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Posts posted by nomisum
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Congrats on the release. Happy to see a Celle successor. Map is really a beauty and will provide many hours of joy for sure.
What I like most is the custom objects countering the limited grass render distance. Really worth the effort. Thanks again for all the hard work you put into it.
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I believe this is still an issue. Phenomenon wise at least.
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I made a feedback ticket for random CTDs with IHADSS.
http://feedback.rhsmods.org/view.php?id=4617
Sorry for creating 2 more duplicate tickets – there were error pages after sending about too long strings which said I should go back an correct a line. Seemed the creation did work after all.
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I wonder how one can script for 10.000 hours and not abandon the game for good if everything is soooo bad.
Yes, there are quirks. Yes SQF can be weird and crazy. But you cant magically fix this mountain of technical debt even if you wanted to. Thats why they are moving to a new engine which might become a bit more consistent ("might" because we are talking BIS here ). For A3 I wouldn't expect significant fixes anymore.
But good rant.
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Question: What is RHS' current take on AFM? I read some old feedback tickets saying its not supported but found others which implied copypasted vanilla AFMs are used.
Asking because one of our guys is reporting random CTDs with the AH-64 and AFM enabled.
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34 minutes ago, JasonTheRed said:Anyone here know how I can find the scriptable states for the M1085 CPBS? I'd like to spawn this vehicle with the CBPS deployed via a script. In the editor I can do it but I'm working on some dynamic mission tasks but cannot find the functions/animations etc in the cfg or functions viewer. AND rhsmods.org docs seem very incomplete.
Any help would be great!
Deploy one via 3DEN, save and search the SQM for the classname. Under attributes you will find the calls.
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20 hours ago, KokaKolaA3 said:What do you mean by PR? Pull-Request on Github?
Yes
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On 17.8.2018 at 5:33 PM, KokaKolaA3 said:@Keithen
I've also been asked by the ACRE Team if they could integrate this into their own mod, this will be done once my Mod is done (new Animations and bug fixes).Do you also consider making a TFAR PR or allow others to adapt & PR it for you? I feel it just belongs together
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Cant wait to grab this beauty by the little bumps and ditches. As already said, those small cell sizes make for awesome infantry friendly PvP battles. Very happy to see another one of yours.
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On 1.2.2018 at 10:40 AM, 2re Turbo said:Come on guys. Get behind me on this one.
It should be top priority for Bohemia to implement this simple thing ASAP.
I also recommend we get the option to automatically enable ear plugs in or around vehicles.
You can fix this issue easily with scripting. I see no point doing such a thing engine wise, just because one scenario profits from it. I have many use cases where I want engines to stay on after player eject.
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Congrats on the release! Excited to use the new missile modes and all the other goodies, including the amazing UH-1H.
(First thing I tested was the kayak, which produces engine sounds :D I presume this is a WIP )
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I did some testing years ago and at least back then setFriend was quite unreliable when changing back to enemy (AI wouldnt recognize if they "knew" about the unit before or only after many seconds). The only thing working instantly was joinGroup in opposing side.
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@falcon911 please take this fixed/rewritten version 1.2
@foxhound could you remove the installation/code instructions from armaholic? they are not up to date anymore (in this thread OP they are). you might also exchange the uploaded 1.1 with attached 1.2. thanks!
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Yeah, some update might have broken something.
There is a refactored version on my desk already, I will try to upload the fix somewhen this week. Sorry for the inconvenience.
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Love this map, looks like a lot of time and effort went into it. Very polished first impression.
Looking forward to put it into mission design use.
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Finally a VT5 successor. Looks beautiful! Excited for this.
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Configure Addons - ACE NVG
We are pretty happy with 0, 0.5, 0.4.
First one unlocks view distance limit, second reduces grain, third is aim blur.
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1 hour ago, Dedmen said:Don't know what the max range is right now.
So 20m.
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I suspect this will become a community DLC, because vanilla. Looks great btw.
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can report the same, have no idea whats the cause yet.
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you could store your created objects in an array, thus you can just iterate the array and no numbers are needed at all (in a way the array indexes are actually your numbers if you want to access specific entries later on).
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8 hours ago, CameronMcDonald said:Great stuff.
Any chance that the vegetation pack could be made without dependencies? A standalone pack would surely help other terrain makers - just see what BergHoff's packs did (and are still doing).
This. Hope to see other community maps use proper vegetation instead of A2 ports.
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Thanks for the hard work and even more for releasing this gem into safe hands. Would be a waste to bury it on a lonely hard drive.
All faith on SFP :)
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NodeBB Mission/Event Attendance & Slotting Plugins
in ARMA 3 - COMMUNITY MADE UTILITIES
Posted
Meanwhile
* Slotlists can be added via a drag & drop interface
* Share Links can be created for external partners to slot in without forum registration
Thanks to the amazing work by @chris5790
There are considerations to leave nodeBB as a backend dependency but probably not too soon.