Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

250 Excellent

About krzychuzokecia

  • Rank
    First Sergeant

Contact Methods

  • Website URL
  • Steam url id

Profile Information

  • Gender
  • Location
    Warsaw, Poland

Recent Profile Visitors

1961 profile views
  1. krzychuzokecia

    [SP] FlashPoint Shooting Competition - timed firing drills

    Thanks! I'm very glad you like it - from addonmaker with your accomplishments it's a high praise for me! Obviously this mission is not as great as BIS drills are, but I hope it will create some interest in competetive shooting style of missions, and maybe someone with skills better than mine will be able to come up with more advanced/feature-rich solution. Workshop is full of interesting missions of all styles, but timed firing drills are surprisingly not present. I'm not sure why - when making this mission I was looking around the forums for answers to some scripting questions I had, and noticed that at least several people have tried to achieve the same goal. And they came up with scripts way above my comprehension. But I couldn't find any finished mission - guess they were not satisfied in final result? My scripting is probably funny to experienced scripter, but you gotta start somewhere - and for me it's more important to have imperfect, but otherwise playable and fun mission, than spend years trying to achieve perfection. And helpful folk at the forums will gladly tell you where you can improve and where you messed up (wink, wink, nudge, nudge ).
  2. Hi all! I'm presenting you FlashPoint Shooting Competition (or FPSC for short) - a series (hopefully) of missions featuring timed shooting courses inspired by real life practical shooting sports such as IPSC, IDPA and various other 3- and 2-Gun events. FPSC is an idea I first realised in OFP, back in 2016, and when I finally started playing Arma 3, I was amazed by BIS own Firing Drills, and hoped to create my own soon. As it turned out, this was no easy feat, because BIS haven't managed to bring us modules to easily create new firing courses. Truth be told, looking through Workshop Firing Drill category, among many quality tactical shoothouses, I couldn't find even simplest sport-focused timed firing drill (if you know one, let me know too!). So, here's my first proposal: NATO Malden Challenge 2036 After 2035 Altis incident NATO command came to conclusion that marksmanship skills among allied soldiers are dimnishing. To counter this, with help from civilian FPSC shooting association, NATO will organize a series of shooting competitions. One of them is Malden Challenge, set in abandoned military base in northern Malden. NATO Malden Challenge is a 3-Gun even featuring precision rifle shooting on distances up to 300 meters, and a CQB course for pistols and carbines. Shooters will be equipped with their issued weaponry. During the event all competitors, staff and audience will have to adhere to safety regulations. Features: simple cinematic briefing 6 mid-to-long distance high value targets to be engaged with sniper rifle 16 CQB rifle targets 24 CQB pistol targets all-seeing Range Officer on screen timer! lots of running, reloading and controlling breath To do: saving player's time and displaying it in debriefing/overview BIS Firing Drills style voice-over for Range Officer and briefing loadout selection procedural penalties for targets missed or shot with wrong weapon/out of order Downloads: Steam Workshop Addons and DLCs required: Malden 2035 DLC Comments, suggestions, ideas, help appreciated.
  3. krzychuzokecia

    Grenade explosion script

    If you're talking about BD grenades, then IIRC yes - bouncing is possible thanks to grenade having mass defined in Geometry LOD.
  4. I'm wondering the same. However, as a relative late-comer to A3 (previously only having made missions for OFP), I have no idea how to pack mission as an addon. All I ever did was simply pack the mission folder, move to /Missions, and voila! Even poor old OFP can do it right! :P Maybe... I told you so! :D
  5. Curiously enough, when you place an unpacked mission (folder) in Arma 3/Missions folder, all of the attributes (mission name, author, overview pic and text etc.) are displayed correctly. So indeed it seems that, when loading packed (.pbo) mission, game is simply forced to look for mission data on the Steam Workshop. Even if that mission doesn't exist on Steam. However, and pardon me here, I think it's dumb, and not only because of non-Workshop missions. Here's why: Most Workshop descriptions contain formatting and embedded images, which are not parsed by Arma, so in-game description is hard to read (HTML tags everywhere). If one needs to see Workshop description, there's a very useful blue See scenario in Workshop button. Thus you don't really need to see several paragraphs of mission features and requests for comments/likes/subscribes in-game: a simpler description would suffice. Skimming through missions I've subscribed on Workshop, it seems to me that most content creators are still using either Eden attributes or description.ext to name their missions and create overviews. Quite possibly because official tutorial tells them to do so. In my humble opinion if it ain't broke, don't fix it - old-school overviews were often containing stuff like short description of story, or some other intriguing text (like mottos, or famous people quotes). Things that allowed mission to stand out in mission selection menu. On the other hand Workshop pages contain much more detailed technical information, with authors describing in detail mission features/scripts/ideas, similiar to forum threads. To me there's really no point in showing that in mission selection menu, especially since the text box is rather small to begin with. I don't want to have my screen cluttered with hard to read data, even more when it's available (in much more readable version) literally a one click away.
  6. krzychuzokecia

    Broken Scenario Attributes

    What's worse, the official Mission Presentation thread (linking to, as it happens, useless info on BIKI), for last two pages is full of people who can't get their overviews to display properly. I'm afraid BIS is very much aware of the problem.
  7. I'm having the same problem with Export to Singleplayer feature of Eden editor. Mission name, author name, overview text and image and required DLC notification are not displayed in Scenarios menu. No matter if those are set via Eden mission Attributes menu, or description.ext. Interestingly enough - Eden seems to display that info properly, when previewing the mission. The Steam connection is probably true - non-Workshop scenarios won't show proper authoring information. This also explains why overview texts of 90% of Workshop missions are full of HTML tags that Arma can't decipher.
  8. krzychuzokecia

    Broken Scenario Attributes

    Just wanted to report that as of today, when using Export Mission to Singleplayer, following attributes are still not displayed properly in Scenarios menu: mission name, author name, overview picture, overview description, required DLC halo. Loading picture, loading description and misc. settings (show briefing/debriefing) work. While it's easy to fix it just using description.ext, it would be nice to have this Eden feature work properly. Scratch that - even after adding params to description.ext, none of that info is displayed in Scenarios menu. Also @OMAC is reporting same problem.
  9. krzychuzokecia

    [WIP, ALPHA] Jasło, Poland

    Map throws an error: No entry 'bin\config.bin/CfgLocationTypes.null' Also while the vegetation is now summer, the roads in the town are still full of autumn leaves (maybe you know it already). BTW: is this map setting supposed to be some kind of post-apocalypse/ravaged land? Numerous wrecks on the streets and (after last update) whole destroyed village make it look so.
  10. krzychuzokecia

    SSL -Sky Sun & Lighting

    Just wanted to say thank you for this magnificient job! Finally, after all these years, I can play A2 which looks like normal world, and not some greenish-brownish sad filter out of Matrix movie. That's how this game should look from the day one, and funny how with your mod A2 looks a lot like A3!
  11. Variables are way to go here. You need to set up two variables (one for alarm, one for crew detecting player), which are false at the mission start (easiest way is to put them in init.sqs). Then, in Condition field of a get in waypoint, you check for the variables returning true (or command should work). Now you need to activate those variables - set them to true. You can do it in a waypoint or trigger On Activation field. I guess this part you already have covered. That's the simplest way I'd do that, and knowing OFP it might not work from the get go, but... at least you should get an idea of what to do.
  12. A few old pics all connected by Miller on vacation theme... Miller in Alamo Sheriff Miller guns down the bad guy! High noon! Addons used: CUP Terrains and @Bnae Project Infinite Miller's hunting cabin (judging by trophies he prefers hunting two-legged critters) Addons used: none.
  13. krzychuzokecia

    Contact Expansion Asset Feedback

    Not that my opinion matters, but I agree with @joostsidy - huge .45 ACP pistol like 4-five (FN FNP-45) doesn't make too much sense as a standard issue item for what is essentially a small Baltic country, which is a NATO member. In case of real-life Baltic states, none of them issues a .45 pistol, instead they replaced their 9x18 Makarovs with 9x19 pistols like Glock or USP. In Poland (which is also an inspiration for Livonia to some extent) only special forces procured a few double-stack .45 pistols (USP-45 and Mk 23), along with full-size USP-9s... only to replace them all with small 9mm USP Compacts. Additionally - pistols in general are still specialized equipment in Armed Forces of Poland, only soldiers deployed in abroad conflicts can apply for one irrespectively of the TOE. I'm pretty sure it's the same in Baltic states armed forces. To be completely honest, I'm convinced that LDF using .45 pistol comes from the fact that they are essentially a Mini-Me retextured version of AAF - who also use .45 pistol (but this time regular 1911 variant - similiar to real-life HAF). What proves my theory is the fact that LDF ammoboxes still contain 9 round 1911 magazines, instead of 11 round mags for 4-five.
  14. THE OLDEST OFP BUG! Not really, but... how you guys could have missed it through all these years?
  15. krzychuzokecia

    Community Upgrade Project - CUP

    Thanks for clarification!