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NyteMyre

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Everything posted by NyteMyre

  1. Legend! Thanks for still working on this awesome mission!
  2. Playing multiplayer still seems broken (or at least the NATO/ALTIS version). If all players are dead, the mission doesn't seem to fail and everyone is stuck in the spectator mode.
  3. NyteMyre

    AAF tanktop

    Looking at the guy in Arsenal, he seems to have a Paramilitary Garb, so my guess it's a retexture by the devs
  4. NyteMyre

    Arma3 Videos

    Will AI kill you if you walk into their line of fire?
  5. NyteMyre

    Arma 3 Units - Feedback thread

    I think Units is a bit of a failed experiment. The idea is great, the site looks slick and how it works with the launcher to select a unit (and get a patch ingame) works great. But looking at the front page and seeing "97896 units" registered, i think something went terribly wrong. I expected maybe a few hundred units to exist, maybe a thousand max, but nearly 100k units? That's 4 units for every Arma player (according to SteamCharts). It's not something i would use if I wanted to look for a new group
  6. NyteMyre

    Arma3 Videos

    Giving the Weferlingen bridge a try with an AI convoy, what could go wrong?
  7. Unknown soldiers take over an oil tanker on the Hudson river, New York AKS-74U from RHS:AFRF Everything else is vanilla
  8. Do you have a notification when someone says dedman ? 😛
  9. Just played a bit on my own and here are a few points Issues On Takistan, It seems after clearing an AO, the "AO's left" will go to -1 and no new AO will be active On Aliabad Region, it did give a new AO, but after clearing that 2nd AO of all enemies, it never turned cleared (I checked with Zeus, no enemies in the entire circle area) With RHS, there's a 1911 in the inventory of the crate/vehicle but there are no magazines for it With TFAR, Squadleaders don't seem to receive a LR by default and need to take one from the vehicles? The TFAR radios included in inventory uses the deprecated 0.9 version instead of the 1.0 BETA by Dedman. Though Dedman states these radios can still be used so it's not gamebreaking General Feedback The ability to only activate one support at the time is a bit cumbersome. Say you want to airlift out of the AO, but your tank support is still active you must wait for the tank to bugger-off before you can leave. I'd say the used support going on a cooldown seems enough Got nothing more at the moment. Will try to run a bigger session with my group and see if we can find some more feedback. But looks cool Whiz!
  10. Used this script in a TvT mission where Blufor were hunting for Redfor insurgents who could move around in civilian cars, so to make it not to obvious i needed to have random civilians driving around as well. Script worked great and had some great reactions from the players that the inclusion of them was great. Have to warn everyone to at least define a good area for the civilians to spawn in because they are murderous bastards. See this clip: (warning loud!) https://clips.twitch.tv/VibrantGoodDillSaltBae
  11. NyteMyre

    3CB Factions

    Any info on when this update will be released? 👼 I have a mission with the Tochka ready that doesn't work due to this bug now 😞
  12. I suddenly noticed that my compass is no longer visible when opening the map. I do have one in my inventory and it's visible when I press K or double K, but when I open the map, there is no compass anywhere. I tried rebooting and restarting the game and verifiying game files through Steam, but still no compass on the screen.
  13. NyteMyre

    [MP CO37 Campaign] Two Sierra

    Still working on it Whizt? I thought you quit :P The optional mods are a nice addition! Bit of a complaint from most players was the vanilla gear/opponents.
  14. NyteMyre

    BLUFOR MBT-52 Kuma

    Thanks, the PSD files are really cool. Made this tank for a german forces mission
  15. NyteMyre

    Arma Commander: SP/Coop/TvT Game Mode

    An issue i found (also reported on the steam page) If you switch to a unit that dies during the switch, you will be stuck in it as it will lose the map after a short while. https://imgur.com/KdwlOaJ
  16. trigger1active = false; this addAction ["Activate trigger 1", {trigger1active = true}]; -edit- Oops, didn't meant to reply to this, just to copy the bb code that was unusable
  17. NyteMyre

    [MP CO37 Campaign] Two Sierra

    I can really recommend this campaign. It can be very tough and unforgiving at times though, but with some proper planning and discipline, very doable.
  18. Hey everyone, I've been pulling my hairs out with this issue of (in my eyes) simply teleporting a group of players into a plane. The main problem is: It just randomly works for some players. But never for everyone. I asked around on the Discord, on ArmaDev subreddit and some other scriptmakers, and i received multiple methods that should work, but so far none actually teleported all players. I haven't tried the BI forums yet though. My setup 4x player squads (alpha / bravo / charlie / delta) 2x CJ130, (plane1 & plane2) Both planes start in objectHidden true Trigger 1: unhide planes, send hint to players that mission starts in 10 seconds Trigger 2: 10 seconds delay: Black out screen, show mission title screen Trigger 3: 5 second delay: Run script that does the following: skipTime to 23:00 (re)set overcast to 0 (clear skies) Load squad alpha & bravo in plane1 Load squad charlie & delta in plane2 sleep 2 Ungroup all players The script (currently) looks as follows: On Activation ret = execVM "missionscripts\loadup.sqf"; loadup.sqf if (isServer) then { 1 setOvercast 0; skipTime ((23 - daytime) % 24); 1 setOvercast 0; private _plane1Cargo = units alpha + units bravo; private _plane2Cargo = units charlie + units delta; { [_x, [plane1, _forEachIndex]] remoteExec ["moveInCargo",_x]; } forEach _plane1Cargo; { [_x, [plane2, _forEachIndex]] remoteExec ["moveInCargo",_x]; } forEach _plane2Cargo; /*Short delay*/ sleep 2; /* remove from groups */ {[_x] joinSilent grpNull;} forEach (playableUnits + switchableUnits); }; IMGUR album: https://imgur.com/a/c1Lwq
  19. I haven't tested it yet, but someone from my group suggested this: if (isserver) then { { if (!isplayer _x && (side _x == WEST)) then{ switch (group _x) do { case alpha: { _plane = plane1; }; case bravo: { _plane = plane1; }; case charlie: { _plane = plane2; }; case delta: { _plane = plane2; }; default { _plane = plane2; }; }; while {!(_x in _plane)} do { _x moveincargo _plane; }; sleep .1; }; }foreach (playableunits); };
  20. NyteMyre

    [MP CO15 Campaign] Wolfpack Vol. 2

    Thanks for updating Whiz!
  21. It could be that not all slots are filled, so that's fine. Currently trying this: switch (group player) do { case alpha: { player moveincargo plane1; }; case bravo: { player moveincargo plane1; }; case charlie: { player moveincargo plane2; }; case delta: { player moveincargo plane2; }; default { player moveincargo plane2; }; }; Edit: Didn't work either :(
  22. AIs are disabled JIP players can move to players in the field via a framework teleport script. The trigger isn't set to repeatable so it should only fire once?
  23. The planes are only there temporary for the mission start. After they paradropped the players inside (another script), the planes will get deleted. I created an imgur album with my exact setup here: https://imgur.com/a/c1Lwq There's really not any more info i can give
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