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Everything posted by inlesco
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Collecting player kills / other info during a campaign?
inlesco posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I fondly remember collecting player kills was standard campaign feature in OFP / OFPR. My Q: is there any built-in functionality to get this going in official / user campaigns in Arma 3? I was searching for something like this, but to no avail. The only thing I found was the leaderboards for trials / races. A simplistic table like this - http://i.imgur.com/zlvii2O.jpg- should be enough for a start. P.S. TBH, sometimes checking out your own stats is a motivator large enough to get you playing a campaign one more time :) ( In Arma 2 / A2CO, there was no such functionality either, but I remember King Nothing, one of the most prolific mission makers, integrated a stats system (covering your teammates, too!) into his awesome campaign, The Forgotten Few. I loved every second of it. ) -
Collecting player kills / other info during a campaign?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What do you mean by "campaign men"? Thought it's a typo, elaborate please :D -
Collecting player kills / other info during a campaign?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm referring to the table drawn outside the campaign (check the OP's screen). Since the vars are out of scope, I assume they're written to file or smth. (Or there's smth I've misunderstood) -
Collecting player kills / other info during a campaign?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, so any idea what kind of a workaround BIS made for this? -
Collecting player kills / other info during a campaign?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the suggestions, guys! How do you access camp. variables outside of a campaign's mission? Is their scope global? Or did BIS simply export all the data to a file and created a dialog with it in the main menu? -
[IceBreakr/IBIS] Isla Abramia for A3
inlesco replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What's so bad about using CUP? Lots of free maps and gigantic library of objects? Great work, Ice! Lovely update, hoping to see some SP / coop campaigns on this heaven of yours :D -
[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Lovely heightmap, lovely sat. textures, lovely detail, lovely & realistic object placement. There's nothing not lovely about this map, dammit! You guys have made it too perfect! :D PvP in the rocky areas divided by roads is going to be an awesome experience! I love the cities surrounded by forests, missed that very much in Stratis / Altis. -
Building positions of " Land_Cargo_Tower_V3_F" are messed up
inlesco replied to R3vo's topic in ARMA 3 - EDEN EDITOR
Any news on this, Larrow? Been looking for a solution myself. -
Great report, Revo! I'd love to see this integrated into Zeus because Zeus is the only way to populate abandoned / artificially destroyed areas with objects. You can't populate buildings your destroy with a script in Eden.
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Does this help with network optimization of complex missions? Any particular examples? I'm sure many would love to hear more ;)
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Nice, just needs 3 main anims: attaching, sliding down and landing. Lots of potential.
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Poolpunks Object Packs - Work in Progress Thread
inlesco replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds great, man! Rusty stuff is perfect to create tension for the player from the visual side of things :) +1 for CUP integration, too! I suggest contact the CUP team, they'll gladly help out. -
Poolpunks Object Packs - Work in Progress Thread
inlesco replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Amazing props! Well done, PP! Love the new addtions, hope you'll make some rusty versions of kindergarten props, so I can finally make a Pripyat kindergarten-esque mission for Arma finally :D -
But all the AI mods have a small to medium impact on overall game's performance and they introduce new problems, too. What BIS wants to do, [i assume] is to integrate new core AI features that seamlessly interact with the current features and have a as min performance impact as possible. That's not easy, especially if you want your codebase to look clean and be maintainable + documented after an implementation of new stuff.
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[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is beyond amazing. I love the realistic looking terrain elevation. BIS' Stratis had it right because of a small cell size. All the small bumps make up for an awesome picture :) -
How to make sirens like in GTA 5?
inlesco replied to dezkit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why don't you really post a video so we can analyze this? -
Where did all the military tents and "hedgehogs" go?
inlesco posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I swear, I couldn't locate military tents and hedgehogs in Eden object listings... Where did they all go? ( Hedgehog img: http://www.build-a-rama.com/images/1_32/hedgehogs/Hedgehogs_32_O.jpg ) Those are one of the most important for immersive environments and they're simply not present. Sad we have to rely on mods to get common-sense-in-military-game objects as this. -
Em, I think a seamless scripting workflow with automatic recompile on each file save would improve even BIS developers' productivity, not to mention the happiness of the community ;)
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How about a dialog that asks you a couple of severely important questions on the first launch? Like, what are you gonna focus (mission making, playing SP/MP, modding, etc.) and then directs a to the best currently available workflows for your selected answer(s). Fe., a workflow for scripting. Clearly, OP author would find a walkthrough of the most effective methods in scripting your mission useful. You just need to integrate it seamlessly into the base game, just like any decent tutorial.
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[Suggestion] Display msg if now player was place and preview is pressed
inlesco replied to R3vo's topic in ARMA 3 - EDEN EDITOR
Agreed. Making all the start buttons inactive without a playable / player entity set would be the best option :) But it'd be nice to be able to spawn yourself as the 'Splendid Camera', etc. -
Where did all the military tents and "hedgehogs" go?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hard to believe that out of all the misc objects available in A3 (some of them pretty useless, tbh), BIS couldn't add proper military tents and hedgehogs, an essential element of almost any battlefield. :) Perhaps Tanoa will solve this. -
Where did all the military tents and "hedgehogs" go?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep, CUP adds all those missing. I was talking about the vanilla A3 :) -
Post all your Eden / non-Eden bugs / issues / wishes to FT and link them here because keeping up with a thread for bugs is a PITA for the devs.
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Extremely long preview times in the 3d editor
inlesco replied to bertram's topic in ARMA 3 - EDEN EDITOR
Post your specs, mods running, game version, etc. -
Where did all the military tents and "hedgehogs" go?
inlesco replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1.56, Stable, addon list and search query result for 'hedgehog' screens: http://imgur.com/a/f1BmP What's your setup?