PlacidPaul
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Posts posted by PlacidPaul
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Yep, the .61 minedetector.sqf works with BTC. ThanksTry this (dev version) and please tell me if it worked or not. -
Hi, I have been using the mine detector script for quite awhile, and enjoying it with no problems. Recently tried the BTC revive with same mission, which gives a script error with MDLALA_fnc_Condition_Detect, after being revived. I'm not really familiar with how revive scripts work, any ideas how to resolve this?
*EDIT* Tried Farooq's Revive, it is compatible. Must be the way respawn is dealt with.
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I remember this, thanks for reminding me. The thought of never seeing the A2 browser felt so good at the time.Honestly this was my sentiment exactly,,, back in alpha,, there was a link to a feedback tracker where they said they were working on it and it was only alpha, that feedback tracker was 2013 I believe ..You can't really just shrug / shirk the responsibility to PWS, PWS has great features and functionality but the User interface is just too much of a burden to use logically.
I wonder how much of their plans was affected by the gamespy demise. Great idea with the checked box idea guys. The rescan sometimes gets stuck for me, and is something that happens in dayz even more.
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Say what, ACE is all about coop, maybe your speaking pvp, but you still must cooperate when in ace, whether your against AI or players or its going to waste. I cant think of a more cooperative experience than ace mortars. :j:I gotta agree with the sentiment that co-op is dull.Nothing was worse than having a great mod like ace be wasted with boring co-op servers.
MDCCLXXVI great post, well said.
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Incredible mission rydygier! I thought you might be playing it too delta, classic in veteren mode! Its a great alternative to multiplayer or editing, problem is figuring out how to get back to thoughs?:confused:
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LOL, so it is about price, thanks for clarifying. Look at your post, you actually typed "most valid objections are about the fact that the dlc is 80-90% free" !!! free? this is a problem?Things evolve, the person who wrote the thread title probably was about 350 posts ago. If you'd actually bothered to read the thread most valid objections are about the fact that the dlc is 80-90% free so your only actually paying for a very small amount of content, and then subsidising people who don't pay.Not sure about percentages, but your right. It is a very interesting dlc model, time will tell if it works. It's a risk that they have the luxury of making at this point, and they're taking a risk for the community, and moaning is how its re-paided.
They're addressing axed features and splitting community. Maybe people just feel bad about freeloading. You shouldn't.
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Look above, it says "DLC, hefty price for 2 choppers". That didn't even take a few. Pro tip: read thread title.
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Nice work, makes sense to me. I want to be penalized for sprinting with sway, but not in the same way for jogging.
Current system there is really no advantage to jog, unless you jog less than 175 (is that time?) Wait.....the whole point of jogging is long distance.
Also, there needs to be some reference to stance, Variables has some great points concerning it.
There still is the unknown factor of the upcoming Marksman DLC. I'm sure there will be some adjust made with that patch, hope getting this point across is not too late.
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It never ceases to amaze me, the amount of indignation felt from fans of a game that you can literally waste your life in. Maybe get out and find what 13 EUR gets you. I look at it like I got more than 2 helis, we have features everyone mooned about and no one gets booted from not owning dlc. BI was able to do this because of their 2 year success story.
Engine is fine, the processor speed trend of the last five years has not helped them out much.As one customer, the #1 thing is them addressing the foundation upon which they build their products. -
1. Sling loading 2. Firing from vehicles 3. Advanced FDMthey could have been making something I could actually use.If you think missions are not important to DLC and want something to use, this DLC model is for you!
Now that is one tough crowd :butbut:the guys I usually play with that are a lot less willing to buy useless stuff than I am -
1. I just don't like the movement if the sway, left right?? what?
2. I would have no problem with max sway after sprinting.
3. The timing of high amounts of sway seems off, needs more variation, plus higher variation with stances.
I'm all about creating a longer fire fights, but if weapons sway or high dispersion are achieving longer fire fights the player knows it constantly, achieve with AI or player fear.
I like my in game abilities being nerfed, but this just feels wrong, cheap, artificial.
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One thing I did years ago in arma2, was turn my headbob back up to default level or maybe even slightly above. When I did this I realized I would do more run walk run walk, so I could see better. I suggest this to anyone, made me a better player. Problem is it makes people sick, so I guess it has a place in the game settings... too bad. The Arma3 headbob seems like a step back in my opinion. :(
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Wait what? A3's was vastly improved in this respect, there's plenty of paces. Sprinting is sprinting and doesn't last long, it's get conveyed well in game, which is using it to get to cover, that's really it.That's whats missing in Arma is the ability to run at different paces for an all out sprint a soldier should be able to sprint 2.4km (clean)although it is a sprint start but then a very fast cruise.
I was just thinking about looking into this, great work St. Jimmy.Test with a 41% loadout. Weapon naturally lowered and not the swag jogging.Gun in a backpack:
1,7km of jogging (14-11km/h) and 480m of sprinting (25-20km/h) until 60% fatigued.
Gun in hands
780m of jogging (14-11km/h) and 210m sprinting (18-15km/h) until 60% fatigued.
Also, i've got to agree with Bad Benson about the effects of fatigue on sway, and i'd bet many people do too. Hope this gets tweak a bit.
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The current system is great, seems realistic and is fun. Seems similar to playing with ace2, without the falling down blackouts. It is easy for alot of people to have trouble realizing how far they just ran though, the game world doesnt always translate.
The pace that you need to play with in the current system fits, because going fast will get you killed anyways. If you dont like it, try having a slower pace, youll be better for it, and enjoy the game more.
---------- Post added at 10:49 PM ---------- Previous post was at 10:40 PM ----------
The way I work around it is simply to imagine what I would do if I were in the situation in real life.This so true, its also how to have the most fun in arma, and be most effective, forget about your gun for awhile, youll enjoy the game more.
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sorry, but what? where? lolnormally it "should" be in there -
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I have a table with computer for UAV access, you can only access the UAV while standing near it. I use a in editor trigger like this
Anybody
Repeatedly
Present
condition
player in thisList
onActivation
player addItem "B_UAVTerminal"; player assignItem "B_UAVTerminal"; hint "UAV Accessed";
onDeactivation
player removeItem "B_UAVTerminal"; player unassignItem "B_UAVTerminal"; hint "";
Of course this means any player standing there then accessing UAV terminal will have access to ALL UAVs. Not sure how to restricted this to only one UAV. Maybe using a empty UAV and a gameLogic somehow, but I'm not sure.
Maybe someone else would know how.:)
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The more i think about it, the more i like the idea of them doing features to go along with some units/vehicles, rather than units/vehicles plus a campaign like before.
If they had started this plan long ago, the features could have carried over into the next game. Stop the moaning, and look towards the future with BI. :)
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This thread would make more sense in the editing section. Thanks for the reply SavageCDN. Yes, sorry I was unclear, I was trying to get a dac group respawn without the objects of the camp, which it explains you can do in the demo mission global_respawn, but it no work. So its basically picking a camp from DAC_Config_Camps.sqf, case 2 I believe, it spawns no camp, has a respawn marker on the map, but no units. I delete other units in the demo until no respawns are left at the regular camps, but the respawn with no objects camp, it still says 5 respawns left. I'm not at my arma pc, but I just cant' figure out the right parameter to get this to work.
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I'm trying to set up a respawn position, not camp. The demo mission global_respawn has an example, but doesn't seem to work. Any ideas how to get this to work?
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I had this in my arma2 Stuff, I have no evidence of who scripts these were. I haven't tried this in A3, it's more for showing how to turn on and off a flashlight, not for creating the light source, that has changed quite abit from A2 in my limited experience.
init.sqf
player setVariable ["lightIsOn", false]; fnc_turnLightOn = { light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness 0.02; light1 setLightAmbient [0.2,0.2,0.2]; light1 setLightColor [2,2,2.2]; light1 lightAttachObject [m1,[0,+4.7,+1]]; }; fnc_turnLightOff = { deleteVehicle light1; }; onKeyPress = compile preprocessFile "keypressed.sqf"; waituntil {!(IsNull (findDisplay 46))}; (findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"];
flashlight.sqf
if (player getVariable "lightIsOn") then { [] call fnc_turnLightOff; player setVariable ["lightIsOn", false]; } else { [] call fnc_turnLightOn; player setVariable ["lightIsOn", true]; };
keypressed.sqf
private "_handled"; _key = _this select 0; _shift = _this select 1; _handled = false; switch _shift do { case 21 : // pressed Y { nul = [] execVM "flashlight.sqf"; _handled = true; }; }; _handled;
EDIT* @Tajin, that's a nice ticketS, I'm drooling at the possibilities of those being implemented. voted that up
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There's Event Scripts too, like onPlayerKilled.sqf https://community.bistudio.com/wiki/Event_Scripts Remember you would have to define killedCount = 0; in init.sqf first.
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Not too long ago I would have voted "Arma 2", but now, it's Arma 3. The only real bummer for me still is the lack of contemporary content, I still do not like the future scenario, but things are moving on that front. But with the fatigue and weapon inertia and all the new features, I am sold on Arma 3 as a platform.Can I just copy and paste what he said, my feelings exactly! Which is impressive, since A2 is such a beast.
I'll only change the order and add one
Just needs:
- PONDS! (reasons being AiA)
- better medical system
- knockdowns added to damage system
- Contemporary Armies
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You don't need to be a modder to attach sitting units, put something like this in the unit init.
this attachTo [apc, [0.8, -0.1, -0.1] ];
then this code must be run after mission start
unitName switchmove "AidlPsitMstpSnonWnonDnon_ground00";
That's just one move, there's many, just search forum on how to find them
LEA - Loadout Editor for ArmA 3
in ARMA 3 - COMMUNITY MADE UTILITIES
Posted
This too:
for Rahim
"10Rnd_762x51_Mag"
should be
"10Rnd_762x54_Mag"