naizarak
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Everything posted by naizarak
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sounds like your items aren't being replicated https://community.bistudio.com/wiki/Arma_Reforger:Multiplayer_Scripting
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
naizarak replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
the arma3battleye.exe automatically selects the arma3 executable appropriate for your system. to control it manually you can add the following params 2 1 0 -exe arma3.exe or 2 1 0 -exe arma3_x64.exe -
CBA - Community Base Addons - ARMA 3
naizarak replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
may i suggest not using pws? most groups transitioned away from it years ago -
Community Upgrade Project - CUP_Terrains
naizarak replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i thought it was going to be completely modular? -
X-Cam 1.0 for Arma 3 released
naizarak replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
private ["_obj","_dat","_cString","_adString"]; [b]toDelete = [];[/b] _obj = objNull;_dat = [];_adString = "CAN_COLLIDE"; _cString = {_obj = createVehicle [(_dat select 0), call compile (_dat select 1), [], 0, _adString]; [b]toDelete pushBack _obj;[/b] if((_dat select 4) == 0) then {_obj enableSimulation false};_obj setdir (_dat select 2);if((_dat select 3) == -100) then {_obj setposATL (call compile (_dat select 1))} else {_obj setposASL [((call compile (_dat select 1)) select 0),((call compile (_dat select 1)) select 1),(_dat select 3)]};if((_dat select 5) == 0) then {_obj setVectorUp [0,0,1]} else {_obj setVectorUp (surfacenormal (getPosATL _obj))};if(count (_dat select 6) > 0) then {{call _x} foreach (_dat select 6)}}; _dat = ["UralWreck","[1870.203125,5703.727051,0]",132.314,-100,1,0,[]];call _cString; _dat = ["Land_GarbageContainer_closed_F","[1868.182495,5696.157715,0]",303.49,-100,1,0,[]];call _cString; _dat = ["Land_cargo_addon01_V1_F","[1868.182495,5696.157715,0]",303.49,-100,1,0,[]];call _cString; _dat = ["Land_Tyres_F","[1871.369019,5702.731934,1.77752]",48.49,-100,1,0,[]];call _cString; _dat = ["Land_Garbage_line_F","[1868.481079,5695.0405273,0]",48.49,-100,1,0,[]];call _cString; _dat = ["Land_Garbage_square3_F","[1868.481079,5695.0405273,0]",48.49,-100,1,0,[]];call _cString; _dat = ["Land_Tyre_F","[1867.447021,5703.179688,0]",48.49,-100,1,0,[]];call _cString; _dat = ["Land_Tyre_F","[1868.509766,5702.548828,0]",48.49,-100,1,0,[]];call _cString; _dat = ["Land_BarGate_F","[1883.146851,5698.54541,0]",103.49,-100,1,0,[]];call _cString; _dat = ["Land_Table_EP1","[1864.0161133,5694.772461,0]",142.996,-100,1,0,[]];call _cString; _dat = ["FloorMop","[1863.653564,5695.608398,0]",142.996,-100,1,0,[]];call _cString; _dat = ["SmallTV","[1864.343018,5694.71582,0.875487]",258.854,-100,1,0,[]];call _cString; _dat = ["EvMoney","[1864.0554199,5694.316406,0.845836]",258.854,-100,1,0,[]];call _cString; sleep 0.5; hint "Prefab loaded"; then when you have to get rid of them: { deleteVehicle _x } forEach toDelete; -
X-Cam 1.0 for Arma 3 released
naizarak replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just add each object to an array and then iterate with deleteVehicle -
ACE3 - A collaborative merger between AGM, CSE, and ACE
naizarak replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i've noticed this too. my character will even hop out of heli/plane crashes nearly unscathed. might have something to do with the disable instant-death option. with headless client AI will also jump out of destroyed vehicles nearly unharmed -
Santa Catalina Island, USA: Terrain
naizarak replied to gotdead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i hope there's bison ;) -
is the new JIP queue feature significantly faster than BIS_fnc_MP's old persistence option?
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CBA - Community Base Addons - ARMA 3
naizarak replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
does xeh work with user interface event handlers? -
Dedicated Client / Headless Client feedback (dev branch)
naizarak replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I've had a similar problem on my server with HC, except mine refers to some random truck config but otherwise they're identical in structure. -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
naizarak replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
run arma3battleye.exe with params of "2 1" or arma3launcher.exe with params of "-noLauncher -useBE" -
it happens if you remove then add the same uniform to a player in rapid sequence. the bug was supposedly fixed but you should still avoid it put this simple workaround in your gear script if (uniform unit != "uniform_you_want_to_add") then { removeUniform unit; unit forceAddUniform "uniform_you_want_to_add"; };
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ACE3 - A collaborative merger between AGM, CSE, and ACE
naizarak replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
basic revive enabled makes them invulnerable -
ACE3 - A collaborative merger between AGM, CSE, and ACE
naizarak replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
can anybody explain to me how the different bandage types are supposed to work in advanced medical? the medical system features-page says that each bandage is best suited for specific types of wounds, and that using a wrong bandage may increase the chance of re-opening. is that all there is to it? also from my short testing, i was able to completely close all wounds, regardless of size, using any bandage type. the injuries tab would then list all the wounds in the "head" section, even if the unit sustained injuries to other body parts -
Dedicated servers benchmarks
naizarak replied to El Tyranos's topic in ARMA 3 - SERVERS & ADMINISTRATION
yeah those are old and slow. i see you're in france, you should look at online.net. they have very low prices on decent systems. from their options the e2-1230v3 is best for arma -
X-Cam 1.0 for Arma 3 released
naizarak replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
enablesimulationglobal should be run server only. i actually run all the exported object commands server only, none of them need to be run on clients -
RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
don't get confused, there's nothing wrong with using 1 mod alongside another one. that's how everyone use rhs. robowilso was saying it's not allowed to actually extract individual rhs assets and inject them into another mod, so basically stealing.- 16577 replies
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RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you can use the virtual arsenal to get classnames, or dig through config files- 16577 replies
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RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i reported this on the feedback tracker a while ago. the iron sights on aks in particular are way too small- 16577 replies
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X-Cam 1.0 for Arma 3 released
naizarak replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that addon must also be installed on all players to work might as well just use xcam -
X-Cam 1.0 for Arma 3 released
naizarak replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe the "E" key does that Does anybody have a problem with the "Y" key not working(lock object in y axis). The "X" key function works fine though. -
RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes a lot of nato assets have cosmetic resemblance to the modern israeli military but it's definitely not accurate in its portrayal of those respective weapons systems. actually in some ways they probably made their job harder because the future setting exacerbated the poor depth of the game's simulation in many areas, particularly vehicles, which you'd expect to have evolved far beyond the basic point-and-shoot mechanics of a3 by 2035. i'm reminded of this every time i see the completely non-functional trophy system on the merkava, which they abandoned because it was too difficult to model, among many other things. IMO they should've adopted a late cold-war setting, it would've been a more natural fit for the current capabilities of the game, and more importantly made the community happy- 16577 replies
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RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah that's the general opinion in the community, but there's several reasons why devs go with the future route a)it frees them from licensing/copyright restrictions when making content b)it gives them significantly greater creative freedom when they're not bound to simply recreating existing weapons, makes the job much less tedious c)saves them from fanboy criticism when tank x isn't capable of killing tank y in game even though a bunch of obscure sources say it would happen in RL- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
naizarak replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
my hope is for a menu toggle option so it doesn't close after every selection. also would be nice if the options text was more visible, either through higher contrast or larger font. finding what you need is too difficult among the cluster of a thousand options. the new system is definitely a step forward but also needs further refinement