-
Content Count
7 -
Joined
-
Last visited
-
Medals
Community Reputation
1 NeutralAbout duhmedic
-
Rank
Rookie
-
Issues regarding scenario folder & unit attributes
duhmedic replied to duhmedic's topic in ARMA 3 - EDEN EDITOR
It worked, but no errors prior, and I've never had to do this before for any mission I've made. Shame, EDEN. For shame. I'm not actually using that particular line. I would write something like 'this allowdamage false' or 's1 allowdamage false', but no dice, regardless. It seems to be working, however now that it's actually released. I don't know what caused it, but in several situations I couldn't get it to resolve. -
I'll keep this short and sweet. I've posted on the steam community regarding this issue as well, but the more people see this, the better. My issues are as follows: 1. I'm currently unable to get missions created in the 3D Editor (binarized or not) to recognize briefing.sqf files. While I understand the briefing is able to be managed via editor modules, that doesn't defeat the fact that I have tried and proven templates available that I do not wish to recreate every time I start a new mission. Is there a particular reason the mission isn't recognizing and loading my briefing.sqf? And if so, is there a way to fix it? If not, then this needs to be addressed. 2. I'm unable to use the command "_unitname allowdamage false" in a unit's init field. It is completely ignored when testing the scenario. I am aware of the option to disable damage on the unit's attribute screen, but this isn't desired. It takes away from my ability to enable and disable a unit's damage registration on the fly. I have tested this several times, both through the direct init field, and through a trigger. No dice. I might have a few other issues in the future, so unless I'm breaking some rule I missed, I'll keep the thread updated with said issues as I come across them. Oh, and can I please for the love of god have the animation viewer available when right-clicking a unit in the same way the arsenal is? I can't imagine why this isn't in already. <3
-
Ammo Crate Utility | Easily add guns/ammo/items toCrates
duhmedic replied to jdanek's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This tool doesn't ADD an ammo crate to the game, you must place an ammocrate of your choice in the editor, then put the generated SQF into the mission folder of which you are working on, and execute the script using the provided line of code in the sqf itself by placing it in the init text field of the ammo box. Cheers. -
sounds fading with distance
duhmedic replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually that didn't work at all. I couldn't get it to play an audio file of either ogg or wav from the preferred directory. -
sounds fading with distance
duhmedic replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NO I am also having this problem. The sound isn't fading as distance is closed or gained. The frustrating part is the wiki says this is how the script behaves when it obviously doesn't. -
Ghost Regiment Multi-Gaming Clan Recruitment
duhmedic posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
This is now obsolete. -
Seems like I might be having no choice but to upgrade. I run ArmA II at the highest settings, but from what E3 and Gamescom has shown us, I can't imagine it working enough to run it that high. Maybe Mid? Any thoughts? Phenom II X4 965 @ 3.5 ghz HIS IceQx AMD 6870 (slightly OC'ed) 8gb DDR3 RAM @ 1330 (i think) and my Mobo is an MSI 870a-G54 I see the game working at least at mid-low settings, but if anyone thinks It might be okay for a bit higher, lemme know :D