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Everything posted by Arctor
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Disable Animations yet Allow Head Movement
Arctor replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe something like: while {true} do { if (animationState player != "animationYouWantToBeStuckIn") then { player switchMove "animationYouWantToBeStuckIn"}; }; -
This look amazing and promising! One question has been burning in the back of my mind since A3's underwater theme was announced: Will I44 have walkable U-Boats at some point?
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Oh man, this is just what I wanted! A snow map for A3. Even better: it's the Bering Sea! This is going to be a breath of freezingly fresh air for our group to fight on! Seriously dude, mad props. P.S. If you need any beta-testees, feel free to call on the Sh33p.
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Arctor replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Edit: reaction useless, solved. -
Gear is dissapearing as soon a player is joining the game.
Arctor replied to spectrobr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Temp fix: http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-%28F2-for-ArmA-3%29/page10 -
Added Uniform Disappears in Multiplayer
Arctor replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We had similar issues on F3. The guys on there came up with a temporary fix that worked for us. Check out Pabstmirror for a temporary fix that might work for you too: http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-%28F2-for-ArmA-3%29/page10 -
The best firefight we had with our group IMO. Task is simple: Defend a hill
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F3 Mission Development Framework (F2 for ArmA 3)
Arctor replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, We are experiencing horrible issues with players losing their uniform and its contents. This keeps happening since the last update. I know they changed a lot of gear stuff but we haven't been able to identify the culprit. It seems to only happen on units who receive their uniform via script. Does anyone know what the hell is happening since last update? -
There's already women in the A3 config and they have weapon poses sooooo.......................... there's that.
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Added Uniform Disappears in Multiplayer
Arctor replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same issues here after update. Uniforms and ammunition disappearing randomly and soldiers spawning naked. Test runs of missions working couple of times, after that huge synch issues, even freezing missions on loadscreen. -
The TV-station and the Hotel from Sahrani released and packaged as mod/dlc to comp for the lack of enter-able rooms in large buildings.
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F3 Mission Development Framework (F2 for ArmA 3)
Arctor replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
null = ["v_car", this] execVM "f\common\fa_ACRE_assignGear.sqf"; This had the desired effect of adding a 148 VHF to vehicleCargo on top of vanilla cargo like IFAKS, it even set the right frequencies. Also changing radio1 to [ _radio1 = "ACRE_PRC119"; ] gives a working long range! We are now packing long range radios! Even CO's and SQL's. Our sessions just got better :) -
F3 Mission Development Framework (F2 for ArmA 3)
Arctor replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so two follow-up questions: 1) Is the 119 not working for infantry too? 2) What would be the best way to add a 117F to a vehicle (can I just put null = [this,"v_car"] execVM "f\common\fa_ACRE_assignGear.sqf"; On every vehicle?)? -
F3 Mission Development Framework (F2 for ArmA 3)
Arctor replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey F3 crew, Couple of F3-ACRE related things: 1st) Recognition overlay completely buggers ACRE. Must be some conflict in titles..? Anyway the yellow-black box in the down-right corner-screen for acre doesn't appear and changing radios is impossible when using Recog. Recog doesn't work either. 2nd) The [ fa_ACRE_assignGear.sqf ] seems not to function for [ _radio1 = "ACRE_PRC117F" ] on any of the classes. It does not appear in inventory. Could this be because of over-capacity loaded unit (no room in gear)? I haven't gotten it to work yet... Thanks for the great work, it's really getting there! -
F3 Mission Development Framework (F2 for ArmA 3)
Arctor replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
fn_SetWeather.sqf keeps passing errors. Commenting-out line 19 & 24 got rid of error. It seems BI disabled the simulSetHumidity command and replaced it. http://forums.bistudio.com/showthread.php?165616-Where-did-simulSetHumidity-go -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Arctor replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks 99% of all users for the 2 years and 10 months of hotmicing conversations with your family members, barking dogs, coughing, making me shout at you or alt-tab to mute you locally every half hour, giving our position away; It's been great, now for the love of god, please just use PTT. You're the problem, not the exception! -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Arctor replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
SOLVED. It was a problem with conflicting arma3lib files. -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Arctor replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I use UO A3 SRV1 preset version of ACRE. This error keeps popping up: ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation! Here's my .rpt http://pastebin.com/9Ab6yBh9 -
TUT sample map wont run in editor
Arctor replied to Wraith68's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thank you kindly for the advice. I'll try it and get back to you in the appropriate thread should any problems arise. -
Why are we not seeing new A3 maps yet?
Arctor replied to samsamm777's topic in ARMA 3 - TERRAIN - (BUILDER)
I've just found it. Quite the trip down memory lane! It's from the ArmA Armed Assault 31STWW2 mod. http://i.imgur.com/isORohv.jpg (294 kB) Links to download: http://www.armedassault.info/index.php?game=0&cat=addons&id=659 Fixes: http://www.armedassault.info/index.php?game=0&cat=addons&id=666 http://www.armedassault.info/index.php?game=0&cat=addons&id=669 Don't have any exact measurements, it might be smaller than it would be IRL. -
Player looking for squad (not for squads to post looking for players!)
Arctor replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
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Hey Marco. Nederlandse clans zijn er niet veel. Je kunt het beste even langsgaan bij TDNL (www.tangodown.nl). Dit is een open tactical-gaming community. Hier wordt vanalles georganiseerd en iedereen is welkom. Spring eens op de TS en stel wat vragen aan leden! Zelf ben ik bij TDNL verbonden aan FNA (Friday Night Assault). We spelen met FNA iedere vrijdag om 8 uur met hetzelfde clubje jongens missies met Arma 2:CO op F2 (en straks Arma 3 op F3). Geen gedoe met respawn of 3rd person, dood is spectaten, gewoon hardcore arma-coop/tvt. Iedereen is welkom bij FNA maar we hebben wel voorwaarden en een systeem van afmelden... Verder wordt er bij TDNL nog vanalles georganiseerd, zoals een aankomende 24-uurs Insurgency Sessie!
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TUT sample map wont run in editor
Arctor replied to Wraith68's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I'm having the same problems with the SgtAce TUT_SampleMap. Same errors appear in the log. I've been able to binarize it once by changing the requiredAddons[] = {"Utes"}; to-> requiredAddons[] = {""}; and following directions from there... Opening and previewing it in editor worked but gave this message: TUT_SampleMap requires addon " So naturally I tried: requiredAddons[] = {}; This unfortunately made it not work again and gave the same errors in log. What would be my course of action here? Should I continue the steps in "Bush_GeotypicalTerrains-Beginners_Guide_1stEdition", pretending it worked?? How much more difficult is terrain-making without the Utes inheritment? Here's my log from the failed binarizings: Any advice is more than welcome!