goldenfiver
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Everything posted by goldenfiver
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Advanced Combat Radio Environment 2 (ACRE2)
goldenfiver replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is this version stable? it shows up on PWS as alpha. If so- are there any plans to add the stable version to PWS?- 896 replies
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Thanks!, I must have missed that line reading through the patch notes.
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Can't find any info about it in the patch notes- was TGP lasing featured in today's update to the stable branch? (1.64)
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Spatial Awareness Improvements
goldenfiver replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Where can you toggle it? also- I can't find it in the patch notes, so I guess its not ready yet. Would be great to get some info from Bi on this. -
Spatial Awareness Improvements
goldenfiver replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Is it going to be included in the upcoming patch? -
great work! keep it up! Are there any plans to let us shoot air to ground missiles on TGP position (like AGM-65 in real life)? ATM we cant shoot a building or an empty vehicle and that's a shame.
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
goldenfiver replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I manage to spawn groups on the Headless client, but cant get them to follow gaia's orders. I am using the regular init commands used in the gaia example mission. Am I doing anything wrong? This is a part of my script: _newGroup = createGroup east; _newUnit = _newGroup createUnit ['rhsgref_ins_grenadier', [583.116,4707.59,0.00143814], [], 0, 'CAN_COLLIDE']; _newUnit setSkill 0.5; _newUnit setRank 'PRIVATE'; _newUnit setFormDir 302.788; _newUnit setDir 302.788; _newUnit setPosASL [583.116,4707.59,36.8566]; _newGroup setFormation 'COLUMN'; _newGroup setCombatMode 'YELLOW'; _newGroup setBehaviour 'AWARE'; _newGroup setSpeedMode 'NORMAL'; (group _newUnit) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false]; I run it using execVM on the HC. -
[WIP]A-10 Warthog Series Standalone
goldenfiver replied to firewill's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
How is the TGP going to work? Can we lase (Gbu-12) or use TGP coordinates for Agm's (shooting them on empty vehicles, structures etc)? -
Great work! it looks amazing! From the videos it seems you have a lot of action menu entries, I was wondering if its possible to keybind those or if its planned to make some cockpit switches clickable.
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Hi guys, I am trying to create a script that assigns different insignias to different players. I want each Fire-Team to get a different insignia, but I have a few problems. I am using this command in the mission init.sqf: []execVM "setInsignias.sqf"; And this is my script: (Goes on like that for all the other Fire-Teams): if(!isnil "PLT_Platoon_Leader") then {[[ PLT_Platoon_Leader, "isrtgcommand"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;}; if(!isnil "PLT_Radio_Operator") then {[[ PLT_Radio_Operator, "isrtgcommand"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;}; if(!isnil "PLT_Senior_Medic") then {[[ PLT_Senior_Medic, "isrtgcommand"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;}; if(!isnil "PLT_UAV_Operator") then {[[ PLT_UAV_Operator, "isrtgcommand"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;}; I cant get it to work properly on a dedicated server. When the mission starts no insignias are loaded, and only after one of the players reconnects to the server, the insignias appear on everyone except that player. The second problem that I have is that I can't get the insignias to appear properly after respawn - Should I use addEventHandler (killed/respawn)?
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"The ramp does not have to be open for the feature to work, and we are configuring existing assets to be compatible indeed" (ArmA3 Twitter). Well, its not what I was hoping for (looks like it will be teleported into the helicopter since you dont have to drive it in) but it will be made available for existing assets so that's great.
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Can we get some pics of ViV :)?
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How do you guys think the Vehicle-In-Vehicle feature is going to work? Will we be able to drive a vehicle on the ramp and into the cargo bay of the helicopter or will it just be "relocated"/teleported inside ?
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Unable to move the base / decay fog sliders in the eden editor. (stable, no mods)
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VhC, Vehicle Customization (dev branch)
goldenfiver replied to Tom_48_97's topic in ARMA 3 - DEVELOPMENT BRANCH
will vehicle Insignias be included aswell at some point?- 47 replies
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- branch
- customization
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Hi guys, I found out today that my squad xml logo is not loaded properly after respawn. After a player respawns, only he can see the logo while others can not. I tried to run the game with no mods / create a new squad.xml using armasquads.com, and got the same results. It used to work fine, so I am guessing it has something to do with recent game updates. Anyone had the same issue?
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Insignias in multiplayer
goldenfiver replied to goldenfiver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I think I got it working. I am still not sure what's wrong with my quad.xml ... seems to disappear after respawn. I really hope it's not my code. -
Insignias in multiplayer
goldenfiver replied to goldenfiver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks guys, @dr death jm my insignias come from an addon, so I cant use description like you did. as for this line of code: [player,"Death"] call BIS_fnc_setUnitInsignia;​ Does it work on dedicated servers? how do you manage respawn? @DaVIdoSS : What does that mean? private ["_unit", "_unit2", "_unit3", "_unit4"]; _unit = missionNamespace getVariable ["PLT_Platoon_Leader", objNull]; _unit2 = missionNamespace getVariable ["PLT_Radio_Operator", objNull]; _unit3 = missionNamespace getVariable ["PLT_Senior_Medic", objNull]; _unit4 = missionNamespace getVariable ["PLT_UAV_Operator", objNull]; *update: tried both methods. Still buggy at mission start and after respawn (multiplayer sync is messed up) **update: It seems to mess up squad.xml too. Sometimes the squad xml logo on the uniform dissapears -
24 hours before release, should we expect to see this/other kinds of bipod related animation bugs in the official version ? BTW- Arma 3 crashes everytime I start it since the latest dev branch update, anyone else having the same issue? (running the game with no mods)
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Marksmen DLC: Concerns regarding suppressors
goldenfiver replied to doc. caliban's topic in ARMA 3 - GENERAL
True, but the m200 still cant be equipped with the .408 one (added in the dlc). I know its not realistic (maybe its BI's decision to keep it like that), and that a fitting suppressor should be included - but it has nothing to do with the dlc, and you are not forced to buy it. -
Marksmen DLC: Concerns regarding suppressors
goldenfiver replied to doc. caliban's topic in ARMA 3 - GENERAL
You have no case... just check the dev branch. No new suppressor can be mounted on any of the vanilla weapons. The fact that bis chose not to include suppressors for those weapons is one thing- blaming them for forcing you to buy the dlc?.... nope. -
FatTrack - GPS positioning system
goldenfiver replied to fett_li's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here -
Weapon Resting & Deployment Feedback
goldenfiver replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I can confirm this. + I hope the trg gets a bipod since its bipod compatible in real life. -
Weapon Resting & Deployment Feedback
goldenfiver replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
yep, and it gets even worse on anything higher than ground level. If you take fire, deploying your bipod on a window might mess your view and get you to lose the target. It doesnt seem to happen when you face the window directly tho, but its not like I am going to face the window directly everytime I deploy. IMO, if it looks like you can deploy, it should be possible regardless of where your character is aiming, as long as your bipod can be leveled. Some pics i took while testing weapon deployment : 1. You can rest your weapon there, looks like you can deploy- but you cant: (again- if it looks like you can deploy your bipod and level it on a surface, you should be able to deploy. Otherwise- we are going to play a huge guess game and have to remember where can we deploy and what models/surfaces wont allow that) http://imgur.com/Io4r9wi 2. This shouldnt happen :P -> I am trying to deploy like that so i can cover that corner , looks allright and possible : https://imgur.com/Io4r9wi,4ITdTRD,jPxLoaR#2 -> This is where deploying my bipod takes me : https://imgur.com/Io4r9wi,4ITdTRD,jPxLoaR#1 -
Weapon Resting & Deployment Feedback
goldenfiver replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
going into the "deployed stance" sometimes throws your aim to the left or to the right: