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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

    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.
  2. 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
  3. tortuosit

    Ravage

    Aren't official DLCs/Mods protected?
  4. 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...
  5. 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.
  6. 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.
  7. 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...
  8. 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
  9. tortuosit

    Pilgrimage in Livonia

    It seems to be a bit sensitive as for my mod mix. Will try a minimal approach. What happens for me is, I start the mission, ArmA seems to load the mission but then returns to main screen, to the scenario picker.
  10. So if we're in a state where development basically is non-existent (which I can understand), but also the mod cannot be compiled by a normal human being, it's a bad state. Shay pls.
  11. Yes of course, initialize was probably the wrong term. I wonder how this can lead to the nearestObjects error message flooding "0 elements provided, 3 expected" when there is this code: private ["_group", "_buildings ","_max","_i","_wp","_pos"]; _group = _this select 0; _pos = _this select 1; _buildings = (nearestObjects [_pos, ["house"], 30]); I cannot find the call and cannot do testing (e.g. give _pos a fixed value), because I cannot compile.
  12. Well I was able to create a pbo this way, but it was not loaded then. No entry in the scroll menu, GAIA caching absent... I am so much dependent on GAIAs caching 😞 and also its bigger scale operations... but with the regular release I get flooded with error messages, i.e. it is not usable. Do you think private ["_buildings ", "_max"]; will not properly initialize the _buildings variable? OK I could test it. But currently I find myself so often fixing and coding and tinkering for HOURS, which run so fast... and then playing 5 minutes.
  13. I'd love to do error fixing on https://github.com/shaygman/MCC_sandbox_modDev because I cannot use MCC any more with GAIA, too many errors. But I cannot compile the repo. Have never been able to. With Mikeros pbo-tools. The file it cannot include (\mcc_sandbox_mod\definesMod.hpp) is exactly there. And editable. But it cannot be included. I also tried to fix a syntax error via hex editing the pbo file; but the mod won't just load then. config.cpp missing: "\mcc_sandbox_mod\definesMod.hpp" In File [bleh]\MCC_sandbox_modDev-master\config.cpp: Line 419 C annot include file Generalised lintcheck error Press the ANY key
  14. I think it seems to be because of an invalid variable definition and blank space here: "\@mcc_sandbox_a3\addons\mcc_sandbox_mod\gaia\functions\control\fn_generateBuildingPatrolWaypoints.sqf" Line 19, see "_buildings ". Line 19 has to be: private ["_group", "_buildings","_max","_i","_wp","_pos"];
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