

kaject
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The map looks excellent! I love the attention to detail in the forests, reminds of the changes DayZ devs are currently working on remastering the forests of Chernarus :) Btw, I'd love to see a full HD quality 60 FPS CSLA gameplay video. AFAIR, Jeza specializes in doing great gameplay videos with top-notch quality and framerate mostly without any commentary, so maybe you could get in touch with him? :) (https://www.youtube.com/user/JezaGooner/videos)
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kaject started following Development Branch Changelog
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ai command dlc C2 -Command And Control
kaject replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Mad, what a lovely mod, I must say! It's become one of those extremely pleasant discoveries when I accidentally spotted it and decided to take on a trailer ;) Blew me away! One thing I'd like to request (if it's not too much, ofc) - could you share your AI suppression at a certain spot script with others? I'd love to implement it into a mission I'm working on. Thanks a million, mate! -
The devs have explained long time ago that map object IDs are currently unreliable and to make them so is a daunting task. So, use nearestObject for identification instead. Using it myself.
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Your script tries to use Purista font which has been removed from the game. :D I think that's the prob.
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Small Object Placement on Surfaces
kaject replied to steelbellybeast's topic in ARMA 3 - EDEN EDITOR
Can you make a video or a GIF of how are you trying to put those object on a table? Perhaps you're simply doing it wrong. -
I know the way around destroying buildings / veg with https://community.bistudio.com/wiki/nearestObject ; However, populating an annihilated town on Altis is an issue because I haven't found a way to destroy building / veg in Eden. A workflow of destruction scripts + Zeus for object placement, export to script and then spawning after the said destruction script is known and working. But I'm looking for something Eden related because it's so much better (the dynamic item search, yeah!) than Zeus.
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Since our old and beloved OFP became completely a property of BIS after an update in the middle of June, shouldn't Foxhound inform community about newest add-on, mod releases of A:CWA? I approach this suggestion as a personal choice of main admin Foxhound and a dificult question of addtional budget increase per month. But, after all, maybe it is possible to come up with any proper solution and familiarize people with A:CWA content? (For example, recently released WW4 2.5, single JdB add-ons and such.) Such section for revising latest user-made content for CWA would be great. That's simply my opinion in this matter. Now, what is yours? P.S.: It might be that I didn't look into some neccessary requirements, but... OFP already has Arma logo for more than 3 months. Guess its time has come!
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@fret: here is what you probably asked for - http://forums.bistudio.com/showthread.php?t=116308 Searching option is your friend, anyway.
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Cool releases, mate. I haven't noticed this page before, but now I see that most of the stuff can be used properly for a good portion of missions or simply to have fun. Congratulations, I think everyone's effort to support OFP after 10 years should be very appreciated. That's how things always works in community of most legendary and modable games.
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Extending view distance seems to have broken game? Reinstall useless.
kaject replied to salad's topic in TROUBLESHOOTING
Salad, can you find "User" folder in CWA installation directory? Simply delete it to set all settings to default values and launch the game. If you can't find mentioned folder, try to disable security settings on CWA dir that it would let you to modify content of all folders in the way you want. It's a simple problem, which is relevant to Vista/W7 users. -
You can always check www.OFPEC.com mission's depot to find any of creations that suit given requirements. Also, ofp.gamepark.cz would be helpful, there's some great campaigns with BAS units.
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'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
kaject replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
AFAIK, it should be increased hostile AI skill, if you choose harder difficulty. That's the only logical explanation of it's existence, except, as you've mentioned, bigger/fewer amount of enemies. -
[CAMP][SP][A2][UNS] Operation Lowlands
kaject replied to SB Interactive's topic in ARMA 2 & OA - USER MISSIONS
There you go, Kommietkat (decided to upload by myself) - http://www.multiupload.com/3PTWMMU8LX BTW, you can always switch to the next browser to make Megaupload working properly. -
Speaking of GC, it looks very promising so far. Traditionally, we should get not only new Arma 3 screenies, but gameplay videos, too. E3 presentation of the game was well-made and GC will offer even more beauty of Lemnos.
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Logically thinking about AI behaviour, it is enough just to make a vehicle unmoveable (!(canmove "name")). Crew/any infantry inside will instantly get out, they won't come back, no matter a repair truck is close. So, IMO, a specific script isn't required, you have to stop armor completely and that would probably solve problem. No enemy resistance left, that's all. Sorry, if I've misunderstood your requirements.