UltimateBawb
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Everything posted by UltimateBawb
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A List of Questionably Empty Promises
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - BETA DISCUSSION
kylania pls. It's in the damn manual. What else do you want for confirmation? My god, all of you arguing that the pictures in the manual don't represent the game are incredibly short sighted. -
If you want to create a radio tower object, you can use a 3D editor like this. However, you can also use a trigger on an already placed radio tower on the map using ID values.
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A List of Questionably Empty Promises
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - BETA DISCUSSION
It's literally called the "ArmA 3 Tactical Guide." It's released by BIS. No excuses. -
I liked warfare mostly to play singleplayer or with a few select friends; I agree that smaller more focused missions can be much more fun. I just like having dynamic scale (AI) while not needing that many players. To each his own though, I suppose. And damn, I sound really mad in this... could be because I was waiting for a pizza to be delivered and was starving.
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The class name is "B_408_Ball," so it uses ball.
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OK, I won't be making a ticket as my tracker's bugged, but if someone wishes to, here is some citable information: The .408 Cheytac round has a "caliber" value of 1.5, while the .50 BMG fired from the GM6 Lynx has a value of 2.1. However, it's worth noting that the GM6's .50 BMG round is an APDS round, and the normal .50 BMG only has a "caliber" value of 1.75. These values may be compared to the 7.62x51mm NATO round having a "caliber" of 1 (the definition of "1 caliber" by BI is the penetration of one such bullet; a "caliber" of 2 has twice the penetration of this round). .408 Ball config: http://browser.six-projects.net/cfg_ammo/B_408_Ball/config?version=70 .50 BMG APDS config: http://browser.six-projects.net/cfg_ammo/B_127x108_APDS/config?version=70 .50 BMG Ball config: http://browser.six-projects.net/configclasses/CfgAmmo%3EB_127x108_Ball/config?version=70 Changes may be made or not made based on the above information.
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Likely a "bug" in the config of the ammo types; penetration values in the ammo configs are by a "caliber" value (which is very misleading and completely independent of bullet caliber), not actual kinetic energy. Make a ticket to attempt to bring attention to it.
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Being glued to a 2D overlay is not an option anymore. Honestly, I have no idea what the hell Bohemia was thinking. There's even a damn fully modeled commander periscope on a few APC's, but instead we get a shit 2 overlay. Oh, and what's worse? How about weapon optics being the exact same for each faction? A simple vehicle interior is not that difficult to complete, OFP did it in 2001. BI says they're focusing on quality over quantity? Bullshit.
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There's a very nice game mode that fits this description called "Teatimes Warfare," or something like that. :)
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Disapointed with the full release content
UltimateBawb replied to Tyl3r99's topic in ARMA 3 - BETA DISCUSSION
BI Simulations is a subsidiary of BI Studios. -
PLease forget content for a moment
UltimateBawb replied to dontknowhow's topic in ARMA 3 - BETA DISCUSSION
The community can add content? You use that as a free pass for BI to release an unfinished game? How about no? This game had one of the most bittersweet launches I've witnessed, so many empty promises. -
Regarding the coax and TC MG, both the T100 and Merkava should have them. Hell, tanks today usually have a main gun, coax MG, TC MG, and loader MG. The tanks as of now are incredible unarmed. And having a 6.5mm coax? Bohemia please.
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Altis lowers FPS greatly in general, but what is your view distance set to? If you can run Stratis on 50FPS you should be able to get a solid 30FPS on Altis with 2KM view distance.
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Question on the FN200/ Mk20 casing ejection
UltimateBawb replied to kye's topic in ARMA 3 - QUESTIONS & ANSWERS
No, the P90 ejects out of the bottom rear. -
Getting rid of vehicle crosshairs? especially on aircraft
UltimateBawb replied to nmdanny's topic in ARMA 3 - QUESTIONS & ANSWERS
Agreed, they're an absolute eyesore that kill immersion. -
Radio Command Trigger not Using Conditions (HELP)
UltimateBawb posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is seriously getting on my fucking nerves. I've been troubleshooting this for hours now, and it's only an extremely basic thing. I've set up a simple radio and trigger sync to make a group attack a location when activated. This works. However, my mission requires more than this; it is a two team opposition mission, and it is very possible for one team to have no players at all. In this case, the AI group should automatically attack. This is simple, I should obviously set the condition of the synced trigger to "this or (playersNumber west == 0)." Yet this does not work if there is no one to call the radio. I then tried creating a boolean called 'noBlue' and passed it to the trigger, still no success. Can someone please help before I punch a damn hole in this monitor? -
Radio Command Trigger not Using Conditions (HELP)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, that worked. Thanks a ton everyone! :) -
Radio Command Trigger not Using Conditions (HELP)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Kylania, exactly. Defending INDFOR team against attacking BLUFOR team. Four playable slots on each side, and BLUFOR slots call the attack shots by squad (mechanized, motorized, airborne, CAS, etc.). Zenophon, are you suggesting I sync two triggers to the same waypoints? Would that work? And also, if this would work, how does one delete triggers? I've looked for that before but to no avail. -
Radio Command Trigger not Using Conditions (HELP)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Kylania, I want multiple AI groups to attack if there is no BLUFOR unit to call the radio, so they should attack if there is no BLUFOR player. Ceeeb, that's disappointing... how can I make a work around for this? Any suggestions? -
Pre-defining Vehicle Variables (IF statement issues)
UltimateBawb posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been making a mission with dynamic AI and vehicle spawning and have been having a problem with the creation of vehicles in IF statements. I'm aware that local variables created in IF statements do not apply for the rest of the block and would normally pre-define say an integer or string variable at the top of the block, but how can I do this with a vehicle variable? The code I currently have is: //Decides which vehicle to place based on multipliers and probability _prob = floor(random 100) * defendingMultiplier; if (_prob <= 20) then { _heli = createVehicle ["O_Heli_Attack_02_F", _targetMarkerA, [], 0, "NONE"]; ["Resources", 0.1] execVM "personalityHandler.sqf"; } else { _heli = createVehicle ["O_Heli_Light_02_F", _targetMarkerA, [], 0, "NONE"]; ["Resources", 0.05] execVM "personalityHandler.sqf"; }; _heliGroup addVehicle _heli; This results in errors when attempting to use _heli later. -
Pre-defining Vehicle Variables (IF statement issues)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, Kylania, that's a great idea! Also, thanks Mind and Sniper for showing how to define variables. -
Missing 3D tank interiors
UltimateBawb replied to supercereal4's topic in ARMA 3 - QUESTIONS & ANSWERS
Bohemia made modeled tank interiors in OFP; why not now? The amount of immersion given by sitting inside an armored vehicle and physically looking through the periscopes is amazing. This was the first thing I checked for when the beta came out, and was extremely disappointed. Sorry Bohemia, but 2D overlays just don't cut it in 2013 when you did 3D interiors in 2001. -
Operation Raze Download and Information: http://www.armaholic.com/page.php?id=20202 Credits: UltimateBawb (Main Mission) with scripts from Kronzky (Urban Patrol Script), Tophe of Östgöta Ops [OOPS] (Vehicle Respawn Script), and Xeno (Vehicle Resupply Script). Operation Raze is a 32 player multiplayer or singleplayer mission that requires the player(s) to take over multiple Opfor bases across the island of Stratis. Seven bases exist as well as 4 larger patrol areas and one communications area. The mission is completed once all seven bases are neutralized, but each base will attempt to reinforce each other if the communications array is not destroyed. This mission is unique in that over 90% of AI are not spawned until players get within a certain distance from each base; bases and patrol areas are only populated once Blufor gets within approximately 1-3km. of them, depending on the size of the area. This method preserves resources and cuts down on server strain. More features are on their way, including side missions. This is the first stable and functioning build of the mission. Please post any found bugs or suggestions here, thanks!
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I'm making a script for a side mission in which you kill a VIP which goes to certain waypoints. How can I make the script notice at any time when the VIP is dead and do something? I've tried a while loop spawn with assert, but it hasn't worked. Thanks!
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I was thinking about that, but I'm pretty sure 'while' loops work by first checking the condition once, running the code, then checking the condition again and running the code again. I don't believe that a false condition at any time will end the loop immediately, I think it will only prevent the loop from being done twice, but I'll have to test that possibility. Anyway, what I want done should only be run once, so a 'while' loop would only work with some kind of check to make sure it doesn't spawn infinite troops. Thanks for the advice, though, I'll have to try that later.