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tortuosit

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About tortuosit

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    Warrant Officer

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    hint str position player;
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    I am interested in the return of decent forum software.

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  1. tortuosit

    [Poll] ArmA Reforger / Arm4

    Instabuy. Need to gain experience in Enfusion - have zero. Don't know yet how much scripting/modding is possible in Reforger. Also, that ArmA itch. Longh time no see. I instantlich felt like I need to visit Altis or Chernarus badly.
  2. tortuosit

    Map names aren't shown in editor pick

    OK thanks. Technical problem behind it was that I forgot to load CUP_terrains_core.
  3. tortuosit

    Map names aren't shown in editor pick

    OK, it's totally Taviana related. Need to check that map.
  4. Hi guys, after long absence from ArmA, I wanted to do some casual play. Pretty complex mod setup here, so maybe, someone just having heard of an issue... a quick idea? I wanted to play on Taviana, I think script also loads CUP maps... You can see, the list is not properly populated. So, ideas? Thx.
  5. Hi, does it still work? I wanted a quick&dirty battlefield, failed with MCC, tried tpw_skirmish via script and your code line as mentioned in the script: 0 = [5,2,6,3,4,1,500,2000,1,1,1,[0,1,etc],[0,1,etc],[0,1,etc],30,["str1",etc],["str2",etc],["str3",etc],["str4,etc"],["str5",etc],["str6",etc],["cas_string",etc],["chs_string",etc],["uav_string",etc],["enemy_cas_string",etc],["enemy_chs_string",etc],["enemy_uav_string",etc],["resist_cas_string",etc],["resist_chs_string",etc],["resist_uav_string",etc],300] execvm "@tpw_mods\scripts\tpw_skirmish.sqf"; Some error in some line 1xxx, then no units spawned. Some absence of ArmA. I am asking because it is possible that lots of good old stuff is broken...? EDIT: Ugh, script files from 2019, I probably didn't update. I created symlinks to workshop folders a while ago but need to re-check.
  6. Does it still work, is it worth debugging on my side? Had some absence from ArmA; Ambient Warzone only generates question marks on the MCC map and that new? frontline generator generates nothing... thx.
  7. tortuosit

    Ravage

    Nice, thank you. Will look at Burning Rain and Lost. I remember those Escape missions, which are localhost MP, were always veeeeery heavy on CPU.
  8. tortuosit

    Ravage

    Guys, a stupid question, but I haven't got an overview any more due to long absence from ArmA - can you recommend some Ravage SP zombie mission, ideally targeted to bring old DayZ mod vibes back (I am e.g. thinking of Zombies at helicopters etc.) - on Chernarus ideally... I know I can DIY, but hey. Thx
  9. tortuosit

    Ravage

    Aren't official DLCs/Mods protected?
  10. tortuosit

    Ravage

    sup guys, long time no c Came here because currently I'm downloading the new creator/ nam dlc - I hope I can do some Ravage SP business on the new map. I'm ready to try such kind of map again. Unsung or Tanoa, never really loved those. Ugh, and FPS. Only Chernarus and Altis, after all, give me those cozy feels from a good past...
  11. tortuosit

    Ravage

    Haha, I uploaded my first gaming video which I just recorded with that Radeon driver functionality thingie. Was surprised how it almost didn't harm my FPS much. Totally uninteresting, I'm not a pro gamer... but Livonia is lovely. Just for fun, will not be a Youtuber.
  12. tortuosit

    Ravage

    Ah OK so this is the required action. Well I tried that. Nothing happens. Looks like I need to minimize mods and see what is breaking it... EDIT: Indeed some mod is breaking it, it's working with Vanilla+Ravage only. Also, it's a rather bad light source, I won't invest further time in it but put a lamp to my inventory, thx guys.
  13. tortuosit

    Ravage

    OK guys, now you gotta be strong because I have an ultra n00b question. I never cared about chemlights because I mostly played at daytime (ingame). How do they work? I find no way to attach and ... start... them. Imo this must be a scripted mechanism and I thought it's part of the Ravage mod. My guess is, if a chemlight is in the inventory, there may be an entry in the action menu? Possibly I deleted the action menu by my scripting then...
  14. Hi guys, lets say from editor logic modules I do calls like "[[0,0,1,1],100] execvm "spawnUnits.sqf"" which would spawn me 100 units on the whole map (from 0,0 to 1,1 of worldsize). Now I'd love this: If I sync this editor logic to an area marker, I'd love to detect this and pass the marker size and position to the execvm'ed script. So: Can an editor logic module detect if it's synced to something? If so, can I get the synced markers properties? I'm always wanted to have that and I wonder if I missed something. Thx
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