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alleycat

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Everything posted by alleycat

  1. Does that allow optional mods or force to have the mods?
  2. So if I read this correctly I have to duplicate all lines in the stepscope class for it to work? Isnt inheritance supposed to inherit stuff up to that point so that I only have to replace the desired line instead of this?
  3. Where can I find the all in one cfg file for arma3 on that site?
  4. Where can I find the all in one cfg file for arma3 on that site?
  5. alleycat

    No women at all

    I have experience with the craft
  6. alleycat

    No women at all

    A pro artist does not complain about an automatic weighting tool not working 100%, he paints the weights manually. Spending time to fine tune the weight is part of the work. Also looking at the elbows of your alien creature your weighting skills need some work. Also you are wrong about the community making more content. BI made the skeleton and all the animations that all character modding artists try to attach their models too. And if you would have any idea how much work that animation system was you would see that this outweighs most community work. BI made the game and all the important core content of which all other mods are based on and without it they would just be nice screenshots in a modeling forum. And dont start with this "community completes broken arma game" followed by "I am so great at weighting but the official tools failed me". New mods are a nice addition but I did not buy arma for the mods for the most part mods do not reach the quality of the official arma assets, which is nothing bad as BI artists are paid professionals and the modders doing it in their free time are not getting paid.
  7. alleycat

    No women at all

    No its not split like this. At least the model artist is also the guy who UV maps the model (or the texture artist). But most likely a pro artist does modeling, UV, texturing by himself. And you HAVE to figure out stuff (with the help of others if needed ) if you want to get it exported into the game. Because getting stuff exported is that overlooked hard stuff that no one will thank you for. You cant just do the fun part of making a model and rely on others to do the hard frustrating exporting (getting it into the game) and then call yourself a pro modder. However asking for help so you can learn how to do it is legit. But constantly relying on someone to do the hard not fun exporting stuff for you is just fail modding (I am not accusing you of that, just talking about it general). Making missions is already very easy. Making custom assets is easy enough if you know what you are doing. You cant hate on BI for the fact that creating new models and all the work involved with it is HARD work and requires frustration tolerance. So, making new "content" is already easy enough.
  8. You = frosted turd Everything is arcade and unrealistic for you guys until dyslexi posts a video proving the trash you haters talk is completely false.
  9. alleycat

    No women at all

    1. Community is not the main contributor. Because retexturing existing models or making missions with a mission editor is 500 million times easier than doing actual work. Actual work being, custom models made from scratch. Then uv-mapped, textured, weightpainted, rigged, exported, coded. Do you see why there is so many so called mods that just repaint existing camo patterns and slap their favorite country's flag on it and celebrate themselves as champions of the community that complete the game. Let me put this in a metaphore. Making custom assets from scratch is chiseling a statue out of marble. Retexturing existing stuff is folding a paper plane. So stick that "main content contributor" argument where the sun dont shine. BI made the game, they created 99,9999% of all content that will ever exist for arma3. 2. Who the hell cares about civilians? I agree with you it is an incredible amount of work to add females to the game. The issue I see is why is this being looked at as an after thought? Most creative circles would have made provisions to allow this to work from the start. Like you said its not that much different from ARMA 2 we have proven that most things can be ported surely the guys with the actual SDK and tools to use more high end programs could do it. FEMALES DONT MATTER IN ARMA3. BECAUSE ITS A GAME WHERE YOU SHOOT GUYS ON 500m AND ON THAT DISTANCE YOU CANT TELL IF THE 5pixel high THING YOU SHOOT AT HAS BREASTS
  10. alleycat

    No women at all

    Such is life in the zone* *(the whole mp fps internet)
  11. alleycat

    No women at all

    How about you keep yourself and your mom in silence? There are very REASONABLE REASONS for no women in this game: 1. Female soldiers would double the animation work needed + all clothing items and the amount of work needed would require at least a dlc worth 25€ (I am not joking here, if you want quality extra content PAY FOR IT) 2. Girls dont play this game, no they dont. And one girl per 5000 dudes playing this still means NO GIRLS at all statistically. So stop being assholes by making this some secret issue BI wants to keep under the rug. The only reason people want female players in arma3 is so they can run around with bikini underwear while wearing tactical gear on top of it.
  12. Perhaps he uploaded a screenshot with 101kb
  13. _targets = []; { if (typeof _x == "TargetP_Inf2_F") then { _targets set [count _targets, _x]; }; } forEach vehicles; diag_log text format["_targets: %1", count _targets]; Always counts 0. What object class are pop up targets?
  14. Still cant find a solution, what object class should i filter for to detect pop up targets? vehicles does not work.
  15. Why are the mortar bags still broken?
  16. Is it possible to check the server IP in a script?
  17. alleycat

    TMR Modular Realism

    Is it possible to only load one specific module (weapon resting) and have only that part whitelisted on a server? And what files are needed for that?
  18. What is so weird about wanting to check the server IP in a script?
  19. Tactical Kitten is looking for missions. We play regular TvT matches and our current server capacity is 16 players The specifications: Required - 16 players in 2 or more teams - No respawns (default A3 spectator mode should be used) - To enable default spectator mode, add this to the description.ext: respawn = BIRD; - Teams can be asymetrical - Time limit 40 minutes - No xmas crates (adding more gear to choose from at mission start is ok, but no all in one crates) - A basic briefing or at least working tasks so players can tell what the mission is - Distance at start: Infantry 1-2km, Vehicles 1-4km, Helicopters 2-10km, Boats 2-6km, Submarines 1-4km - The mission should not need any addons except ACRE - Working end triggers - No AI - Player slot AI must be disabled by adding this to the description.ext: disabledAI = 1; - Autonomous vehicles are allowed - When using artillery units, add this to the init.sqf: enableEngineArtillery false; (This removes the artillery computer and forces using the weapon sights) - No Music (Short clips or cues are ok) - Keep filesize under 2MB Optional High Command - Add a high command module for the leading player (i.e. mission commander) ACRE Mod - Add ACRE radio crates to the mission if you want players to be able to pick a different radio - Add different radios to players on mission start - ACRE dependency is not required - Adding radios with better range is entirely at your discretion. It can be asymetrical too (i.e. one team getting better radios) If you want your mission to be played on our events, please contact me via PM or reply to this topic.
  20. this addweapon "Binocular" and this additem "Binocular" fail. Is that a bug?
  21. alleycat

    Tactical Kitten is looking for missions

    Updated specifications
  22. I would like to attach an event handler to all vehicles on the map (empty or crewed). However when doing this { _x addMPEventHandler ["MPHit",{_this execVM "server\vehicle_hit.sqf";}]; } forEach vehicles; it only fires if the vehicle has units in it and all damage or other stats relate to the unit and not the vehicle itself.
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