sturmfalkerda
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Everything posted by sturmfalkerda
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[SP]Dynamic Universal War System (DUWS alpha0.1)
sturmfalkerda replied to kibot's topic in ARMA 3 - USER MISSIONS
Double Post, is there a reason after editing the mission it will cause the game to crash loading it from the main menu or on creating a server under multiplayer? I edited ammo crate, added a support, defined something in desc. Heres the edit oh! ouch! lol forgot to change something. I will let you know if it stops crashing.... Got any ideas though? case 12: { if (commandpointsblu1 >= 8) then { if (!support_personalizer_available) then { commandpointsblu1 = commandpointsblu1 - 8; ctrlSetText [1000, format["%1",commandpointsblu1]]; hq_blu1 addaction ["<t color='#11ffff'>Personalizer</t>","InventorySystem\createInventoryDialog.sqf", "", 0, true, true, "", "_this == player"]; lbSetColor [2103, 5, [0, 1, 0, 1]]; support_personalizer_available = true; publicVariable "support_armory_available"; ["armory",["Personalizer Unlocked","Access the Personalizer at the HQ and at the dropped supply crates"]] call bis_fnc_showNotification; } else { hint "This support is already available"; }; } else { hint "Not enough command points"; }; }; };] -
Nice! I bet its very optimized right now?
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Fire-Fight Improvement System
sturmfalkerda replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this mess with Flight AI at all? I notice my guy will not land.... lol -
[SP]Dynamic Universal War System (DUWS alpha0.1)
sturmfalkerda replied to kibot's topic in ARMA 3 - USER MISSIONS
Nice job! I am so glad you gave us the source for the missions, I can easily plug in any home made script I want for my server now. -
lol, at this point I dont think its worth it to remove a mod to have functional AI Helis. I will let you know what it is though! Love this mod.
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This is strange, shouldnt FFIS overlap some features? They both handle combat differently. I have a feeling its simply one of the mods using Combat Mode on a heli.
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Will this conflict with Fire Fight Improvment System? and would either cause wierd flying problems? I cant seem to get my pilots to fly where I want them too now.... lol http://forums.bistudio.com/showthread.php?161738-Fire-Fight-Improvement-System
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WW AIMenu (complimentary commands)
sturmfalkerda replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, I need to either combine them or use a launcher, I use a basic command line launcher for Arma 3. The problem was really dumb on my part, I had spaces in the names. LOL! Heres a picture with the Command Interface Improvement Mod. It looks great! -
[SP]Dynamic Universal War System (DUWS alpha0.1)
sturmfalkerda replied to kibot's topic in ARMA 3 - USER MISSIONS
Best! Mission! EEEVEEER!! -
WW AIMenu (complimentary commands)
sturmfalkerda replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
**EDIT** Sorry about that! I had spaces in my mod names LOL! -
WW AIMenu (complimentary commands)
sturmfalkerda replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, changed it to T. Nothings coming up! -
WW AIMenu (complimentary commands)
sturmfalkerda replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does the work with Improved Command Interface? It seems as though my keybind isnt working.... Maybe its just my numpad? lol -
Modular Construction Mod by NerdMod
sturmfalkerda replied to nerdmod's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Woah! Nice! Was looking for something like this, what map is that btw? I would love that....- 157 replies
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Hidden Identity Pack v1.
sturmfalkerda replied to Cunico's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Holy waffle! Nice job man, looking forward to these! -
TPW FALL: realistic infantry falling system
sturmfalkerda replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think the delay is most likely process time, on my mission when you first start out it is super quick but later as it starts lagging do to ragdolls and stuff it gets a bit slow and delayed. and lol Predator. I think you have discovered a breakdance bug. -
SetTask on a vehicle and fail when destroyed?
sturmfalkerda posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I had a wavemode design in mind, basically a marker updates it's position on a vehicle so the enemies will waypoint to the vehicle, and hopefully shoot it.... I think I have that in the bag, but how do I use SetTask stuff in multiplayer? I want to avoid the modules because I hear they cause problems.... Basically, I want a SetTask on the vehicle so you know where it is, with the task to defend it, and it fails when the vehicle is destroyed.... I only have a slight clue as to how this is going to be done, lol. As a bonus would it be possible to alert you when the vehicle is being hit? or maybe even a percentage of health left? Hopefully this is not a duplicate topic! Thanks! Found this, will this work for multiplayer? I am not TOO worried about JIPs.... The gamemode will be pretty short lol.... See the quoted post. http://www.armaholic.com/forums.php?m=posts&p=138585 And is this a safe way to make a marker on the vehicle? I don't know if it will execute for all players and cause extreme overkill loop updates.... Thanks again! MoveMarker.sqf _marker = _this select 0; _vehicle = _this select 1; while {alive _vehicle} do { _marker setmarkerpos getpos _vehicle; sleep 3; }; deletemarker _marker; Init Line nul = ["shilkamarker", this] execVM "movemarker.sqf" -
Hidden Identity Pack v1.
sturmfalkerda replied to Cunico's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe a sterotypical Ghost Recon Online Skull mask skin too? -
Enemy occupation system (eos)
sturmfalkerda replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, if I attach the marker to the player somehow will the EOS Script work fine? I want to have them go to a vehicle, and hopefully the ai will shoot at it. LOL. -
Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
sturmfalkerda replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Woah, nice job lol! -
Hidden Identity Pack v1.
sturmfalkerda replied to Cunico's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice, can't wait for the next update! -
Enemy occupation system (eos)
sturmfalkerda replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Woah, what the heck did you change? I notice a 0 from a 1, but it worked! AAAND the AI killed me very quickly.... Thanks so much! http://www.twitch.tv/sturmfalkerda/b/432497075 -
Enemy occupation system (eos)
sturmfalkerda replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Name BastionTrigger Type None Activation Radio Alpha Once Present Condition This On Act null = ["OpForPatrol1",[1,5,120],[250,0,2]] execVM "EOS\eos_Bastion.sqf"; On Dea Now, the OpForPatrol1 Trigger, is.... A 200 by 200 Rectangle with solid and default color... I also have a circle I could try.... hmm? Also had an amazing idea, would it be possible for me to have a script that puts the marker and moves it with the squad leader? will it mess up EOS? BTW, I have no normal EOS zones right now besides bastion, do I need one? LOL -
Enemy occupation system (eos)
sturmfalkerda replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
says SM On Land.... then flashes a message too quickly, and goes to another SM On Land, LOL... something about a server? -
Enemy occupation system (eos)
sturmfalkerda replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also getting the zero divisor thing, all I did was create a marker on the map over a town, and execute it with a trigger.... it turns orange, but there's no enemies? how would I do this if I independent faction (Private Military Mod) and I want OpFor to attack me? (Or even show up LOL) Bastion Script Alright, it's number 2, got that. Still, why are there no enemies? -
TPW FALL: realistic infantry falling system
sturmfalkerda replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Woah, nice job with the update man, everything is so much more smooth now! The animations trigger at the right times, it's amazing! lol.