goldblaze
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Everything posted by goldblaze
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Hey guys, thought I'd start a discussion on the tac-ops DLC, as there's one on the tanks and jets one, so here's what I hope for, situational awareness, as not everyone has stereo sound, and the FOV is rather limited, I'd hope for a nice way have situational awareness in the DLC that makes it easier for a player to 'sense' what's going on around them. One idea a friend of mine and me had during discussions was a small ripple effect on the edges of the UI to show the direction something is coming from(like gunshots or vehicle noises.) Not sure how well it'd work though, but I like the idea of a way to augment a player's limited senses from having to play through a screen.
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It's too bad asking for a landing craft when they released the vehicle list wouldn't of changed much, would of been nice to have a way to transport the really heavy vehicles across the islands.
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From my tests, it has around the same or somewhat less armor than a blackfoot helicopter, which might make sense for a attack helicopter drone, don't you think? Also, I seem to have a problem where the mq-12 won't engage a target, it'll just hover there being shot at.
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lol, I mean the ones that don't have bridges to and from, but yes, would be nice if those bridges could be destroyed too
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I kinda hope they add landing craft or something for transporting tanks across the islands
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Hello, I'm trying to make the zeus editable area follow the player, so he can only edit 100m around his unit, wondering if this is possible, and if so, how?
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I think your looking for altis life forums.
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this addCuratorEditingArea [1,getpos BlueforCommander,200]; sleep 0.5; this removeCuratorEditingArea 1; this i what I have so far, need to fix the bug, and then add a loop, currently this script will be sitting in the zeus module.
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Found a possible fix, but it's clunky and I'm not sure the best way to use it, https://community.bistudio.com/wiki/addCuratorEditingArea https://community.bistudio.com/wiki/removeCuratorEditingArea these will need to be used in some kind of balenced tandem to make the edting area follow a player, that's the only way I can find so far.
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Hello, I'm trying to make a trigger follow a player, so far I've tried the code line on act: this attachTo [player1]; not sure what I did wrong but it wont attach to the player, any help?
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make trigger follow player
goldblaze replied to goldblaze's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got the issue fixed with thisTrigger setPos (getPose player1); but I found what I want to do isn't effected by the trigger after init, so I'm off to zeus editing to ask, thanks for your help killzone, :) -
make trigger follow player
goldblaze replied to goldblaze's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Even when set to anyone it doesn't seem to work. ---------- Post added at 10:13 AM ---------- Previous post was at 09:44 AM ---------- set the trigger to anyone for to trigger for now, trying thisTrigger setPos [getPos player1]; I'm probably doing the getPos wrong somehow as it gives me a error that only one array is filled. -
make trigger follow player
goldblaze replied to goldblaze's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't look like it works, I'm trying to get a trigger attached to add editing area so the editable area will follow the player acting as zeus around, maybe I'm setting the trigger incorrectly. The activation is set to none and condition is set to this, if that helps. -
Hellos, I've been messing with making a zeus mission for a while, and I can't seem to figure out how to make it so when you place a zeus, a sector can A) be set to be captured by more then just the zeus allies, and B) be set so the zeus has to make sectors capturable to all factions.(so the zeus of that faction can't use the benefits I'd give sectors and make the sector only capturable for his allies.)
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Does anyone know how to make it so zeus can give certain players access to a support module? Say I want to place a mortar somewhere on the map, is there a way to allow a player to call support from that by connecting them in zeus somehow using scripts?
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A freind of mine told me that he got banned on arma3 using a game booster called razer, just curious if that's the reason, and if that game booster is safe to use and such without risk of losing my game key.
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Curious, is there a current list of features we know for sure will be in the game? I know they nixed a few things but can't really find anything other then the old list, mostly so I know what I should be suggesting in feedback, :)
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Well I thought that one was out of date becasue of things that have apparently been confermed not in the game still on that list apparently,, I know there's hidden features, it's more like I want to see what we know for sure won't be in the game, haha.
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How to add flare magazine to helicopter?
goldblaze replied to roguetrooper's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Is there any way to add the flares to the pilots seat to launch with the R button? Basically try to load flares to addons that seem to have bugs there. -
I think it's also seeing the AI all flying real low, all the jets in game are ground attack aircraft, the game really isin't designed for air seperiority aircraft, not that it can't handle it though, but AI don't keep to that hight so I think we stick to that height too.
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Hi, I'm kinda wondering a little if aram3 will have any kind of control improvements, the arma2 controls aren't terrible, but would be nice if the controls were a bit better, allowing for friends to get into the game a little.
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What ever you think I guess, I just want it so a few more people will like the game. Nodnods. Most of the controls are in a good place, I'm thinking more like things frequently use being closer to the left hand part, like night vision goggles, as well as the more important AI commands, almost wonder if there's a way to make selecting the AI to command easier somehow, instead of have the 12 f keys for them.
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Nods.* I do think the biggest issue is the squad commands, but also squeezing a few of the more important commands into a easier to reach area of the keyboard as well., it's mostly small thinks that tend to go a long way in certain crowds.
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To the questions on how I'd like them improved, I do mean, where the keys are bound by default, as well as a few of the controls that arn't on a key but more on screen, I actually think the amount of controls make the game very nice, and the game lets you play it how you want, from one soldier, to a army commander, just would like it to be a bit easier to make these controls work for certain people.