ebarstad
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Everything posted by ebarstad
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What kind of issues? I've been using it and haven't noticed anything. Sent from my iPhone using Tapatalk
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
ebarstad replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's been a few months since I used these mods -- wow! The furniture addition is awesome and adding the Max Women mod to Civs is really great, too. You've really managed to turn these maps into living places. Well done @tpw. This isn't a request -- is it possible in the config to place unit markers above units instead of centre mass? If so, I couldn't figure it out.- 5767 replies
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- single player
- realism
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If you use the C2 mod, you can tell AI on your squad to use Enhanced Movement, but they won't do it automatically.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
ebarstad replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
::slaps forehead:: Thanks! I already had a timer on there (for other reasons), but it I guess it wasn't long enough (that's what she said!).- 5767 replies
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- single player
- realism
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ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mad Cheese, you big tease. I've been checking this thread multiple times a day since you posted this. As Kremator said, I'm excited to hear about the new changes. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
ebarstad replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, when TPW Fall uses rag dolls, any non-player unit that gets hit and falls down seems to temporarily change faction (to civilian, I think). How do I work around this when using an area trigger set to OPFOR Not Present? Basically, I want the trigger to fire when all OPFOR are dead, which in turn completes a task. However, because the units seem to temporarily change faction when hit, the trigger can fire before all the OPFOR are actually dead -- i.e., the trigger fires prematurely (we've all been there, am I right?).- 5767 replies
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- single player
- realism
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I had NoLogs on, but after removing RHS and the ACE RHS Compatability pbos, it seems like I can save and load again.
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Thanks for that. Unfortunately, none of them apply to my situation, which is this: I was playing non-steam Pilgrimage Chernarus 1.94 on the Stable branch of Arma. I was killed. When I attempted to load my last save, the mission exited and went back to the Scenario screen. Trying to resume the mission from the scenario screen resulted in the same thing. So, no game update, no mission update, no change of mods, no Workshop. However, I do have mods, so I'll try to replicate without mods loaded.
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I think MCC was allowing me to see the Stomper. Now I have a problem where I can't load a save, even during the same session. 1.94, any map. Anyone else run into this problem before? Sent from my iPhone using Tapatalk
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I went to play this last night and came across an issue in the Altis version, in both 1.93 (Steam) and 1.94. I was playing on normal difficulty and as soon as I opened the map I could see the Stomper's location, even with unit icons turned off in the game difficulty settings. Has anyone come across this before? It could be a mod issue, which I'll look into today, but I wanted to check here first.
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Incontinentia's Effects Mod - more realistic hit effects and more
ebarstad replied to Incontinentia's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can move them, but when a new version comes out, you'll have to move them again. Sent from my iPhone using Tapatalk- 37 replies
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- blood
- muzzle flash
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Awesome!
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ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually, it may just be mouse wheel without a modifier key. You can definitely change which way they're looking. -
ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think you can already do this my holding down one of the modifier keys (SHIFT or CTRL) and scrolling the mouse wheel. I can't remember which one. -
ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey mad_cheese. Thanks for another update! Honestly, I can't imagine playing without C2 anymore. Quick note: Just tested the latest update and units are still killing civvies when clearing buildings if IND is set as hostile towards BLUFOR. -
ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I discovered it happens when I set INDEP to be hostile to BLUFOR in the editor. When I do that and send my BLUFOR units to clear a building, they'll shoot any civilians in the building. -
ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I mentioned a page or so back that my squad was shooting hostages when I asked them to clear a building. It happened twice at the time, but I haven't been able to replicate this behaviour recently. It must have been something in my mission or maybe a mod I was using. Sorry for the false bug report. -
Would it be possible to extend Liability Insurance to prevent deaths from friendly fire? bCombat used to have something like this, but it stopped working. Seems like it would be a good fit, considering AI, in addition to running over each other, also likes to shoot each other occasionally.
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That worked! Thanks!
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I'm sorry if this is a dumb question or one that's been asked before, but I didn't see it when I searched. I'm using the Hostage script for three hostages. I've named them hostage_1, _2, and _3. How do I use getVariable Enh_isHostage in a trigger condition field to tell me these three hostages have been freed? I tried !(hostage_1 getVariable Enh_isHostage) AND !(hostage_2 getVariable Enh_isHostage) AND !(hostage_3 getVariable Enh_isHostage) but that didn't work.
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ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think there might be a bug with the clearing function. When I've got a civilian hostage in a building and send my guys in to clear the building, they end up shooting the hostage. I'm using Eden enhanced and the built-in hostage script it provides. Sent from my iPhone using Tapatalk -
ai command dlc C2 -Command And Control
ebarstad replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love the additions in the latest update! Well done! One request: in addition to the rearm function, would it be possible to add an inventory function? Basically it would let you select a soldier, point at a crate or a body on the ground, and click the inventory button which would have the AI open the their inventory so that you can give them other equipment besides just weapons. -
Are you using the Incognito mod? It stopped working with the newest Ravage update.
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[SP] Ravage Vanilla Mission ported including Template
ebarstad replied to cosmic10r's topic in ARMA 3 - USER MISSIONS
I think one of the problems I had with the car not spawning was that the empty markers changed names when I pasted them into Napf. So, for example, spawn1 became spawn1_1. When I renamed them, I was able to spawn with the car and dead buddy again (well, once anyway; on my second attempt at the mission, I spawned alone again). -
[SP] Ravage Vanilla Mission ported including Template
ebarstad replied to cosmic10r's topic in ARMA 3 - USER MISSIONS
Is your template compatible with the new 3D editor? I imported the Stratis template into the 3D editor then copied everything on the map into Napf. When I try to play via the editor to test it out, I spawn but without the car and my dead buddy near by and I get errors from the init.sqf and others (I'll have to turn logs back on to see what they are).