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Everything posted by texkaz
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Currently the server application I am using is TADST v2.6. I have a mission where I need to have the view distance at aleast 4000m but the server default is 2000. So, I go to the server performance tab and set the view distance I need it to work at. Still no luck when I enter the game. Is there any alternative method I can use?
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Setting View Distance-confusion
texkaz replied to texkaz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did all of the above. Still nothing working. I set it in the int, I set it in the server, I opened up the Arma3Profile file and set it. Atleast I think I did. I then put the alive weather module. Then I made a mission where I dropped all mods and put two vanilla tanks facing eachoher. Still the same result. You know it was an issue because the enemy tanks could fire at us and it was impossible for us to see them. So I am just going to make them drive real close to us. I wish I could find a better solution but at this point I am tired of looking for one. -
Setting View Distance-confusion
texkaz replied to texkaz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so just type: set viewdistance=5000; or whatever? Nothing else I have to put down in the description file? -
I searched for how to make a city destroyed at start. I wanted to know if the way to do that has changed since arma2 since the threads about it date back from Arrowhead.
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So this is what has happened when someone respawns or rejoins a server. You cannot pick out a new gun when you respawn, the gun just kind of disappears eventhough it loads all the new ammo. Any idea what's going on here?
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MP Dedicated Server Problems
texkaz replied to texkaz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did a bad job explaining: Ok so I am using massi's weapons and I put them in an ammobox. When it starts up its not a problem everyone loads out alright, but the second someone needs to respawn no one can pick up any weapons. And this is important because you have to have a weapon in your backpack and your underwater gun. When you put the weapon from your backpack or try to pick up an enemy weapon it just disappears. The line for the ammoboxes are: ifserver then{this addweaponcargo global "weaponname"}; -
Tried searching on forums. This is my first attempt at any addon editing. To the point. I don't like the weapons of an addon. So what I did is I unpboed the pbo and went to the config file and changed all the weapons to my choice. The I pboed the new folder. Well it worked problem is now all the rvmats aren't showing up. Literally the only thing I changed were the weapons and magazines names. The vests, unifororms, helmets are not showing. Its just clear and non existent. So I now I don't understand why it isnt working. Any help?
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Oh wow sorry haven't came back to this, but no I just changed the weapon in the config. Did not touch anything else. And this is a user created pbo. SGW Ukraine to be exact.
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I'm sorry if you said something in this thread and didn't see it. Checked your website and links and I could not find a class list. Would be very helpful.
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I will be optimizing it for coop for my group and then will prolly use those suggestions.
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Whatever the situation calls for, but generally when you are advancing in open terrain you want the apc in the front. That was the Soviet way. However, in Grozny we learned that having infantry too far to the rear of the apc in an urban area was not beneficial to life expectancy of our soldiers. Really at that point its all about using your head and developing a synergy between the dismount and the bmp.
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I noticed in bardosy's first mission in Persian tale that one of the apcs gets stuck. Actually its quite realistic in the sense that you just cant land anywhere on the coast with apcs, you really do need to find an acceptable bit of coastline. The coastline bardosy choose is a bit steep and sometimes the squads will automatically disembark while still in the water. Notes for mission-makers: It's important to make the apc the squad leader with a combined infantry/apc squad. Not only is this more correct in terms of doctrine in real life militaries (including the military I served in) but there is a distinct difference in ai behavior. When I was editing I noticed when I had a dismounted squad leader he would often order everyone out of the apc, including the crew members even if the apc hadn't received any damage. They would not load into apcs using high command function at all. This all changed for the better when I made the APC the group leader. Now ARMA3 HC works with APCs as its supposed to. Much better than in ARMA2. As well during the landing sometimes they would disembark in the middle of the water if they were shot at. This is good behavior when you are on land but when you are in water its kind of troublesome to have half your dismounted soldiers swimming aimlessly in the middle of the ocean. Solution: split the squads in two and have them join each-other when they get ashore. This mission served as an excellent proof of concept mission for any other mechanized infantry missions or campaigns and I encourage others to depbo it and investigate it.
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It is what it is. A one off ARMA3 mission I used to break into the game from ARMA2. Now back to working on war and peacekeepers.
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No they use "Greek" accented voices. One of these days someone is going to make a Russian voice pack. Would if I knew how.
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So I got the use of sideradio and directsay. No problemo there. What I want to do is to have the speaker say what he is going to say in directsay but switch to sideradio if he is too far from the player to be heard. I noticed this happening in Harvest Red. Anyone have any ideas?
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Avoid Chopper Crash
texkaz replied to CMajor28's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you really want to control how your helicopter flies to a t, than use this method: -
[SP/CAMP/CO] Real-World Operations (RWO)
texkaz replied to h34dup's topic in ARMA 2 & OA - USER MISSIONS
Well originally RWO was about making historical missions based on events that happened. But eventually that ideal was broken down with missions that were based on abortive scenarios or taking events that could feasibly happen in the near future. Wasn't in favor of that breaking down but I'll roll with it. -
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[SP Campaign] Proxy Wars: Moschnyi
texkaz replied to Kommiekat's topic in ARMA 2 & OA - USER MISSIONS
Aww damn kommie, perfect scenario for AFRF mod or Stagler's Russian Naval Infantry. BIS Russians look so ugly and obsolete. -
[SP/@] East Ukraine war Part1 Preview (RWO)
texkaz replied to cimalex's topic in ARMA 2 & OA - USER MISSIONS
Yeah the premise of this mission hits a little raw for me. But its important to have thick skin as mission makers and try as hard as we can to leave politics out between us while we go and try to simulate the political event of war. Good luck in making a good mission. Maybe I will do one from the separatists view. Also maybe we should host it on an English language site the full mod. I can decipher Ukrainian language enough to figure it out, but I am sure our non-slav friends will have a hard time downloading the mod. -
So I have a trigger where one group is done with a task the trigger fires with selectplayer andrei from the original player whose name is thepilot. They are in different groups one named hoplite1 and the other hoplite2. When I switch to andrei all the briefings and tasks of thepilot no longer show up. How do I make it where they all share the same briefing?
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Global Briefings for sp
texkaz replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tried it out, thanks works like a charm. -
Global Briefings for sp
texkaz replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I always thought they followed the player, but they don't apparently. They stick to the original player unit and stay with it even if you switch to another unit in another group as player. -
[SP/CAMP/CO] Real-World Operations (RWO)
texkaz replied to h34dup's topic in ARMA 2 & OA - USER MISSIONS
In this simplest terms, to make a coop mission wouldnt all you need to do is make people playable? -
[SP/CAMP/CO] Real-World Operations (RWO)
texkaz replied to h34dup's topic in ARMA 2 & OA - USER MISSIONS
Isn't CWR2 10 gigs? Absolutely insane! Anyways I am leaning more towards Project 85. They have Soviet Units specifically made for Afghanistan. I think CWR2 units are just Central European units. Big difference in appearence of kit between soldiers fighting in Afghanistan and those stationed in East Germany. And of coarse the vanilla Takistani Locals are directly inspired from the Afghan Mujahadeen. Only problem with Project 85 is it demands vilas or something like it. I wanted to equip them with vanilla or ace weapons. I wonder if I can get away with it if I put removeallweapons this and then put the vanilla weapons on the characters. @Valken What's a PWS config? I am unfamiliar with that.