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Everything posted by giallustio
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I don't understand very well. At the moment i've added: - blacklist area (for edited version) - ai skill and i've improved some part of the code. Persistence it's a big step, and I could achieve it in two ways. With a mod or I could load all the mission needs in the server profile (this way is not really recommended). I'd like to make the mission playable as redfor and integrate the AGM mod. I've to re-write a lot of parts of the mission, so it could take some time. Thank you for your interest, it really helps to improve the mission!
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[Early WIP] Southern Wardak Province, Afghanistan
giallustio replied to Drifter's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah jbad! Sorry it's hard posting from the phone. Hod did u fix it? -
[Early WIP] Southern Wardak Province, Afghanistan
giallustio replied to Drifter's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What's your P path? -
why im i seeing flying turtle's
giallustio replied to dr death jm's topic in ARMA 3 - TROUBLESHOOTING
They are not turtles, they are UFOs -
It's not in the current version sadly. All this requests make me enough happy to re-start working on it ;) H&M in the next free time, I promise! If you have some request write now or never :p
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[A3 Island] Alpha: Pianosa!
giallustio replied to itsdonjon's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's amazing! Keep up the good work! -
I've several points on my to-do list, but i'm struggling with time. I'm creating a map too and it takes a lot of time, it's my first priority at the moment
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You need to re-define them in the define_mod.sqf Copy them the enemy definition from define.sqf and change the classnames
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You wrote "patrol group size" too. For aiming you could use a mod (ASR for example) or edit the missions directly. Open the mil\create_group.sqf and add something like: {_x setSkill 0.01} foreach units _group;
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I wrote something about it few pages back. If you can't find it I'll re-write it for you. I'm often not at home in this period and it could be hard on the phone
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I'd like to be a wizard or something like that, but i'm not, so you should tell me some more details and maybe the rpt
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I'm pretty busy with others projects (Chessab, EI and few others no announced yet) and i've a very little free time at the moment. Does you have any bug to report? I didn't get much
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Just de-pbo the mission, change altis to takistan, open it in editor and adjust the fob position. Done.
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serialtasted is working on it AFAIK, he didn't post a link yet though
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patrol_create.sqf
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Before the final _group and change allunits to units _group
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Nope, you need to edit the spawn units function. Look inside the mil's folder. I can't remember if i added an init event handler function.
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I've just tried it and it's amazing! Thank you so much guys!
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It's an edited version, I don't know what you modified
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Thank you for your kind words! I'm really happy that you guys enjoy my work! All the edited version are more than welcome as long as the tag and the credits will be given! Have fun!
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If you want I could add your edit version in the first post. An AGM version is more than welcome ;)
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Scripting Discussion (dev branch)
giallustio replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
How do you spawn them?- 1481 replies
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- branch
- development
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(and 2 more)
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Good work! For the side could be a bit tricky. It's on my to-do list but i'm running out of time. Just few tips. You should define the btc_enemy_side and change a bit the fnc inside the civ folder. It won't be that hard. I'm happy that the mission is still played!
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Help change civilian clothes
giallustio replied to dum3d0's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
the last should work. You're executing the script with an array of parameters [this], so should be _this select 0 in the script. If you use the code more than few times it's better to load it as fnc -
It's an AI feature, players are not count, but they can hear you Not supported, grab it from there and add it