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PlacidPaul

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Everything posted by PlacidPaul

  1. This is a new module in the effects category. Doesn't seem that this module can be synced, so is there a way to create it on a position?
  2. PlacidPaul

    502 Bad Gateway

    I'm getting a 502 Bad Gateway from bistudio.com , Arma3 ingame sitrep box (along with no servers available), the banner above on this very page. Is anyone else getting this? My ISP claims ignorance. I've read it can be either party BI or my ISP, even if others seem to not have a problem. Please help, I need BI goodness. Thanks
  3. PlacidPaul

    LEA - Loadout Editor for ArmA 3

    Thanks, saved me some time, recently noticed they weren't loading. This too: for Rahim "10Rnd_762x51_Mag" should be "10Rnd_762x54_Mag"
  4. Yep, the .61 minedetector.sqf works with BTC. Thanks
  5. 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.
  6. I remember this, thanks for reminding me. The thought of never seeing the A2 browser felt so good at the time. 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.
  7. 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:MDCCLXXVI great post, well said.
  8. PlacidPaul

    [SP] Pilgrimage

    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:
  9. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    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? 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.
  10. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    Look above, it says "DLC, hefty price for 2 choppers". That didn't even take a few. Pro tip: read thread title.
  11. 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.
  12. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    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.
  13. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    1. Sling loading 2. Firing from vehicles 3. Advanced FDM 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:
  14. 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.
  15. 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. :(
  16. 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. I was just thinking about looking into this, great work St. Jimmy. 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.
  17. 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 ---------- 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.
  18. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    sorry, but what? where? lol
  19. I use LEA for mission editing, its just dam fast. http://www.armaholic.com/page.php?id=23852
  20. PlacidPaul

    Static UAV Terminal

    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.:)
  21. PlacidPaul

    13€ DLC, hefty price for 2 choppers

    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. :)
  22. 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.
  23. 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?
  24. 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
  25. PlacidPaul

    trigger condition help...

    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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