cosmic10r
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Everything posted by cosmic10r
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show ai name in sidechat [SOLVED: use customChat]
cosmic10r replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice find man! -
show ai name in sidechat [SOLVED: use customChat]
cosmic10r replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahhh... lol... gotcha... Get out the hacksaw ;) -
show ai name in sidechat [SOLVED: use customChat]
cosmic10r replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/name Does that not work? -
;)
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[Release] Heli Support script
cosmic10r replied to lordfrith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking forward to this ! -
1) scripting gives more control of when and where things happen. 2) not sure. I use scripts 3) hopefully this will be easier in coming updates
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khaki finish rusting away... too much?
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Lol... pushing for 50 There are a few in the background too.. Im likely at 60 total but some will be for future mod additions after the initial release etc. With all the mod ones, will likely be over 100 rusty...
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RHS Escalation (AFRF and USAF)
cosmic10r replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks @PuFu I understand what you are trying to say. The last things anyone needs is issues relating to IP rights, so I appreciate the clarification. In my case, it would just be in limited situations where a particular firearm might add some gameplay value and certainly wouldn't be some massive pack where I try to pass it off as my own. If anything was deemed unallowable then I would make whatever adjustments asked to ensure it was "tolerable" ;). Thanks to the team for all you do.- 16577 replies
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- Weapons
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RHS Escalation (AFRF and USAF)
cosmic10r replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I thought it might be a good time to clarify because of the other ACU thread that came up and it was fresh on everyones mind. I see that the list in the Eula currently only contains the ACU but could be updated at any time based on an authors request. I'm sorry if this seems thick of me because I just really want to be clear as I don't want to do something I am not supposed to and irritate people and then ruin it for everyone else. I guess the meat of my question is that if I do a rusted retextured version of an RHS gun using the original texture, I cannot redistribute that in a seperate pbo with only a config and the texture file(s) because I have reverse engineered it from the original RHS files and now I am redistributing it even though I didn't touch a p3d. However this would be permitted for personal use? Appreciate the clarifications!- 16577 replies
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RHS Escalation (AFRF and USAF)
cosmic10r replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So to be clear... And I read the Eula, and it only list the ACU uniform for now... RHS is allowing Weapon Retextures using HS and a seperate config and pbo with the texture files?- 16577 replies
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Well I found a new way to add wear... I'm able to add surface scratches and wear in specific areas in a much more believable way now.. much happier with it notice under the fire selector :)
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Rusted FN 3011 from Toadies latest release
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CAG 416 Road Runner Commerative Edition... Rusty I've been doing a bunch of retextures for Ravage RR. So I put this together as a Special Edition tribute using Hidden Selections. Thanks again RR!
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I always loved all your stuff man.... especially the 6094... you will be missed... Don't forget about us and maybe come back one day... I took a year off but there are some great people on the forums...
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There is likely a mp save from the old persistency version . Read HansZ response above. It should eliminate that as long as you are usng the latest version . Be warned tho. It makes it a single playthrough mission.
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waypoint (Question) Random waypoint that passes player
cosmic10r replied to draoth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there some reason you wouldnt just add a middle waypoint with the waypoint location set as _playerWaypointPos = getpos player; -
latest 2 that i didn't post a picture for and the Spar Eglm done today. up to 34 Rusty Retextures
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Late 2015 - 2016 ------------------------------------------------ Everything seemed fine. The Zeds had stayed in SP and seemed contained. Several tried to get a MP outbreak but it took some time for the infection to mutate and spread. The SP world had been ravaged but those in MP still felt safe... No one had seen anything suspicious on Altis to date... but on that fateful day on that lonely dedicated server... The worst had been confirmed... The outbreak had reached MP. Several urgent missives were sent to HQ and General Haleks responded... The Outbreak would not... no... could not be contained... What will 2018 bring? -------------------------------------------------------
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It's up to 33 guns now... config is 912 lines... I'm going for 50 here so I was wrong... config will be 1700 lines or so if I get to fifty lol
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I think one thing that is a great idea already implemented in the uniform pool is a general class module so items can be inserted into the other classes too. So I'm not sure it thats easier as an extra module or in existing... But if one could essentially push any vest, item, rifle, into the loot pools via the existing system of a line that you can paste classnames into in a module.. Would likely put to bed a lot of the custom questions... even a line for pushing items into wreck loot etc.. In any case, something to think about in the long term...
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I tried it and had them spawning fine off triggers but the behaviour wont init properly for some reason... I tried a few different ways but never seemed to get it and then got sidetracked on other projects.. Ill maybe have a look again at some point... thats a lot of triggers and it would be nice to have it work on dedicated as I would love to add it to ravage escape but am running that mission with as many scripts as possible as I already have a bunch of triggers causing issues in mp.
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- shark
- great white shark
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Production continues at Ravage Heavy Industry Corp.
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Glad it was fun and respawn worked. It is an intentional choice to limit the respawns. Its to give dying some gravity but it may not be right gameplay choice for this mode. Ill think about it. Persistency might work if we could seperate position and gear into seperate settings in the module... something to think about. Ill look at the triggers for the bandit camps and loot crates at the start. Its likely the bandit camp kept getting triggered as its set to repeatable so it likely needs a good delay. Thanks for the reports. As we get this narrowed down Cherno Redux approaches lol...