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Everything posted by Stapo
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I Started making a 5x5 Terrain/Island back in April but had to pause working on it while waiting for the tools to complete it properly. which brings me to my questions: - Are we now able to add Road networks to our terrains and use custom road textures? (i know we can add road networks now, but can we use/make our own road textures to go with it?) - Can we now add BIS ArmA 3 Buildings to our terrains? - Will we see (or is there) an updated version of Visitor? Kind Regards, Stapo. Also sorry if the answers to my questions are already posted, i just couldnt find them.
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Havent touched ArmA 3 in about 6 months, got some questions about terrain making
Stapo replied to Stapo's topic in ARMA 3 - TERRAIN - (BUILDER)
yeah stopped the whole dayz thing abit before ArmA 3. Also, thanks for the links :) -
Hello everyone, i've just finished making my first mission for Arma 3 Alpha and i am very happy with it so I will share it with everyone :). ULTIMATE TEAM DEATHMATCH Current Version: 1.0.1 Alpha Features: Anti Spawn Kill Anti Team Kill Automatic Vehicle Respawn Custom Starting Gear Supply Crates At Bases & Camps Teammate Icons And Much More.... Objective: Basically its the first team to reach 50 points wins, then the mission ends... but with all the features included, its a long great match :) Credits: [404] Pulse for his teammate icons code. Tajin For his help with the anti-team kill and anti-spawn kill code. BIS Forums for being so helpful and really taking me in :) BIS For making such a great open game :), even in alpha. Github Repo: https://github.com/Stapo/Arma3-Ultimate-Team-Deathmatch Enjoy! :)
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Hey guys its been a long time i know. But onto some news: Since arma 3 is closing in on full release i will be completely remaking this mission with a whole new idea in mind, and i will also adjust the mission to be used on my upcoming Crisis Island map (been working on it since April). Also, sorry i havent done anything with ArmA for a while, its because i wasnt impressed with the way the game was going when it entered Beta. but now alot has changed since then and my outlook on it has change and im happy to work on it again.
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Can i have some help with this script?
Stapo posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Remove... -
New Forums: Feedback thread - Bugs/Suggestions here please.
Stapo replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
yes i love this idea, they actually have something similar on the ISI Forums (Racing Sim) http://isiforums.net/f/forumdisplay.php/6 -
Island Panthera for ArmA 2
Stapo replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can't wait for it :), keep up the good work! also... there will always be bugs... always... but don't let that get you down :D -
Here is a sneak peek of my CQC Version of the UltimateTDM Mission: http://puu.sh/2pufN very BF3 like but oh well :). im happy with it.
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Is it possible to make an UI image clickable?
Stapo replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry to bump the thread, but how would i use this for a diaglog picture (RscPicture) which looks like this: class ImageBTN: w_RscPicture { idc = -1; text = "menuIcons\image1.paa"; x = 0.2745 * safezoneW + safezoneX; y = 0.166 * safezoneH + safezoneY; w = 0.600 * safezoneW; h = 0.650 * safezoneH; }; EDIT: Nvm, figured it out, thanks :) -
Its PVP... for now :), ive got alot of things im writing up atm which will make it earn its "Ultimate" tag :D EDIT: has anyone got any suggestions of things i should add to this mission?
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New STEAM patch update 25th March 2013
Stapo replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
i have to agree on this one, my basic TDM server crashes after 5 minutes with just 10 players... its unplayable atm (MP Anyway), looks like ill go back to making my island for arma3 and wait for a crash fix :) -
New STEAM patch update 25th March 2013
Stapo replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
really? its ONE line of code for you to change, they stated also that things like classnames etc. WILL CHANGE and they wont be trying to flex around the alpha... aka they do it how they want it (which is great :)) ungrateful person is ungrateful. -
Updated To 1.0.1, Changes Can Be Found Here: https://github.com/Stapo/Arma3-Ultimate-Team-Deathmatch/commit/735b5e3658d61d283a0a98b6a9f70c198d144ec7
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Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
Yeah i understand that African folilage works with arma3 but from this part in the readme: its not to be used in anything but arma 2? -
Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
well im currently waiting on the "African Foilage" addon to be ported to arma3 via the author as my island is very tropical. -
Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
ahh, i see now... time to make a workaround for a workaround :) -
Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
yes /tooshort -
Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
fair enough, but take in mind that im using the arma3.exe with -buldozer and i havent had any issues with the models... all working fine for me. :)EDIT: ZeroG, would you be able to quicky explain how to export a visitor3 template so i can use the a3 object with my upcoming island? -
Using inbuilt 3D-Editor for map making
Stapo replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
ZeroG, I noticed that you dont seem to have any of the Arma3 object models for the 3DEditor (only A2 ones) so i compiled a list of every single model in arma 3 alpha so i could update it myself BUT i like sharing so here: http://puu.sh/2lTfn NOTE: i have my Arma3 P Drive correctly configured so all you have to do is take off the "P:\" from the front of the path. EDIT: here is the main amount of objects that need to be added (i removed all the un-necessary ones) : http://puu.sh/2lVw1 -
VBS2 owners get Visitor4, but we dont :( Source: http://products.bisimulations.com/products/vbs2/overview?qt-vbs2_sidebar=6#qt-vbs2_sidebar
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ARMA 3 Alpha - 3D Editor
Stapo replied to Miltonatchet's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
this man speaks the truth.... it works great, well the method that is.... the editor itself needs ALOT of work :P EDIT: follow these steps: 1. download this http://puu.sh/2huMc 2. extract the downloaded acrhive to your C drive (C:/) 3. make a shortcut the to the arma3.exe on your desktop 4. change the full launch params to: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe" C:\Arma3.stratis\mission.biedi" 5. launch it and and enjoy the broken ass 3d editor -
Can i have some help with my script?
Stapo replied to Stapo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Tajin, thanks a bunch man... worked great :D i will credit you when i release my mission later on today. ---------- Post added at 16:15 ---------- Previous post was at 15:40 ---------- http://forums.bistudio.com/showthread.php?149745-Ultimate-Team-Deathmatch -
Hello everyone, so ive wrote a anti-base rape and anti-tk script for an upcoming misison im making and i cant for the life of me get it to work... i execute it on player death: init.sqf player setVariable ["player_side",playerside]; _punishment = player addMPEventHandler ["MPKilled", {null = _this execVM "punish.sqf";}]; punish.sqf: victim = _this select 0; killer = _this select 1; victim_side = player getVariable "player_side"; killer_side = side killer; SKmessage = {titleText ["SPAWN KILLING IS NOT ALLOWED!", "BLACK IN",8];killer setDamage 1;}; TKmessage = {titleText ["TEAM KILLING IS NOT ALLOWED!", "BLACK IN",8];killer setDamage 1;}; if (killer == victim) exitWith {}; if (killer_side == victim_side) then { [[],"TKmessage",killer,true,true] spawn BIS_fnc_MP; }; if (victim_side == WEST) then { if ((victim distance getMarkerPos "Respawn_west" < 100) || (victim distance getMarkerPos "Respawn_west_1" < 50) || (victim distance getMarkerPos "Respawn_west_2" < 75)) then { [[],"SKmessage",killer,true,true] spawn BIS_fnc_MP; }; } else { if ((victim distance getMarkerPos "Respawn_east" < 100) || (victim distance getMarkerPos "Respawn_east_1" < 75) || (victim distance getMarkerPos "Respawn_east_2" < 50)) then { [[],"SKmessage",killer,true,true] spawn BIS_fnc_MP; }; }; ive got this script to work sort of a few hours ago, but it was showing the wrong messages, so i decided to rewrite and yeah, not working :( Thanks, Stapo
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Can i have some help with my script?
Stapo replied to Stapo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump :) -
Can i have some help with my script?
Stapo replied to Stapo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok so im trying something a tad different... as in moving from MPkilled to just Killed. here is what i have atm: INIT.SQF: player setVariable ["player_side",playerside]; _punishment = player addEventHandler ["Killed", {_this execVM "punish.sqf"}]; PUNISH.SQF: victim = _this select 0; killer = _this select 1; victim_side = player getVariable "player_side"; killer_side = side killer; TKmessage = {titleText ["TEAM KILLING IS NOT ALLOWED!", "BLACK IN",8];killer setDamage 1;}; SKmessage = {titleText ["SPAWN KILLING IS NOT ALLOWED!", "BLACK IN",8];killer setDamage 1;}; if (victim == killer) exitWith {}; if (victim_side == WEST) then { if (killer_side == WEST) then { //diag_log format ["TEAM-KILL (BLUFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; [[],"TKmessage",killer,true,true] spawn BIS_fnc_MP; }; if (killer_side == EAST) then { if ((victim distance getMarkerPos "Respawn_west" < 100) || (victim distance getMarkerPos "Respawn_west_1" < 50) || (victim distance getMarkerPos "Respawn_west_2" < 75)) then { //diag_log format ["SPAWN-KILL (BLUFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; [[],"SKmessage",killer,true,true] spawn BIS_fnc_MP; } else { //diag_log format ["KILL (BLUFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; }; }; }; if (victim_side == EAST) then { if (killer_side == EAST) then { //diag_log format ["TEAM-KILL (OPFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; [[],"TKmessage",killer,true,true] spawn BIS_fnc_MP; killer setDamage 1; }; if (killer_side == WEST) then { if ((victim distance getMarkerPos "Respawn_east" < 100) || (victim distance getMarkerPos "Respawn_east_1" < 75) || (victim distance getMarkerPos "Respawn_east_2" < 50)) then { //diag_log format ["SPAWN-KILL (OPFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; [[],"SKmessage",killer,true,true] spawn BIS_fnc_MP; } else { //diag_log format ["KILL (OPFOR) == VICTIM SIDE: %1 - KILLER SIDE: %2", victim_side, killer_side]; }; }; }; and i tested all the outcomes with diag_logs and everything come up clean... only problem im having now is that now the victim also gets the messages on his screen... maybe because its not using MPkilled... but im still a learner :) im getting there