lukio
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18 GoodAbout lukio
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Sergeant
core_pfieldgroups_3
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Interests
Gaming, Fishing, Biking
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Consultant
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Male
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Location
Germany
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TheLukio
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http://steamcommunity.com/id/Lukio
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Underwater/Swimming - Interact / Inventory / Firing weapon
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[Release] Virtual Arsenal Shop System
lukio replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just a heads up, from the current release on GitHub there seems to be some kind of mod dependency when opening the mission in 3DEN. After dismissing the message the demo mission no longer works. Is this mod necessary to run VASS? Because we currently do not use that in our group. Edit: I've installed the mod but the demo mission does not seem to work, even re-downloaded. 1 VR dude, 1 Pilot and an empty ammo crate. None have variable names or init. What is up? -
[WIP] ArmA IFTTT (IF This Then That) Integration
lukio replied to muppet1856's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Out of curiosity - it's been a while - have you achieved the integrations you intended? -
Ok thank you for the detailed answer - I suspected it's intended - it's not a huge issue, just need to evaluate how much work it is to change. 🕵️♂️
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Hey you've helped me quite a bit and I'm constantly learning more and adding small things to the mission. Recently I've been trying to add the virtual supply module and it works dropping the BTC arsenal by first initialising ACE arsenal and then calling "[_this, btc_p_arsenal_Type, btc_p_arsenal_Restrict, btc_custom_arsenal] call btc_arsenal_fnc_data;" One thing I've noticed thoughw hen testing on dedicated is that the virtually spawned vehicle will somehow not get deleted after dropping the crate. Instead it will land to the nearest base / airport and from then on be treated like any other vehicle that is in the btc_vehicles array. Is there any way to exclude the vehicle being put into this array- or have it deleted when players are x meters away? I was looking at the fnc/veh/add.sqf but I'm not sure setting the variable "btc_dont_delete" to false will work, as the vehicle is not dead when it lands.
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
lukio replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wasn't aware it adds new content. Cheers. We have plenty of client side mods that don't cause any issues (like different crosshair or lighting) so I was just surprised this one adds a dependency.- 72 replies
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Yes this corrected it for the issue mentioned, now both params btc_p_civ & btc_p_civ_veh are set to 0. yet we still sometimes have a "suicide bomber" rabbit shouting "Alluha-Akbar" and blowing everyone up from time to time. It's good for laughs, I must admit 🤣
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Hey there we've recently updated to 1.23.1 and everything is good so far. One thing we've noticed is that from time to time running on dedicated there seems to be a problem with the local vermin. Very occasionally - about 1% of the time, some side missions appear with a rabbit as "Person". This was observed with the nautical rescue/medical emergency mission and the free hostage objective. IDK what is going on here, I can only tell you that non of these side missions were changed on our behalf. We only modified vehicle spawning and the safety perimeter. Example of what is going on. It seems to be restricted to side missions where a civilian is involved. https://imgur.com/a/xeI9bIU It's not a huge issue, we can easily load up a new side mission but perhaps it's something to look into. 😉 Edit: Killing off the rabbit will make the mission fail as if it failed normally. A new side objective is generated afterwards.
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
lukio replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Gunter thanks, yes I'm aware of that issue been making misisons since A2- to my best knowledge this mod does not add any content.-- unless I've missed something? It's a client side mod and that's how we use it in our mod set. We only run the key on the server.- 72 replies
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
lukio replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey I'm just curious - why this mod adds a mission dependency? I always thought this was a client only mod as there are no objects or modules etc. Whenever I have the mod loaded it adds an L_ES_ES dependency. It's not a big issue to deal with the new way that the editor allows loading up missions with missing mods but I'm wondering how/why it does that in the first place. Example: https://imgur.com/38sR4zL- 72 replies
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Yes, the vehicles are in the btc_vehicles layer and also the newly respawned vehicles from a wreck appear in the btc_vehicles array, which is all working as intended. I'm just wondering at which point the game gives the vehicle the new varname so I can use it to call the script to add the eventHandlers. I'll probably have to filter by type or classname I guess.
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From what I see and understand vehicles placed and given var names do not persist if they were wrecked and then respawned i.le they get a generic "BIS_xy_12345" varname. I have two types of vehicles where I'd like to set an eventHandler, where would be the best place to "inject" this? I'm guessing I'd have to call it from somewhere?
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Towards the "AI can't see through the grass" holy grail
lukio replied to Raining6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok maybe it was a mod or something but I can regularly disengage with a full fireteam, pull or peel back then move about 50m while the AI will continue engaging our prior position and then attack from a newer position or flank them. They also don't immediately spot us when we've done that, peeling left / right and then re-engaging is something we do regularly and with success. I don't get the "The grass is not short, it completely blocks the line of sight" statement - it doesn't block line of sight? Like there is tall grass (we call it elephant grass - on Altis) that blocks line of sight and provides concealment, the short grass does not. Probably why most units turn off grass all together, because it's just decorative. Your videos (and mod/script work) definitely are interesting for those that want to use the grass as concealment - like in that old CoD mission where you crawl around. -
Zeus Mission Generator 2.0 (AI Mission Generator)
lukio replied to bijx's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Just stumbled over this and it's pretty dope. I usually made mostly missions for 20-40 players but atm numbers are down and some of the stuff that it spewed out was pretty good as inspiration. Thank you!- 2 replies
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DEFORMER - terrain height map editing in 3DEN
lukio replied to Greenfist's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I may be a bit daft but what does exactly mean? I tried running a mission after deforming the terrain and saving and when I loaded the mission, the deformations were not visible. Any more. Deformer does not seem to create a dependency which is great, but it also does not seem to save the changes in the mission? Or maybe I am misunderstanding what it means.