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enad

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Everything posted by enad

  1. Hi all, I've recently downloaded a mod and it has a few great uniforms but the names are silly so I'd like to change them. I've been digging in the pbo with PBO manager, opened the config.bin and have edited(using Notepad++) all the 'Display Name' references to the name of my choosing, I've saved the config but nothing sticks once ingame. I'm assuming I'm missing some crucial step here. I thought maybe I need to repack the files into a new pbo, so I extract all the contents of the PBO but when I use addon builder to pack them into a new PBO I just get a vague failure error. So ultimately, I'm not really sure where to proceed from here. Any help would be appreciated!
  2. Alright, so let me make this more clear than the title. I'm making a set of missions, and creating custom units with the 3D Loadout Editor, but in coop the facewear and faces are overwritten by what that user has set. I can get them to change it manually but that would get tedious each mission. So essentially I'm asking, how can I make the facewear and face I've selected for that unit overwrite what the user has set for their 'profile'?
  3. Sorry for the vague title, wasn't sure exactly what to put in a concise way. I've recently learned about the respawn tickets module in the Editor and am using it in my coop missions. What I want to figure out is how to make it so running out of the say 5 respawn tickets doesn't result in a mission failure but simply no longer allowing respawns if you die. I played my first coop mission with the respawn tickets system since discovering this module and after we had all died a total of 5 times combined, we lost the scenario. So if possible, I'd love to change that to where we just can't respawn if we die a further time. Any help would be much appreciated!
  4. Hi, so I'm trying to set up this mission where some units with a guard waypoint respond to nearby combat, but the default range of the guard waypoint is too far. Is there a way to configure it's radius so, for example, I could have them only respond to combat within 300m of them? I assume it has to do with a trigger but I can't find any resources online regarding this specific matter.
  5. Oh duh. Right. I'm quite rusty with scripts these days. Do I need the whole code Mr. H included for forcing facewear, or just ' //[this,"rhsusf_shemagh2_gogg_tan"] call MRH_fnc_forceFaceWear; ' ? Anyway, for the faces. Anywhere I can find the class names for the faces so I can force them?
  6. I assume for this I need to know the class names of whatever face wear I'm trying to force? I was just trying to avoid that because all the facewear I'm using is modded and I'm not sure there's documentation out there for all of it to provide me with the class names. SetFace seems easily enough, but I'm also relying on mods that add faces. Primarily CUP, for some of the middle eastern faces(unless those are in the game by default? Honestly don't know anymore hah). So I'm not sure I'd be able to find class names for the modded faces either.
  7. I've just come back to ArmA 3 after a few months and I noticed the Urban CSAT units are completely gone from the editor, and all my units that were once urban, are now in regular camouflage. Why in the world would BIS REMOVE units from the editor/game??
  8. Yes I recall that's what they were under but they're no longer there for me.
  9. It's been a little while since I played ArmA 3, and I'm a big fan of doing private coop with friends. I normally just click host new session and they join right up, but lately(specifically, after the Gamespy shutdown, that's the only thing I can think of that could be related to this) my friends who are trying to join cannot find my server in the server browser and unfortunately BIS didn't seem to make an effort with it's Steam compatibility so whenever they try to join through Steam they just get a "Server is not responding" message. Now I have no clue what could have caused this. It worked fine since the Alpha, and now all of a sudden it doesn't. If anyone has a solution I would be very, very grateful. Thanks.
  10. No idea what that is but I'd rather not have to use some third party program when the functionality for this has worked perfectly fine up until now. Does anyone know what actually happened? This isn't just isolated to me and my friends, I'm positive.
  11. What? You can't use someone else's games if that's what you're asking. It sounds like you both have purchased ArmA 3 already, why do you want to download it from his account and add it to yours(Which is impossible by the way)?
  12. Hello there. I once knew how to do this, but alas, I have forgotten how. Plus that was for ArmA 2, maybe it has changed by now. I"m looking to start off a mission within a chopper that isn't part of my group, get dropped off and have the chopper fly off. Thanks in advance.
  13. Thanks I'll try that, but I recall having to Synchronize two waypoints, is that still something I have to do and you just forgot or is it unnecessary?
  14. Hey there guys. I've been having a lot of trouble lately in some missions I've created and I've looked around for solution on my own but I can't find anything. Maybe someone here can assist. So there are actually 2 issues I'm having but the main one is that certain(modded) units are appearing naked in Multiplayer, but function fine when testing in the editor. These units are ones that make use of ArmA 3's new randomize gear thing. The mods are Middle East Irregulars and PG PMC's. In the editor, these units have randomized gear each time they're spawned. I guess that's good for variety, but in MP it makes them appear naked. It's a problem as both of these units play a big part in a campaign I've been creating. Now I figure, for the Irregulars, I can add some stock guerilla clothing to them and achieve a very similar appearance, but I have dozens of them on each mission so it would be very time consuming and frankly I'd rather find a fix because replicating what the PMC units wear will not be possible really. So, has any one ever encountered this? Does anyone know of a fix? The second issue is similar. Whenever using the adduniform script, all players lose their uniform if one person is killed(I don't think it happens when the host dies though). This is very jarring as you lose all ammo stored in your uniform and you just look ridiculous, losing any immersion you had in that mission. Clearly the issue is because of the adduniform script, and while it's avoidable(by not dying), it would be nice to know if there's something I can do to prevent it from happening, as I have custom uniforms for all the playable units in the campaign I'm making, on almost every mission. So there you have it. These are 2 major issues I've been having and cannot seem to fix. The former is much more important to me. I really need to get that fixed. Any help would be appreciated!
  15. These missions are only 3 player missions, that shouldn't cause a serious slow down right?
  16. So strange. I'll try it. You mentioned it could cause poor performance, why is that? At this point, if your technique doesn't work. I'm just going to try to replace the units with different modded units. They're high quality but it's a shame they don't work in MP scenarios.
  17. Alright so I should put the init.sqf and fn_addunitblahblah.sqf into the mission folder. Where does the actual function call go? And this is all that comes to mind for a possible solution to the randomize gear? I was hoping someone knew of the script, and could possibly disable it. If that's possible, it seems like the easiest route. Any clue why this stuff happens only in multiplayer?
  18. And what exactly would this do? I only have/want custom uniforms on 3 units. I'm not very scrip savvy so I'm curious to what all that would accomplish?
  19. Ok so that's for my second issue. How would I execute addUniform for all clients? Do you know anything about the first issue? That's not addUniform related, because I"m not using it on them. Like I said, they're modded and they seem to use some new BIS feature of randomized gear.
  20. Hey guys, I'm using a few animations in a mission of mine, but they just do it for a few seconds and then go back to normal. For example here is one: this playmove "ActsPercMstpSnonWnonDnon_talking02"; So is there a 'universal' code I could put into the init box of the waypoints along with the animation code that would make it continuously go on!? I really hope this is possible! Thanks!
  21. I was just thinking, and I've talked to Dwarden about this before, but if any BIS Dev is reading this, could a Steamworks integration with ArmA 3 be possible? I really think it will improve the MP scene, not that I'm much of an MP person, but the server filter hardly ever works for me so joining a coop match or whatever is always a pain, having steamworks would make it simple. Friend makes a server, click join game in steam chat and you're in. Also, having Ingame steam chat not mess with the game would be nice :rolleyes: I'm sure there will be a lot of people who are against steam, and are frankly ignorant or uninformed, if you don't have Steam, you should get it. Steamworks would require you to have Steam, but it's not like Steam is GFWL, it's not intrusive at all, and once you log in you can x out of everything and just play your game, no extra log ins or crap like that. Plus ingame chat is a major plus for me. I know all of this can be done without actual Steam integration, but I honestly think it could seriously improve the MP functionality. Anyone else have thoughts? And please refrain from stupid "Steam sux!!11 tryna steal mah moniezz" Just post why you think it would work or why you won't think it would work.
  22. enad

    ArmA 3 on Steamworks?

    Don't get too worked up over the people who refuse to see the benefits. Like you said, there will always be people who see this as a negative 'consequence' but all in all, it's only going to help ArmA 3 and Bohemia. You made the right decision, you shouldn't regret it. @Binkowski, who says it will have Steam Workshop? It may not. Even if it does, I don't see it being a huge problem. The ArmA community isn't like that for the most part. I'm sure there are some people out there like that but you make it seem like it's GOING to happen to you.
  23. enad

    ArmA 3 on Steamworks?

    Wipman...Much of what you're saying is wrong. You CAN still buy a physical copy, ArmA 3 WILL still have an ingame MP browser, You DON'T need to update Steam just to update the game(if I read correctly), you DON'T need an online connection to play ArmA 3 solo(online requires internet whether you were on Steam or not). I hope this alleviated some of your fears. Trust me, there's nothing Steam does that will impede your game experience, it only makes it better.
  24. enad

    ArmA 3 on Steamworks?

    LMAO! You actually think I pirated it. It's almost sad that you remember it from so long ago. I don't pirate games, ever. I'm extremely against it. As you can see I'm not banned, which would be the case if I actually did pirate it. I just used a method to unlock it earlier, I don't remember it but it involved changing your region to Germany(for example). If you don't believe me I can show you my proof of purchase and whatever else. Nice try, but try again. I'm trying to inform people because 99% of their reasons and excuses can be proven wrong. Unless it's a simple 'I don't want to because I don't want to', it's been proven wrong by many members here. I'm not sure if I read your post(s) but you're concerned with modding I'll assume? You think people are going to steal your mods or you won't be able to mod because of a Steam exe? Well you're wrong, if you read my post I shot down most of the common excuses for disliking Steam. For the most part it's all ignorance, the most valid reason I've seen yet is a simple "I don't want to use Steam". Fine that's acceptable, you're missing out, but fine. When people bring up all these accusations and supposed faults, well...I need to tell them what's what.
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