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killshot

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Everything posted by killshot

  1. I recommend the torrent-download. I downloaded with ~3mb/s and there are ~25 seeders at present. Will F.A.T.A. and Isola Di Capraia find their way into the Terrain Pack too? Or maybe someone already tested these maps with this mod and may share experience?
  2. killshot

    Arma3 - AGGRESSORS

    Here is some kind of confirmation by Robalo. I don't know if Ohally will take care of the accuracy issue in his final update, since he's understandably pi**ed, but I do hope so. Are these weapons made by massi? Because I have quiet the feeling, that there is the same issue with the NATO SF and Russian Spetsnaz WEAPONS for A3. I don't have the slightest idea about modding etc. but I've taken a quick look in the NATO SF config and there are similar "bad" values if I'm not mistaken.
  3. killshot

    ASR AI 3

    Thanks for pointing this out and your explanation.
  4. killshot

    ASR AI 3

    Robalo are you using CAF Agressors? Unfortunately I do have the same problem as Sixt (on page 12). Without any AI mods activated, shooting from a distance of barely 50m make them hit me ~2 out of 30 times, with Alive AI Skills - customised to high values - they do hit relatively often, but with ASR they won't even hit me when I'm kissing their muzzle :(
  5. killshot

    Favorite conflict setting poll

    Maybe something like the Second Kongo War "Great War Of Africa" or the First Ivorian Civil War does sound very interesting too and it has interesting conflict parties. I would pick a scenario, that hasn't been thematized ten times before.
  6. I guess it took me at least 2 hours to read the whole thread, but it was some kind of fun to see you progress :) The whole concept and the youtube clips look very promising, I will play around with it a little later in the editor, also take a look at ASR, cause it's in our clan's modpack, but I haven't tested it yet. Thanks a lot for your inexhaustible work and I wish you the very best for your upcoming surgery!
  7. Yes, I was refering to the name that is shown in the conversation window itself of course :cheers:
  8. I tested it with a second guy on a dedicated server today and it worked perfectly just like in the editor. Awesome! :) I've taken a look at the Splendid Camera too and will try to make some avatars later, thanks for the info. And for everyone, who wants the conversation partners to have specific names (faces,speakers,pitch), I just read, that it's not necessary anymore to use the setIdentity command (AI's init) + class cfgIdentities (description.ext), but instead just use setFace - setName - setSpeaker etc. in the AI's init. kylania posted a list ( click ) with every possible value. Unfortunately the list is quite limited.
  9. No, I meant exactly what you explained below, if I had thought twice before asking, I wouldn't have to bother you with it, because I read the "class pizzaopener"-line before (but deleted it) haha sorry. But thanks for the detailed explanation, also with the custom code execution! This script is promising a lot of fun, breathing a little bit more life in some AIs :) Could you give a little hint on how to make a good avatar, and did you just cut the size (809*599) visceral or on purpose? I think I will have to use FRAPS, since it's the only software I own for screenshots, which one did you use? But first it's business before pleasure again :( already late ^^
  10. I'm just about to learn about your script and wrote a little conversation myself to test it out on a dedicated server, hopefully later this day :) It's just a great piece of work and really useful! Thanks a lot for sharing! I go all the way with the "Full multiple choice conversations with multiple layers" it's just awesome. A nice addition to me is to use the setIdentity command to give the conversation partner a specific name, that shows up when your dialogue window opens (above the IP_ConvSpecial variable). The "conversation log" is a really nice gimmick too ;) And I'm definetely looking forward to play a little bit around with the custom code execution. It does give the possibility to set a variable's status e.g. to success a task after the conversation, doesn't it? I would also like to see, what British89 accomplished or the guy you mentioned, who made it clan/mp-compatible. And I have a question too: How to add another possible conversation partner to the script? my init.sqf contact1 setVariable ["IP_Avatar", "conv\img\buddyAvatar.jpg"]; contact1 setVariable ["IP_ConvSpecial", "contact1"]; [contact1, "opener"] call IP_fnc_addConversation; contact2 setVariable ["IP_Avatar", "conv\img\buddyAvatar.jpg"]; contact2 setVariable ["IP_ConvSpecial", "contact2"]; [contact2, "opener"] call IP_fnc_addConversation; But that of course would make them share the same "opener" etc. How to integrate a different conversation for contact2 into the missionConversations.hpp? Thanks and I'm looking forward for your updates on this
  11. killshot

    Arma3 - AGGRESSORS

    I've made the exact same experience and went curious about it too and I don't think it's some kind of a wanted feature to have them empty their magazines with the accuracy of a penalty shooting Ramos. My (quiet random) guess is, that AI skill isn't that involved in the issue, but the weapons the unit's have assigned. If you make a CSAT unit and a CAF unit switch weapons removeAllWeapons this; this addMagazine "CAF_30RND_545x39_AK"; this addWeapon "CAF_AK74"; removeAllWeapons this; this addMagazine "30Rnd_65x39_caseless_mag"; this addWeapon "arifle_MXM_F"; the CAF unit suddenly does have the better accuracy or am I wrong? Furthermore I think to notice, that proning AIs are way more inaccurate (hitting the ground right in front of them) than kneeing or standing ones and since shooting AIs will change their position to prone, plus the fact they have shitty guns, may be the problem!? I don't know about the origin of the weapons CAF is using, are these converted A2 weapons? If so it would be a bless to equip them with A3 AKs, PKMs, SVDs, etc. I don't ask for xraying sharpshooting funkillers, but a little bit more accuracy would be nice, because I don't want to fight against these futuristic outter space CSAT units :)
  12. Is there a workaround for the error message "Cannot open object ca\wheeled\hmmwv_wrecked.p3d" for the A3 version? Like converting the HMMWV wreck to A3 and save it in the F.A.T.A. folder, then adjust the location path? Or if not possible, delete the car wrecks from the terrain? Edit: Ok, that issue is fixed by .kju's AiA TP (Patch 08-24) :)
  13. I noticed a little something lol When you click on "Launcher Options" and press the "Select"-button (Arma III Executable Location) and then click "Abort" the location will be deleted. No big deal, but would be more comfortable if it stays ;) Thanks for the great software, like it alot!
  14. killshot

    Isla Duala for Arma 3 (WIP)

    I feel you... I'm just not into this futuristic content and the islands BI gave to us, but I do believe in the community work (fixing Problemia Interactive since 2001 :D)! Fortunately there are so many capable people in it! The first months I had absolutely no joy playing A3, but the fun comes back step by step, addon by addon :) Hopefully the spark will jump over to you too and set fire to your motivation, cause I love your work! :p Do you eventually plan to bring your "Molatian Army" back? Those were my favorite enemy units by far, watching them patroulling through grass and wheatfields in their badass camouflage. Priceless :) Regards!
  15. killshot

    Bornholm, Denmark [Terrain WIP]

    Just saw it a few minutes ago for the first time and instantly subbed. Again, a terrain way too beautiful for war, but therefore a piece of land to die for :) So glad, that there will be lovely made maps (like A2's F.A.T.A, Capraia, Isla Duala, etc.) for A3 too. Thanks a lot!
  16. Hey Alduric, are you still working on the project? There's a minor issue regarding F.A.T.A. - you get the error message "Cannot open object ca\wheeled\hmmwv_wrecked.p3d" in the editor's preview. Maybe the HMMWV wreck can get imported to the F.A.T.A. folder or be deleted from the map? They looked very atmospheric though ;) And are there any plans to import Isola Di Capraia? BI Forums Armaholic F.A.T.A. and Isola Di Capraia are easy top five maps in my humble opinion. Anyway thanks for the work!
  17. Sounds delicious! Thanks for your work, I just downloaded it ;)
  18. Write in your init.sqf skipped = false; publicVariable "skipped"; and in your skipTime.sqf skipped = true; publicVariable "skipped"; Place a trigger and write in the Condition-field skipped and let the task finish in the OnActivation-field.
  19. If you are using the objects of the section "Intel" - the interactive evidences (Documents,Secret Documents,Photo) - then you just have to name the objects, e.g. intel1 and intel2. Place a trigger with condition !alive intel1 && !alive intel2 and let the task succeed on activation.
  20. I was using your A2 Framework and am using the A3 one too every now and then and just wanted to give you a big thanks for your awesome work and help!
  21. killshot

    Compass + Watch Enlarger

    Appreciate it, but what about the map compass? Is there a way to get it larger too?
  22. Found a very special issue today. If you name your ammobox "Items" TFR won't work and give out a script error! Was a little bit hard to figgure out, why it wasn't working... ^^
  23. killshot

    [WIP] Cupcake's Medical System

    I was wondering about the possibility of dying. Is it impossible to die, using CMS? Or is there a parameter like 'ACE's life time' so you will respawn (if enabled) after e.g. 600 seconds of unconsciousness? I looked in the cupmed_init.sqf but wasn't able to find something like this.
  24. Yes, that's exactly the error message I get. I downloaded v.0.1.2b again today and reinstalled it like you told me, but that didn't fix it. Regards
  25. I first got it when I joined our clan server. There's a mission uploaded using your XMedSys. The error message shows up when the mission is loading (after the lobby). I created an empty map in the editor and selected modules (F7). As soon as I select the xMed-Module from the list the error message shows up. 'No entry 'config.bin/CfgVehicles/x39_MedSys_Module_BasicModule/Arguments/DialogOptions-EnableHealthView/values/opt_true.default'
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