columdrum
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Posts posted by columdrum
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There is an ACRE thread for acre questions. Install TS3 3.0.12, its the last supported version
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https://community.bistudio.com/wiki/setDebriefingText
just do something like :
"END1" setDebriefingText ["Your title", Format["Totalsteal is: %1",totalsteal]];
End type could be any of the valid ending type("CONTINUE","KILLED","LOSER","END1","END2","END3","END4","END5","END6"), depending of witch ones you are using on your mission you may need to use more than one setDebriefingText.
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As far as i remember the blind fire was disabled for heavy weapons(MG and sniper rifles), all that its explained on this post:
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I can't heard them almost in every loud vehicle like f18since that i cant breif 9 lines to pilot or can't recive 9 lines by other playe
But i agree that much louder volum then current version could be turn in to ear rape.
i'll let them to turn down in game sound value
We also got some complains about the radio volume when we where testing the addon. As you say you can just lower Arma3 effects volume and increase TS volume. I think the problem here its that people are used to ACRE radio volume level that it's a bit louder than current one on Task force radio. What you could do its leave the default volume as it is, but increase the volume at max volume( I mean if you put your radio at max volume, that volume should be louder than the one on the current version). That would allow the ones that are fine with the current volume stay with it, and the ones that liked a higher one increase it to their liking by increasing their radio volume.
And a related issue, i think that the direct speech volume curve its a bit to drastic. What i mean its that you hear someone at max volume when its right to you(thats OK), then you start to notice a really small volume decrease when he is going farder and farder(but its really small attenuation), and then suddenly there is a point that you stop hearing him at all(Just from moving 1m at max range you go from clearly hearing him to not hearing him at all). Another time comparing it to ACRE, in ACRE the attenuation its more progresive, and you notice more the volume reduccion with the distance at it isn't that abrupt. Anyways the difference isn't that big, and maybe its just a question of people being used to ACRE volume levels and not a real issue, as i haven't seen anyone else complaining about that on this post.
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The correct install oder it's:
1- Install A2
2-Install OA, if posible on the same dir to avoid future posible issues with launchers
3-Install DLCs
4- Install 1.60( the 1.60 patch its a standalone patch it should update any OA version to 1.60)
5- Install 1.62, this is the current stable version
If you find any signature issue with the DLC download and install the DLC updates( i think its baf 1.1 and dunno if other dlcs have also patchs)
All this if you have DvD retail version or digital download version.
If you have steam version, steam should already get the lastest version, so you shouldn't apply any patch
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i think twitch saves all the livestreams if you have that option enabled , so you should be able to watch the VOD on twitch whenever you like on the past broadcasts of the channel:
http://www.twitch.tv/arma3official/profile/pastBroadcasts
If not, i guess they will upload it, i am sure that a loot of people that want to see it wont be able, so it's a good idea to have ways to watch it later
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Does anyone know if it is possible to use ACE Spectator with ACE prevtime?I've tried to get it to work with respawn 1/4 (works best with 4 since it allows JIP connection). But have had no luck with getting it to work with ACE wounds enabled.
After a person goes down (unconscious/blacking out) the script activates and you go into spectator mode (regardless of ACE wounds with Spect true/false). But once the prevtime runs out and the player dies the script does not run since you are already in spectator mode. It says in groupchat that the spectator script is going to run but nothing happens.
I was going to post on the feedback tracker but nothing looks like it has been updated for a while so I will post here first and see if anyone else has had the same issues and know a fix.
I have had some success with the original script made by kegetys but that doesn't function as well with ACE.
Thanks.
MMMM when the timer runs out it should just respawn you(if enabled) or totally kill you(if respawn disabled), but no idea, i never got that problem :S, but we haven't used that respawn type ever either. You can try my script if you want, it may workaround your problem.
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_alti = (_this select 3) select 1;
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Thx OS.+1
Yup same here, seems like the pbo includes unbinned P3ds and configs that usually makes signing fail. Hope it can be fixed in future versions.
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-cpucount=X doesnt make much sense since if you dont use, it already defaults to your number of processors so its useless on most cases. On the other side, its not totally true that Arma its totally singlecore, but its true that some threads can max out a processor( usually IA/logic) and make server fps go down while the %procesor usage its low.
The only current way to get a bit of better multicore support its to use Headless Client to make it handle the IA, with the advantage that it can be another PC, but it wont help much on PvP games without AI
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Wow just epic, finally Iron Front with mod support.
IF MP died a bit fast because the lack of modding, i hope we can enjoy it at last with this mod :D
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You should post this kind of quesitions on the UNS thread not on a new one.
But answering your question, the webmaster went MIA and seems like UNS no longer has oficial webpage, we may get a new one soon, but isn't that important since you can get all the info on the forum threads for now
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looking really good!, hope that with this mod we can end un playing IF to it's full potencial, was a real shame we didn't get modding on original IF, that limited the game a lot :(.
GL with the proyect! :D
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Relax guys, its jsut left over code from Arma 2. It was in Arma 2 as well.Not only that, Arma2 even comes with the Xbox button images inside the ui.pbo. I haven't investigated A3 pbos much yet, but is posible that they are still there.
As NeMeSiS said, i also think that its just a leftover from OFP:Elite, or maybe just left there for xinput compativility( xbox controler API). GL to get arma running on consoles, even the new gen(PS4, XboxONE) would need some extra optimization to get it running, also without addons and with all the needed controls, A3, wouldn't be A3, so i personally don't see the point on a port.
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If by items you mean magazines or weapons, those aren't accesible objects, and as i said, there is simply no way to setvariable on them since you can only acces. There You can do a setvariable on the weaponholder though.
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Getmagazinecargo returns an array of the classnames of the magazines, and you are taking a classname of one magazine and trying to use servariable on it. So you are doing something like
"Hello" servariable....
You can only setvariable on objects(that incudes vehicles, units, and a few other types)
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In what sense?I guess because, if you read tha siterep, they said not only that there are PhysX LOD( thing that we already knew more or less), there is also buoyancy LODs and no docu or way to work with them.
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Is a known fact that flat terrains doesn't perform well, also if you used a small grid( lets say 1m) it also afects performance a lot even, on a small map like that one. So it would be helpfull to know more details, like i said the terrain grid for example.
Also unbined wrps perform worse than binned ones, so be sure your's is binned, but that souln't afect it that much
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Hi ;)most of our buddy's are fine with ACRE. 2 ppl have the problem that the transmission via radio just works for ~10min. With direct communication there is no problem, even after hours.
We already changed the settings in "Hotkeys" to direct input.
Maybe someone has a clue what we can try else. Thanks in advance.
If they are using voice activation there is your problem, since it isnt supported by acre and causes issues similars to that
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1- there is an ACE thread for this
2- The timer showing was disabled by default, you can enable it by
ace_wounds_prevtimeshow = true;
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The lack of documentation have been always the problem on Arma series in general, and usually was the userbase who needed to create it, sometimes by reverse engineering.
So yes, +1 to the idea
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No it still uses ARMA's PUID. If you make a new profile, you get a new PUID.Are you sure about that?, as far as i know player UID in arma2 is asociated with your CD-Key, for sure. Haven't checked it yet on A3, but i guess it should be the same.
The major problem about the playerID its that can be easilly modified by hackers while battleye GUIDs are a lot of harder, if not imposible to spoof.
About retieving the GUI, there was an attemp by BI to create a new scripting command to retieve them but the command was never finished
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Sooo secrect ¬¬... i am sure that in 5 years someone will get bored and discover that Euskadi and Galicia also have pro-independence groups since forever.
Not gonna talk of politics right now, but that documentary contains interviews with some extremists both from pro-independence and against-independence, guess it's ok for an interview, but people like Federico Jimenez Losantos( extreme right reporter) are just retarded people that exist everywhere and dunno why would you interview him.
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I would say that is secondary, and you can't have it all. If a2 3rd party content is important, it can be ported forwardI was refering to missions and islands mostly, you can't port a island if you used A2/OA content since that content just doesn't exist on A3. Obviously all the units, weapons and vehicles can be ported to A3 "easily"( we don't have tools yet, nor news about them :p).
Argg, seems like i am always whining about something in this thread. Just wanna say that i am sure that you have all the support from the comunity to go ahead Kju
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Any oficial words on how/what is this:
Sounds like a good idea, but how do you set that? :S