-
Content Count
389 -
Joined
-
Last visited
-
Medals
-
Medals
-
-
[Release] MP compatible Fireworks Script
nomisum replied to nomisum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Add your own action to an object and start a loop that calls the fireworks repeatedly. Its a great first task to get started with scripting 🙂 -
its literally the first half of that sentence which gives context. you cant hide addons in zeus interface (tree structure on the right)
-
[WIP] Embraer A-29 Super Tucano
nomisum replied to Jester504's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Its already in RHS Dev Branch. You can try it out. So probably next RHS Release, whenever that happens. -
sounds like you didnt load/start rosche on the dedicated server.
-
Yesterdays OP. We replaced some structures in the city with Lythium Buildings and scripted in some rotorwash/sandstorm FX to spice it up. Thanks for making it possible with this beautiful map! https://imgur.com/a/OM7VRcg#7ceR7Sy
-
Had a Tankhunting session the other night - had a blast. Always great to have detailled microterrain, even when some roads can get quite bumpy 😄
-
Thats the case already afaik.
-
This. VR needs not only steady 75/90+ fps *stereo* (i dont ever get that mono in MP) but also dedicated UI changes. BI stated multiple times there are only a handful of devs still working on A3, close to zero on an engine level. I kind of expect native VR support for A4 though, at least for vehicle control it would be a game- and immersion changer. For infantry you would need serious VR legs or a treadmill.
-
CBA - Community Base Addons - ARMA 3
nomisum replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://cbateam.github.io/CBA_A3/docs/files/overview-txt.html -
[WIP] Embraer A-29 Super Tucano
nomisum replied to Jester504's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
FYI on his YT Teaser Jester commented 2 days ago: -
[WIP] Embraer A-29 Super Tucano
nomisum replied to Jester504's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
One of my current addictions is checking the forums for news on this mod on a daily basis. It will be an interesting and powerful alternative to standard CAS and I cant wait to put this into a full scale mission. (Sorry for anyone getting excited because he got a notification of this confession 😛 ) -
Afaik its only possible through replacing the wheat "grass" with actual objects like Rosche does. Trades visual fidelity with rendering distance I presume. I would welcome any change in that direction but doubt significant changes like these will be made in this late phase of development.
-
You can check each path node for restricted area and recalculate if necessary, for example. It potentially gives you a very good estimate where exactly a unit will move, much more reliable than rough waypoints. Could even use `setDriveOnPath` to disable any external impact on AI when they move.
- 1470 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
If I had one wish, I would love to have each of those objects with *only* the flare and no shine. Why no lightpoint you say? Well, lightpoints lag like hell after attachTo is applied whereas those light cone objects do not. If you want to create say siren lights, you would need a white flare on top of one of those colors. If you use the white cone object, it overshines the original color.
-
No, maybe only changelog has a typo. Sorry for not being specific. PS: Still EH is executed twice, second result is garbage: Code _agent addEventHandler ["PathCalculated",{ params ["_agent", "_path", "_bla", "_blo", "_blu"]; diag_log str _this; }]; Result 11:47:24 "[Agent 0x9127e1c0,[[4171.09,1864.84,392.87],[4185.16,1878.91,394.512],[4211.72,1905.47,398.91],[4222.66,1916.41,401.702],[4232.03,1925.78,403.492],[4280.47,1925.78,402.38],[4282.03,1925.78,402.556],[4311.72,1925.78,408.977],[4324.22,1925.78,413.391],[4375,1925,437.97],[4475,1975,478.11],[4525,2025,491.11],[4575,2075,505.04],[4625,2175,546.37],[4725,2225,587.32],[4825,2275,614.19],[4875,2375,607.42],[4925,2425,609.01],[4975,2475,623.69],[5075,2525,648.99],[5125,2625,662.18],[5199.22,2689.84,664.388]]]" 11:47:24 "[Agent 0x9127e1c0,[[5199.22,2689.84,664.388],[5199.22,2689.84,664.388]]]" PPS: Looks like the last position is logged again, as if the agent after his travel decides to 'stop' and calculate the path to its stop (own) position again.
- 1470 replies
-
- 1
-
-
- branch
- development
-
(and 2 more)
Tagged with: