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schlonz75

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Everything posted by schlonz75

  1. Awesome, mate, you're really an update-machine ;)
  2. Hi Shay, first of all I must give you a big thank you and kudos for your excellent work. This tool is big fun :) Just one thing: I can brush objects like units or vehicles from the map and they disappear in the 3D editor, but the marker (for example "IED1") stays on the small map in the MCC interface (I can add a picture later this day if needed for further explanation), so therefor I support this request: I think this would help also in case I want to change things I already setup: again my example IED with ambush, when you mistakenly put the direction of the ambush completely wrong due to stupidity :P (But maybe there is already a way to solve that and I just didnt find it so far) Thanks so much!
  3. schlonz75

    Boehmia, be reasonable, and honest.

    Please, where exactly did he confirm that steam is giving refunds? I'm really curious, because I may have missed such a quote. If so, please show me that quote, thanks in advance. I think only Steam/Valve can decide if it's adequate to refund anyone. And I think they will decide from case to case. AND I think in this case they won't refund, which is my personal opinion.
  4. schlonz75

    WW AIMenu (complimentary commands)

    Thanks for confirming my assumption :) Now I only need the proper grouping settings so that the heli doesn't accompany me all the time right above me ;) I get the clue, otherwise I ask in the editing forum. Thanks again, for this nice addon.
  5. schlonz75

    Bad FPS in Full Release

    Well, I didn't prove, but my 4 cores were all at about 60-70%, no chilling cores for me with core No.1 sometimes slightly higher but not very significant. Seems there are huge differences from rig to rig (which isn't a rare phenomenon at all anyway).
  6. Maybe not repainted/reskinned copies, but just an example. Choose for yourself which of these nation(s) aimed this gun at US soldiers at least once in the past 50 years. So imho...
  7. schlonz75

    Showcase Review

    I think they called them showcase to show the technical possibilities of the engine, the lighting etc. I don't think they invested very much time and brain in designing logical and credible missions and I don't think they ever stated they did... I admit that even the showcases weren't always done very properly, but imho they weren't that catastrophe a few people here see in them. Sure, I agree that they obviously paid too much attention to them instead of fixing, tweaking more urgent issues, but always start a new rant about showcases not being these great immersive, logical, diverse mission you expected won't change them. Maybe you should live with them as they are... The campaign will be better, I am optimistic about that. And if this won't be the case then, even then the world won't crumble (at least for the most here, I assume) Seriously, so much negative thinking would make me depressive... try to relax a bit :cool: It's healthier...
  8. schlonz75

    Printed copy of Arma3 tactical guide ?

    Read carefully ;)
  9. I can recommend this performance guide. It really helped me a lot to tweak my settings with a much lower system than yours is to get an average 28 fps on Altis with Arma3Mark. It's worth a try in any case.
  10. Maybe they meant this (probably awesome) work
  11. Seriously, do you think, you will feel better after you crossposted your boring mantra in every new thread that's made today? 2200 hours of ArmA2 obviously weren't worth a single post but the release of "Island Vacation Simulators" makes you post 21 (mostly repetitive)rants within 12 hours. Well then, happy posting... @ King: In fact i'm curious about that as well and I also hope its not about Steam Trading Cards.
  12. I assume that you are part of one of these mod teams, considering that you exactly know this fact.
  13. schlonz75

    WW AIMenu (complimentary commands)

    Hi all. At first, thanks WW for this awesome mod :) But please help me, because i might be too stupid. How exactly do I get a Heli to land on the spot i designated? I have put a flying heli on the map as well as my small team. The clear building command works great, but the heli stays in his position (i can see him hover because i put it in view range to my position for testing purposes). When i group it to me its automatically flying right above me.
  14. schlonz75

    JSRS2.0 WIP Thread

    Hey LJ, I'm very happy to see your awesome work from ArmA 2 being continued for ArmA 3. It's a complete new experience for me :) As Brain already stated, if you ever come to the Hamburg area, I'd be happy to invite you to the second drink then ;)
  15. Nice landing :P I reached 322 so far...
  16. Being aware that I have about 850 post less than you, however, I beg you not to think that you know my opinion... but anyway: I think this "omg it's the new arma" feeling is missing because you, me and many many other people have been playing around with the alpha and later the beta so far and we get used to "new" stuff so quick that this most recent staging of content isn't that much that all (many, some, a few) of us have expected. If you'd preordered this in March and would get the first personal sight on it next Thursday, I think many of us would have exactly that feeling, at least for the first few months, weeks, days, hours (depends on your expectations) But now it's a bit like getting one of your x-mas gifts in mid november and on x-mas eve one may think "oohhh, you're telling me that's all I get???"... be assured, I feel similar about that. In parts of your critic you are certainly right. The current amount of content is quite thin as others pointed out as well. Especially when talking about vehicles. I wouldn't say they are C/P stuff, but it indeed seems a bit similar on all faction sides and surely I don't like this, too. Only one manned jet isn't very much, true etc. But for me the Pros in ArmA 3 are much bigger as the Cons. I like this game so far, I like Altis, which is more or less running like a charm for me with my medium gpu and cpu. I like most of the new animations, which look much more fluid like in ArmA 2. The good thing (the main reason) why I came to ArmA at all is this great modding community which gave me so many hours of SP gaming fun, that I can live with the game in this state it is now, considering just having paid about 20 Euros and not 50-60 like for other titles. Also for me the possibility to be part of the testing and of course having the chance to play it 6 months before it is ready (or not) to be published is somewhat amazing, but maybe I'm too upbeat :D For me, mods, addons, user created content is a huge part of this game, and there is no other game that provies so much of this for such a low price. Of course, many little problems are annoying me too (lacking of certain features that should be part of it from the beginning, the weird AI behaviour in some situations) but for ArmA 2 I have experienced that most of this will be done by some of these awesome modders here or elsewhere, and I thank every single of them for their effort. Sure, maybe it should be the task of the commercial devs of BIS to provide all this, and surely they did not do everything well, maybe there were made some wrong decisions, I don't want to deny that. But for me the overall outcome is far from being "disappointing" and, no offense, but this is something I would like to judge for myself ;) If someone is interested in how many people actually are disappointed, he should open a poll. Have a nice day everybody!
  17. schlonz75

    Thanks Kylania!

    +1 So many helpful tips, hints and answers. You're a great knowledge base and thanks for sharing it with everyone who needs it. Of course a big thank you to all others that help, too!
  18. You can now edit/configure your HUD in the main menu. you can see it here, right at the beginning: I think the menu is now called "Configure" instead of "Options". Edit: Ninja'd :P
  19. I'm also very new to editing and mission building, but as this is an interesting setup for me as well, I'll have a shot ;) May be a workaround would be to use 2 smaller (4 guys) teams - each on one boat - at first during the insertion phase, and let one group join (probably via this command) the other via trigger when they're all on solid ground. Just an idea, not sure if it works, but I might try it later today. Edit: It's probably an easier method to use a "join" waypoint. I did the following: 2 boats with each 4 men to form one team plus driver. I made the unload waypoints for the boats 1 and 2 and made one waypoint for the other group a slight bit away from the shore. That's a "join" waypoint. Then I made a second waypoint for my team and synchronize (not group) it to the other groups "join" waypoint. When the other team reaches its waypoint, the other groups members become your team members. Here's a link to a little mission sample: Download
  20. Hi everyone, again I need some help. I set up a small test mission where it is the task to board a Hunter in my base, then take out a two-man-patrol and return to the base again. I have made 3 tasks that work fine but I have a little issue with the triggers. I want an end-mission trigger when both opfor are dead and the group has returned to the base. Basically I get it done but the trigger "in base" already fires at mission start (I see the hint I added to the trigger) as me and my team are actually in the base. I have 3 triggers for the mission to end as follows: One has this condition (op1 and op2 being the two opfor soldiers) !alive op1 && !alive op2 and on activation opfordead = true; The second one is grouped (F2) with my group and activates repeatedly when the whole group is present in the trigger area. On activation blueinarea = true; hint "Welcome home, Guys!"; On deactivation blueinarea = false; hint "Bye, Guys"; Trigger 3 is an end #1 trigger with this condition opfordead && blueinarea This works so far only that the second trigger is already activated at mission start because my group is in that area. I can solve it by starting the mission from a different location than the base, but that's not the plan and it would be nice if I can keep the hints ;) Any suggestions would be highly appreciated :)
  21. Thanks Mr Centipede, that's excatly I was looking for :)
  22. schlonz75

    Addmagazinecargo

    In fact I think that the font used in the editor makes it a bit hard sometimes to distiguished these two different characters. I recommend (and I'm surely not the only one) to use a text editor like Notepad++. I write my code there and copy it to the init line or whatever in the editor.
  23. Well, after rebuilding the whole insertion and extract stuff again, it works almost like a charm, in case I am the SL. :) In some cases, however, it happens that the insertion helo flies away after I have dismounted and my team is still in. When I order them to get off the chopper, it lands again so they can dismount as well. Anyway, the helo still twists and turns prior to landing, but thats obviously a normal behavior for manually added invisible helipads. In your mission it does the same and it also doesn't always land in the same direction. On a helipad that is already placed on the map (like on LZ Connor) it always aligns the same each time. Edit: For anyone who wants to take a look, I uploaded this tiny, tiny mission to dropbox: In and out Nothing fancy here, the exfil trigger fires when the single opfor rifleman is killed.
  24. Thanks for your quick reply. Actually I already played your mission and it worked fine so far but admittedly I didn't pay attention for this special issue, I will do that later on.
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