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Everything posted by alleycat
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How to check for a player slot? The only way I found was to name the object in the editor and act on that, but the game keeps showing errors about it not existing if that player slot is not taken. if (!(isnil b")) then { if (b1 == player) then { }; };
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What is the purpose of FSM in arma3?
alleycat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was looking at FSM and after quickly glancing over what it does, I wonder: 1. Can the same things be achieved with normal scripting and is FSM just a visually easier way to handle it? Or is there something in FSM that normal scripting cant do? -
Info: I am going to be purposefully cryptic on what this mod/addon is about. I am going to post updates of content for it in here without explaining the context. Feel free to speculate! I will also not post a list of all the assets that are planned but instead only list what is currently complete or being created. Features: 100% custom content - 100% custom everything, down to the last polygon. - Not a re-texture. - No existing Arma3 content used. - No 3rd party content. - No previous Arma game re-import. Things completed / being created so far: Colt Detective .38 http://imgur.com/a/lRFAe Thompson M1921 http://imgur.com/a/M6BC7
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How to check wether a player is a curator? The only wiki command that looked useful was allCurators, but that only shows the curatorobjects in the mission. And the eventhandler CuratorObjectRegistered only gets the curator objects. Also attempted owner of the curator object but that returns 0.
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Exiting a script + waituntil problem
alleycat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to END this script after a player clicks once. However it stays active and never finishes. _markers = allMapMarkers; //{ _x setMarkerColor "ColorBlack"; } forEach _markers; finished = false; hint "Click on map to move mission area"; _posplayer = getpos player; //openmap true; while {alive player or visibleMap} do { onMapSingleClick "player setpos _pos; onMapSingleClick ''; true"; onMapSingleClick " global_pos=_pos; finished = true; onMapSingleClick ''; [player,global_pos] execVM ""strat\client\check_dist.sqf""; true"; waitUntil {finished}; sleep 0.1; finished = true; //hint format ["Distance from start to end: %1", _posplayer distance global_pos]; }; if (true) exitWith {}; //diag_log text format ['Distance from start to end: %1', _posplayer distance global_pos]; -
Saw in a random mp mission that certain units had marker icons float above them in the 3d view. How would I do that?
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I have questions about the Arma3 tools. 1. When mounting the P drive, where are the files physically on my hard drive? 2. When I unmount the drive, will the data still exist? 3. I am a bit paranoid about backups. How safe is the data within the P environment? I saw people having registry errors with the drive.
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Bohemia messed up. It is their responsibility to check whether the files sent to steam work properly. but they did not bother to check it. Their fault for saying it is out before verifying if it actually works. If they can happily take our money today they sure can spare some QA guy actually making sure it works.
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No, BI messed up. It would have taked their QA people 1 single minute to try to run the DLC from a steam account to verify. But they simply skipped that, closed the offices for today and a few thousand players are left disappointed and angry. And dont pull this entitled kids nonsense. They treat us like grown-ups when they promise early access for buyers today. We are entitled to early access today because it says so on the package, because we paid for it.
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These "understand the devs" posts only put oil into the fire. They announced it would be out today, then messed up the QA of actually testing whether it works, then they left the offices and wont do anything until tomorrow to fix it. Now we have a lot of angry customers who bought it today and it is not working
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Nothing generous about it. I specifically bought the DLC just now because the dev patch notes say it is out and they messed up and probably won't fix it until tomorrow. QA is even worse than the DAYZ team QA. It would have taken them 1 minute to test whether it was actually released and installable on steam.
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'R' encountered instead of '='
alleycat posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgPatches { class MyItems { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; /////////ALL ABOVE WORKS class CfgVehicles { //It appears to fail here Class ReammoBox; Class MyCrate : ReammoBox { scope=2; accuracy=1000; displayName="MyCrate"; model="\ca\weapons\AmmoBoxes\USBasicAmmo.p3d"; Class TransportMagazines { Class _xx_30Rnd_556x45_Stanag { magazine="30Rnd_556x45_Stanag"; count=400; }; }; Class TransportWeapons { Class _xx_M4A1 { weapon="M4A1"; count=4; }; Class _xx_M9 { weapon="M9"; count=4; }; }; }; }; line 55: '/CfgVehicles.Class': 'R' encountered instead of '=' Config : some input after EndOfFile. What is wrong with this? -
I strongly agree with twistking. color correction to "enhance mood" has ruined a lot of games' color balance for the last decade. An example is Takistan on Arma2. They tinted everything brown. The sun does not care whether it's a summer or winter day or whether it is world war 2, it will still shine in the same colors. Namely almost pure white, only changed by dusk or dawn times, where the light travels farther through the atmosphere.
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The new visual upgrade is destroying the visuals of arma. Colors are too washed out, shadows under trees, which previously had great AO shadows are ruined too. Full moon nights are almost pitch black. I think some lead developer wanted it to have that PBR look without the actual physically based rendering systems and forced a graphics programmer to do it. Now the game looks like a poor man's GTA 5. Before this upgrade the light/dark balance was just perfect. Arma3 was the first arma game without messed up color correction and messed up HDR. For comparison, Arma2 had this catastrophic HDR that made the game look like you are playing with sunglasses. And Takistan had this messed up brown color correction over everything, ruining the color balance. However whatever devil was riding the design lead, was not riding him anymore on the PMC addon map, because there the messed up brown filter was gone. And this upgrade ruins it. I know it is still being tweaked, but I don't think this is damage that can be repaired. Altis is already a place where happy colors go to die. The last thing this island needs is even more of color vibrancy being sucked out. But the worst casualty of this are the AO tree shadows.
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That fixed it. I have to place at least one zombie for the addon to get written into the mission. This is a very odd bug. The addons are loaded properly on the server but still require to appear in the sqm.
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Tested on a local dedicated, still the problem exists. Means it can be ruled out my remote dedicated server is faulty. How is that possible?
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Would be great if you could upload a small mission that you can confirm shows zombies in zeus on a dedicated windows server. I have tried everything, even 2.6 of the mod and that wont show too. But I recall using the zombies on a dedicated server a year ago.
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Can someone upload a basic zeus mission where the zombies are loaded properly?I have tried everything and I can not get it to work on a dedicated server.
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I have set it to load all addons even unofficial ones.
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Is it possible to force loading of addons via admin console?
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it is a bug in the mod. Previous versions worked. -
Is it possible to force loading of addons via admin console?
alleycat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to force loading of addons via admin console? I am using the zombie mod https://forums.bistudio.com/index.php?app=core&module=search&do=search&andor_type=&sid=a41b8be4eaae825ff14af903494bf223&search_app_filters[forums][sortKey]=date&cType=topic&cId=182412&search_app_filters[forums][sortKey]=date&search_term=server&search_app=forums&st=50 The zombies do not appear on a dedicated server, but do appear for local multiplayer. -
There is a bug, on a dedicated server the zombies will not appear in the zeus spawn list.
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Do the modules still work if the zombies are zeus-spawned? Also there is a slight visual bug, when they are spawned to rise from ground they appear standing for a small moment before disappearing into the ground.
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Catch when mission ends because of tickets reaching 0?
alleycat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I recently discovered that when I use a ticked system in my mission and one side's tickets reach zero, it ends the mission, skipping my custom mission end stuff. How can I detect when the tickets reach 0 in time before the mission ends? I have looked at some bis functions but nothing useful so far. -
BIS_fnc_respawnTickets fail
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the advice, but the scope was not the issue.I used OR instead of AND