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odium

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Everything posted by odium

  1. odium

    Arma 3 Units - Feedback thread

    Someone with too much time did a fake of my clan. Bohemia provided a solution within hours - and that's good work. Thanks guys!
  2. Can we expect another upgrade this year?
  3. Hey there Feint, I just tested your work for one hour. I looked for bugs - found none, and I think it's one of the best mods A3 has seen this year so far. But one question remain: is it possible to activate the RQ-11 Menu (Camera Feed, Targets etc) within a vehicle if the GCS is attached to the player? If not, if you don't have the time or if you arent interested, has my buddy the permission to check the source files and try for himself? Greetings Odium
  4. Hi guys, I'll keep it short: Is there any mod or something to individually identificy certain vehicles (e.g. a certain tank in a tank platoon, see picture) I'm looking for an option INGAME to change the texture (just like an acre-radiochannel)
  5. A member just told me of your little project. Gruppe W from Germany is quite intestered in your effort. Keep it up if you have the time :)
  6. Hi guys, acutally I'm working on a train module for my clan and I need some help. So far I placed a few hundred units in a city at specific positions and I want to to spawn about 10% of them. So someone made me this: null = [] spawn {{if (side _x == East) then { if (round(random 100) > 10) then { deleteVehicle _x; };}} forEach allUnits}; Works pretty good for the whole side east. Now, how can I change this line into something, that vehicles and their crews are not affected by this. By now, my only workaround is to place IND-Vehicles. Any idea? I know, there is something like TYPEOF but actually I'm not so good at this ^^ Greetings and thanks in advance, Odium
  7. Hi guys, the maximum number of players for a mission is the number of playable slots. I like to set a minimum number of players for a mission, for example a coop 10 and three guys want to play it. I need a script which checks how many players are online after a few minutes and that the mission will endtrigger (I know how to do that) if there are not enough players. Is it even possible? Thanks for any help in advance. Odium
  8. *thumbs up* Excellent work, SicSemperTyrannis. I just tested it. The next step for me is to find out how I can save the status of vehicles in a certain area.
  9. Hi guys, my hour is over. For every script-question in ArmA2 I search the forum/google for one hour to find it myself, this time it failed. Question: How can I determine the condition of a certain vehicle? If possible, I need the condition of every part like the tracks, wheels or the engine - but more important, I need the amount of ammo which is left. Background: I'm working on a multiplayer campaign and almost 95% of the concept and the mission making is done. All I need to know is now how I can save the condition of certain vehicles, which the players park at their base so that the gamemaster can check the state after the mission and can say: "Yeah, that'll cost about 2000$ to repair and to rearm". I found this thread: http://forums.bistudio.com/showthread.php?124992-Check-Vehicle-Ammo but the thing is: it must work with ACE and I need to know if a tank has 13 or 20 AP-shots left, this is very important. Please, help :-/
  10. Gruppe W (Germany) is testing the script right now. We provide a detailed feedback in a few days. Edit: Actually, we tested it right now. No effects on the AI on a dedicated server (script and pbo-version). AI-Effects on a private session and a few guys were supressed, but some not.
  11. A homage to the greatest community I've been with. This video is my way to say thank you to all the map creators out there. Thank's. Great community, brilliant atmosphere and I tried my best to honor your work. Took about some hours and I hope you like it.
  12. Morning guys, some of my latest work and I think the second one will be a little bit boring if you don't understand german. Have fun -_C4CMYc4bs Rb0jAZK3hhI
  13. All right, some of my latest work (german voices) Have fun! AMnotj4NVQM KlI92XLRNe0 urSla8P6W7g
  14. odium

    ACE for OA 1.13

    Guys, since I tested Take on Helicopters and saw the new animations when you enter a helicopter (by opening the door), I'm eager to know if there are any plans in the future to implement this feature. Actually I'm rather unpleased by the fact, that you can enter an armored vehicle within a second and in the next second you have already reached 20 km/h. I'm sure it's important for the gameplay if you need 30-60 seconds to enter a Main Battle Tank or something similar. More atmosphere, many angry players and - in my eyes - 100% in accordance with principles of ACE. I'm also quite sure, that Bohemia won't change the needed time to enter in ArmA 3 so I like to know if there are any plans for this "problem". And a question: The Feature-Board says: "AI parameters including accuracy, how fast they will fire weapons, ability to detect enemy forces, reload speed, endurance, courage when attacked, command ability have been adjusted." Is there a documentation or something like a "hey guys, I changed this and that" for the AI? I'm working on a new project and this time I need some help in which way the ACE-AI has been improved or changed.
  15. odium

    ACE for OA 1.13

    If you play a mission which was made in vanilla (without ACE) , there won't be any ACE-items like the kestrel or the DAGR. The wind itsself is always active, if you play with ACE. Anyway, you sound like a potential sniper or spotter, so for a perfect shot, you need to calculate the trigonometry of the wind on the fly. Fortunately, there are only 30°-steps for the wind, so its easy: You multiply the kestrel-crosswind with 0,5 or 0,87. Too easy, so I hope there will be two more variables in ArmA 3: Temperature and atmospheric pressure. Mh, what do you guys think? :D
  16. odium

    ACE for OA 1.13

    I used the M82 and the TAC-50, I zeroed the target and aimed for the heart. Sometimes I hit the shoulder, stomache, head, ground etc. I guess this is real, mh? I thought when we eliminate the wind, the bullet will hit the same spot every time. Guess I'm wrong :-/
  17. odium

    ACE for OA 1.13

    Hi guys, I have a question related to the ballistic. I disabled the wind by modifying the ace_sys_wind_deflection.pbo so I get a constant crosswind, e.g. 0 or 1 m/s. I made some long-range shoots at targets (1500-1800m) and something strange happened: The bullet trajectory differs! I have no idea why. Sometimes I can hit the target, sometimes I miss it. Is it the ArmA-Engine or is it on purpose (maybe coriolis effect or warm/cold barrel?)
  18. odium

    ACE for OA 1.13

    Well, that's the old changelog, I cannot find any clues about the latest fixes through the hotfixes.
  19. odium

    ACE for OA 1.13

    Hi guys, since 1.13 has been released, I'm missing a clear changelog. Is there a simple way to see what has changed when a hotfix has been released?
  20. Well, at the moment, we have no soundeffects for passing bullets, I added some. Background-fireeffects (AK47, M240, M16, M2) and some artillery/mortar-explosions, nothing fancy.
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