they want to jump between the correct position and up high sporadically. http://i.imgur.com/5ewSXN2.jpg (252 kB)
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I believe everyone's input is valid. After all, we all play this game for fun (it's not a full blown flight sim meant for training). If you don't find something too fun let the devs hear your input.
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Authentic Gameplay Modification
hoizen replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick questions regarding AGM_Goggles_fnc_ApplyDirtEffect I'm looking to have this applied to all players on a server periodically due to dust storms. I see in the function viewer the example is Example: call AGM_Goggles_fnc_ApplyDirtEffect; but this doesn't reference anything to actually apply the dirt effect to? I'm no scripter so something here might be going over my head. -
This pack is great. I especially like the animated doors and trunks. Really adds to the quality. I do have one critique. The sound effects are extremely loud. Almost as if the same sound effect is being played 20x at once instead of just one time.
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The tower in the video is on Altis, Pyrgos 8-digit grid 16561261 Anyway, regarding: (build 126616) I've been playing around with the rotor collisions and these choppers still just straight up explode after having nothing but the rotors collide. I did 6 tests. 3 with the AH-6 hummingbird and another 3 with the ghost hawk. It seems like the littlebird just explodes upon rotor collision while the ghosthawk takes a bit of rotor collision and (what I'm assuming is) spill over damage from the rotor to get the oh-so-hated kaboom. There was one instance with the ghosthawk in this video that did not have it explode which is what I like to see as the only thing that collided was the rotor. Unfortunately, there was also an extremely weird instance of the ghosthawk exploding mid air after rotor collision.(seen at 5:20) EDIT: Forgot to mention. I'm running no mods in the video.
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Pretty much the same here. This helo DLC/AFM is what's getting me more involved as it has so much potential and I'm terrified at the idea of it not being as great as it could be.
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Out of all the areas that are needing improvement or are simply lacking, I would like to vote that the damage model is the most important (at least to me). I can do without a lot of other improvements (although I'd still like to see them) but the constant explosions at everything got old in the last game and it's no better here. Dslyecxi's tone when talking about the damage model in the video really captures my own feelings on it.
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I would like to chime in by simply reinforcing all the points Dslyecxi discussed in his first impressions video. After spending a few hours in the dev branch with a few of the pilots in my unit, none of us are all too excited for its release if it generally remains in its current state. The current dev branch flight module looks like this in my head: -dev-branch flight module (we'll call him Steve) is on his way to his new home: Arma 3. -Steve is carrying a number of boxes of the stuff from his old home. -Oh no! Steve remembers he left a few boxes behind! (Boxes containing the points Dslyecxi touched on) -Steve quickly puts full force on left peddle and tries to 180. -Steve falls and breaks his nose; bleeding everywhere. -A pedestrian finds Steve and drags him under a neighbor's awning (Also known as the A3 Dev build) because it's really hot out. -The pedestrian calls EMT(BI devs) and hopes they come fix up Steve so he can bring all his boxes to his new home. This is where we currently stand. I have no idea if the EMTs will fix up Steve, help him on his feet, and make sure he makes it to his new home with all his boxes or just give him a band-aid and a pat on the back. Here's to hoping.
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Takistan Insurgency [Dev Thread]
hoizen replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Phronk, Just wanted to say many thanks for your hard work on this mission. Your code is clean and beautiful. I don't think I've ever had such an easy time understanding what's going on simply by grazing over code. Very easy to personalize for communities. Highly looking forward to the finished project!- 606 replies
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- takistan
- insurgency
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Nice! Thanks a bunch for your work. I'm assuming the eventhandler errors were fixed in this? Waiting on the PWS upload.
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Kaelies' South Zagorian Army Mod
hoizen replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same thing here. My unit just has the update rolled back to 4.1.2 for working sounds. -
Thanks for all your hard work, KoffeinFlummi. Love it all.