.kju
CDLC Developer-
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Everything posted by .kju
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Iron Front in Arm3 LITE - preview versions
.kju replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@antiflagellum we have an issue tracker: https://feedback.ww2ina3.com/T1564 See: http://ww2ina3.com/wiki/index.php?title=Issue_Reporting -
do you use pboproject - if so, no warnings or errors?
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How to tell when a unit has lost target or make a unit lose target?
.kju replied to Taylor1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/knowsAbout https://community.bistudio.com/wiki/forgetTarget https://community.bistudio.com/wiki/assignedTarget https://community.bistudio.com/wiki/intersect and family/related -
Iron Front in Arm3 LITE - preview versions
.kju replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Taylor1984 you can check the script here: p:\WW2\Core_f\IF_System_Artillery_f\Pushing\push.sqf -
Using tanks DLC model paths in a mod. Missing files error.
.kju replied to jakeplissken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
put dummy p3d at this location at your p drive -
@Tom_48_97 please dont forget about the commented configs in binarize\bin
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COOP version of Iron Front campaigns in A3 - opinions and suggestions
.kju replied to .kju's topic in ARMA 3 - USER MISSIONS
xxx -
best join the arma discord and visit the terrain makers channel
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Retexturing the vanilla trash models.
.kju replied to jakeplissken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
whats your cfgpatches? -
for IFA3 you just need to put down the "(Iron Front) AI turning AT guns" module or execute within the first 5 seconds lib_FNC_Arty = true; publicVariable 'lib_FNC_Arty'; or execute on the vehicle [_vehicle] spawn LIB_System_Artillery_Dir_AI_dir; if you want to check the system, check p:\WW2\Core_f\IF_System_Artillery_f\Dir\AI_dir.sqf
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they would only had to release their macros..
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use https://pastebin.ubuntu.com to post your cfgSurfaces and cfgSurfaceCharacters
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what it says cfgSurfaces -pacem_grass_green_Character --probabilities > 1
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either rapify is not installed or missing path execute from cmd setx PATH "%PATH%;C:\Program Files (x86)\Mikero\DePboTools\bin"
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best join the arma discord and reach out in the terrain makers channel
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Iron Front in Arm3 LITE - preview versions
.kju replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@SSG Garcia-506th IR outside Steam workshop yes (like A3sync, ftp, etc) @Asmodeuz did you talk to people in the linux server channel of the arma discord yet? @madrussian thanks! will looking into it a couple days when recovered from an illness. be aware that most old IF scripts are not active and likely not the cause here. also some turrets have AI disabled due to engine related issues. -
BI lowered even more for the next update (only 2x factor now for tanks) overview of latest state: https://pastebin.ubuntu.com/p/jV9GywxczY/
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Project Human 1.2 - Making Death Come Alive!
.kju replied to sic-disaster's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@sic-disaster do you have someone to do the sqf coding? overall the coding design could get considerably improved (avoiding the duplication for each faction, make the system flexible and easy to support more factions) can help you out here if you want and willing to push the update quickly -
sqs to sqf converter program ?
.kju replied to ANGRY_FARMER's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/SQS_to_SQF_conversion -
@Imperator[TFD] the default behavior changed a few dev branch updates ago. see report and videos a few posts back
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by design (since a few patches) and will be reduced by 50% with the next patch
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Project Human 1.2 - Making Death Come Alive!
.kju replied to sic-disaster's topic in ARMA 3 - ADDONS & MODS: COMPLETE
how can we add support in IFA3 for this, or is something you need to do on your end? did you look already in A1, A2, OA, A3 pbos for hit and scream sounds? from what i recall BI had a good amount in them they didnt use themselves in WGLZ / WGL5 we also had pretty good sounds of that type you may want to look for -
with the tweaks of restitution and surfaceFriction in CfgSurfaces can we please get them documented: https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference#restitution https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference#surfaceFriction these in cfgWorlds would be also nice to get - preferably with algorithm details: minObjInTownSquare = 1.4; minTreesInForestSquare = 3; minRocksInRockSquare = 2; minHillsAltitude = 80; maxHillsAltitude = 450; https://community.bistudio.com/wiki/CfgWorlds_Config_Reference#M similar for the map parameters currently tweaked ptsPerSquareTxt = 500; ptsPerSquareFor = 15; ptsPerSquareForEdge = 15; ptsPerSquareRoad = 6; ptsPerSquareMainRoad = 6; ptsPerSquareObj = 15; ptsPerSquareObjLod1 = 2; ptsPerSquareForLod1 = 4; ptsPerSquareForLod2 = 1; ptsPerSquareRoadSimple = 1; ptsPerSquareMainRoadSimple = 1; what is the cfgWeaponsHandling/Recoil/kickVisual tweak about? and the tweaks in cfgCameraShake (would be great to see both root classes also documented/get the engine source comments): thank you