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comp_uter15776

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Everything posted by comp_uter15776

  1. comp_uter15776

    Tanks - Armored vehicles customization

    Just noted the Panther has the same issue with the camo netting around the skirt armour too.
  2. comp_uter15776

    Tanks - Armored vehicles customization

    Not sure if already mentioned, but (ver 1.83.144462): Edit AMV-7 appearance Turn on all components Turn off all components Some netting remains on the autocannon?
  3. comp_uter15776

    Jets DLC Official Feedback

    I think adding throttle carets to the HUD would improve the SA significantly when you're flying. Applying an arbitrary % throttle value in the top left corner doesn't do much to help the pilot establish whether their current throttle setting will keep them on their FPV. If anyone doesn't know what I'm referring to, this photo from a Eurofighter Typhoon HUD video shows the throttle carets, which I've highlighted in red. Simply put, when these are below the FPV the aircraft is telling the pilot "your current speed is unsustainable for the FPV you are trying to hold". Similarly, when the carets are above the FPV, the aircraft is saying "you'll overshoot at your current throttle %". When the FPV and carets are adjacent, the aircraft will indefinitely fly the vector because it has sufficient speed at the throttle output. I found this most critical during carrier landings, where one had to guess at a rough % that would keep the FPV from falling below the carrier glidepath and into the sea, or from overshooting. While the AOA indicator helps somewhat, throttle carets are also applicable to other scenarios that don't involve landing, especially when attempting to maintain high performance turns. If the carets are below the FPV while turning, the turn cannot be sustained. If they're above, the turn circle is elongated and your turn becomes more of a banana in shape. When the FPV and throttle carets are adjacent again, the aircraft is able to continue turning at that output.
  4. comp_uter15776

    Drone Controls

    Update! New video! - Okay, so numerous people have been asking "how do I make it do this?" "what about this?"... Here's a little rough-and-ready guide to the vary basics of ArmA 3 Drones. (UAV depicted only, but applies to UGV) Firstly, you need to get your UAV and UAV Operator in the game, like so: When ingame, you'll want to head to your UAV and connect the UAV to your terminal. As Windies has said below, you can also just open the UAV terminal, right click a UAV, and connect, for multiple drone control in an easy manner. http://img547.imageshack.us/img547/9803/odw7.png (905 kB) Step back a bit and open the terminal. Left clicking a position will set a waypoint for the UAV to move to. Hitting left-CTRL and clicking will add an indirect waypoint, good for a specific ingress/egress direction. Hitting left-SHIFT and clicking will add a normal waypoint but will let the UAV Operator visibly be able to see where it is. Right clicking the above will bring up a list of options. In the altitude tab, you have the following options: In the behaviour tab, you have these: And finally, in the type tab, you have these options: Altitude Types: COPY GROUND - 20m LOW PROFILE - 50m TRAVEL - 200m HIGH -500m VERY HIGH -2000m Just found out, you can hit + and - on the NUMPAD to zoom in and out of the camera. Major drone-related FT issues: http://feedback.arma3.com/view.php?id=12853 http://feedback.arma3.com/view.php?id=12852 http://feedback.arma3.com/view.php?id=12844 Thanks for reading this very quick tutorial, I'll expand on some of the options later. Feel free to add opinions, questions, suggestions or feedback! Regards, Harry P.S. I don't know why one of the images is suddenly a lot larger in filesize and thus isn't displayed :s P.P.S. I know my voice sucks on the video mic, but hey :')
  5. Will we see programmable CMS/loadouts? For example, a kind of DTC (data transfer cartridge) could hold the weaponry selections but also countermeasure profiles; as with the enhancements to sensors naturally chaff would be more beneficial versus RADAR and flares for IR (and if you really went all out, RF decoys for magnetic signatures). The following video sums up some current-gen capabilities of DASS (Defensive Aids Sub-System) well, so I think they would fit well within the confines of a near-futuristic scenario: The video does also touch on the variety of SAM/RADAR functionality, i.e. having a FCR but also LAS RADAR that could greatly increase the potency of the SA-10s demonstrated in this video, but any networked air defense. Thus, you could have: Integrated mobile SAM/RADAR (i.e. SA-6) Networked SAMs (i.e. SA-300) - dependent on targeting and surveillance RADAR assets Surveillance RADAR (i.e. 76N6 CLAM SHELL) - for initial detection of aircraft Target tracking (FCR) RADAR (30N6 FLAP LID) - for target illumination and guidance MANPADs (think Titan AA)
  6. In real-life scenarios you might want to turn off say, the GPWS because you are engaging in NOE flight, or alternatively if you are being consistently lit some kind of suppression of RWR is useful as there comes a point where you "get the idea" and it becomes nothing more than a distraction. Of course, there are also emergency scenarios where you are looking to shed electrical load and such.
  7. This is quite incorrect. It's current implementation allows for fairly accurate tracking of other aircraft which would be highly reliant on RADAR and not IR or otherwise. It would be also how altitude would be calculated if not via a barometric calibration. Additionally passive sensors can be turned off, as can just about most systems in modern aircraft (and especially futuristic ones). Given that ArmA 3 is set in 2035, it would be extremely unusual to find such a high tech aircraft without some form of radar capability anyway. Edit: Also, reading back to the OP, I would have to say I prefer the previous symbology (or at least, some kind of differentiation) with respect to confirmed allied/enemy contacts. It's another aiding factor to be able to recognise that in scenarios where you must maintain high SA, you haven't buddy spiked/are aware of those 3 bogeys/etc. I prefer the NV spot too, I think there's actually less ambiguity there (the hemisphere representing ground with the flared lines suggesting spotting). If I'm flying and quickly glance at my SOI to see the red crosshair, I would rather not have to take that extra small step of mentally analysing if it is the laser or NV spot. Back to symbology, the affiliation being tied not only to colour but also shape is how NATO goes about it too (which I presume is where you derived inspiration from). Hemisphere for friendly air, square for neutral/friendly ground (no need to overcomplicate here), triangle for enemy air and finally diamond for enemy ground. I've omitted seaborne and subsurface because I doubt you'd implement sensing these assets anyway.
  8. comp_uter15776

    Vehicle in Vehicle Transport Feedback

    This was brought up earlier in the thread and was countered with the locality of the fade - the person only? whole server? nearby units?
  9. comp_uter15776

    Vehicle in Vehicle Transport Feedback

    Can confirm I too do not see the VEHICLE GET IN or VEHICLE GET OUT waypoints in the list.
  10. comp_uter15776

    Healing Script

    Hey all, Bit of late night coding so forgive the indentation and horrible errors I have no doubts that you will uncover. This particular piece of code is bugging me as I am trying to get a character to perform a certain amount of actions once he's healed. Let's say he is at 0.9 damage. For him to be healed, we can use the idea that damage NewUnit < 0.8. However, if he isn't, we need to still check if he is or not, until he *is*. Now, I decided to make a while loop, knowing all too well that the two codes contradict each other. Here's what I have so far: if (damage NewUnit < 0.8) then { //Check if NewUnit is healed NewUnit enableAI "ANIM"; NewUnit enableAI "MOVE"; NewUnit SetUnitPos "Middle"; _wp = grp addWaypoint [position player, 0]; _wp SetWaypointType "AUTO"; } else { //If he's not? while {damage NewUnit > 0.8} do //Loop if there is damage to NewUnit (is injured) { if (damage NewUnit < 0.8) then { NewUnit enableAI "ANIM"; NewUnit enableAI "MOVE"; NewUnit SetUnitPos "AUTO"; _wp = grp addWaypoint [position player, 0]; _wp SetWaypointType "MOVE"; } } } Now, this has about a 1 in 20 chance of actually working, and for that, you have to hit it right when the while loop is between checking the damage. My question to you fellows is: How can I make it so that if the guy is not healed immediately (which he won't be anyway), how can I loop it so it checks until he is, then carries out my various desired actions? Regards, Harry
  11. comp_uter15776

    Concept for a new game using VBS/Arma engine.

    This really. I'm not quite sure but I wouldn't wish to play anything less in depth functionality wise than arma in the RV engine. I would be of the mindset that there are better engines to enact a 'social' game in - something more streamlined. Besides as zooloo says, the server browser is already clogged with RP stuff I don't care for. (Filter-out mode plz?)
  12. comp_uter15776

    was buying arma 3 worth it ?

    I personally love it. Paid for the DD version (£40/£50?) and it currently sits at my most played game of around 700 hours. Interestingly most of these were around the alpha/beta, because as we reached full release I got very busy in life. Even so I would not hesitate to purchase it again, the concepts for DLC are good and very fairly priced. The DLC model is also one of the best things to happen so far. As others have said, I'm not a fan of the RPG/Altis Life stuff because of the lack of coordinated milsim teamwork, but I appreciate that everyone can have it their way™. Looking forward to the Helicopter and Marksmen DLC now!
  13. comp_uter15776

    General Discussion (dev branch)

    You've described here the issue and solution all in one. It seems like many people forget that ArmA 3's "life" has only just begun, whereas people are viewing ArmA 2 based on all the content there was to offer, including the expansion OA. That's where a good few more assets came into play; but I imagine the ordinary ArmA 2 was just as bare once upon a time. ArmA 3 is also set to have an expansion after these upcoming two Premium DLC's, so there is lots to play for and hopefully we should see a huge wedge of features and content added in to the expansion, which will become what was the OA of ArmA 2, probably.
  14. comp_uter15776

    The new ARMA 3 DLC system - debate

    I haven't actively participated on this forum in a while, but I feel I must contribute my opinion. I don't understand what the problem people have with it. You're not meant to be using those DLC vehicles, if it were any other game. That's why they're paid DLC. You buy them, and you can use them. So, I think they're being pretty damn fair when they even let you board as things like a passenger. Then they also allow you to join MP games with the content in and observe, so you're not prevented from entering certain servers just because you didn't want to pay. People are saying "what if someone wants to use a vehicle but they can't because they're not a DLC owner and then no-one can take control if the other pilot dies..." well, that's the incentive to purchase the DLC. Remember, it's not a granted right that you can use those assets, it's a little something just to tide you over. You're not meant to have full control and be able to zoom about when you haven't paid for it. Plus, they even give you the mechanics for free. You want sling loading? You got it. You want firing from vehicles? You got it. Not at any cost to anybody, you could continue merrily on your way without purchasing the DLC and you would still get your nice new features. That's the thing, you are paying for content so why would you be able to pilot that vehicle or use that weapon, when you have advanced flight models and (maybe?!) bipods etc for free? That's their side of the bargain, if you will, and if you pay you still get a nice bonus. So yeah, when people are complaining because they can't fly or drive or whatever then I'm thinking no, you shouldn't be, because you're not entitled to anyway. I fail to see any reasoning behind why you should be allowed to operate content which you don't own. imho, they've been pretty lenient at the minute with their restrictions. What other games permit you to play alongside DLC owners and even access portions of them? I can't think of many, if any. /rant tl;dr - People are complaining about being unable to use content they haven't bought?
  15. comp_uter15776

    Arma 3 Helicopters DLC Discussion (dev branch)

    BIS release everything of theirs on the dev branch a few days before a release (or in the case of advanced flight models, a month almost). However, the new helicopters will be most likely non-accessible if you haven't got the helicopter DLC, otherwise you can place it down and observe it, but not actually fly it (as is with the new premium DLC system).
  16. Hello all! Today I proudly release a series of mini-missions, independent of each other and should last on average anywhere from 20 minutes to an hour, depending on how skilled, how lucky, and how difficult the mission(s) you select is/are. Difficulty is based from one star, (easiest difficulty, *) to three (hardest difficulty, ***). There are 7 of these scenarios as current, I have plans to add 3 more for the near future and maybe some more after that! I'll also keep my Ghost Hawk Down and SC missions here too to keep everything centralized and nice and tidy so there isn't a 1000 threads created. The download links are all at the bottom of the thread, even the GHD and SC missions. So, let's start! *****ARMA SHORT MISSIONS AND SCENARIOS***** ArmAShort1 Type: Armoured Attack Player: AMV-7 Marshall (Gunner) Difficulty: * ArmAShort2 Type: Stealth Player: Paratrooper Difficulty: * ArmAShort3 Type: Escape Player: Helicopter Pilot Difficulty: *** ArmAShort4 Type: Hit and Run Player: Speedboat Minigun (Commander) Difficulty: ** ArmAShort5 Type: Stealth Player: SEAL (Diver) Difficulty: ** ArmAShort6 Type: Sabotage Player: Commando Difficulty: ** ArmAShort7 Type: Assassination Player: Sniper Difficulty: * Plans for next missions include 2x*** and 1x*. Please read the info snippet for each mission that's below before starting, it contains highly useful information! ArmAShort1: You begin as an AMV-7 Marshall Gunner, to attack a town and surrounding area full of the enemy. Only, things go bad to worse when they counterattack... ArmAShort2: A new enemy outpost has just been set up in a nearby village. Take out the guards and vehicles and they'll never know what hit them. ArmAShort3: Your helicopter was downed. Your crewmate killed. Things look to be set to go the same way for you... ArmAShort4: Perform a surprise raid on an enemy training exercise and damage the enemy fleet beyond repair! ArmAShort5: You must stealthily locate the enemy prototype helicopter before its trials on our troops tomorrow! ArmAShort6: Sabotage the enemy supplies and then quickly escape before the enemy know what's happened. ArmAShort7: Word has it a highly important enemy General is meeting one of his best subordinates. Take them out. ---So that's the missions, really! They're all SP only for now, and I apologise if things don't work correctly how they should - I did try to ensure everything worked as said but if it doesn't, please tell me and I shall look into it. Don't forget to follow the markers on the map either, they're extremely useful.--- *****GHOST HAWK DOWN***** Summary: Today I bring you my very first public mission; Ghost Hawk Down! It was originally an imitation of sequences from the Black Hawk Down movie, as well as the real Battle of Mogadishu (1993), but it evolved a bit and I swapped bits in and out, or modified parts. This mission sees you back on the 3rd October, 1993, where local militia in the Agia Marina area have began to close in on the desperate crew and elements of the 75th Ranger Regiment (Bravo Company) with unrelenting force. You are the Delta Team, finally given permission to begin a support mission after being denied twice. You should use your marksmanship abilities and high powered rifles to your advantage, and to reach the crew in time. Be warned though, the militia are both plentiful and heavily armed! Only your training will be able to beat them. Once you have secured the crew, you are required to protect them until backup arrives. Once it does, evacuate with them safely to the UN Safe Zone at Stratis Airbase. Alternatively, you can take on the role of the reinforcements, who must transit to the aid of the SFOD-D element and provide direct fire support, before retreating with the allied forces back to the UN Safe Zone. This scenario arrives in 4 variants, two are MP and two are SP. They are then split up further between "with hints" and "without hints", the latter being more difficult. HOWEVER, without hints means the gameplay may be broken due to the nature of this complicated scenario. The reason for its complexity is purely due to the AI and probably my novice skills, but it I found it extremely hard to manipulate the AI thoroughly and to do what it needed to when it should. This mission is a bit scripted (by a bit, I mean, more than most missions are typically) in order to preserve the storyline that is of the Mogadishu Battle and the film. So, unfortunately, the filesizes are a hefty 9MB per mission. Spawning, Armament, Success/Failure: You only get one shot at this or else the mission will fail (if all three squad members die). If both crew members die, you will also fail. The way to succeed is through making it back to the Safe Zone with the crew. You will also fail if you do not reach the crew within 3 minutes of ingress (being landed). Your armament is fixed, I am looking at VAS potentially for another version, however for now, you should be using the loadout which I designed specifically for this mission and increases the realism and connection to Black Hawk Down (similar loadout to Gordon and Shugarts') Final Words and EDITING: I am distributing this under a Creative Commons license to protect the shape of this mission. All I truly ask is you contact me about modifying the mission first, chances are I'll say yes but it is good to have some contact before! I won't stop you though if you do not, I haven't encrypted the PBOs so you should be able to adapt them fairly easily. However, I thought ArmA players were chivalrous, right? Please leave feedback on anything I've mentioned, or anything to do with the mission at all. Included in the ZIP Archive of 4 missions is additionally the legal document and a readme, THIS IS VERY USEFUL. Please read it as it contains answers to practically everything you'll ever want to know! (No, not the meaning of life.) Regards, Comp_uter15776 (Harry) Changelog: 18th July, 2013 - VERSION 1 - RELEASE [bETA COMPATIBLE] 19th July, 2013 - VERSION 2 - Fixed DoFollow.sqf error and associated joining squad perms, updated a few items in the readme. 20th July, 2013 - VERSION 2r1 - Permanently fixed DoFollow.sqf error (at last!), increased regroup trigger range. 16th August, 2013 - VERSION 3 - Major updates. MP gains UAV Operator with AR-2 Drones (for making Co-op easier). GHD now becomes DEV-only, so no stable builds. 3rd vehicle in convoy (AMV-7 Marshall) is now another Panther. Gameplay generally sorted out a bit to better overcome ArmA limitations. Fixed load screen/overview and briefing. Fixed missing file LoadScreen.paa/LoadScreen_ca.paa. Version 3.0 also should fix the intermittent mission endings for no apparent reason. PLEASE NOTE THAT MULTIPLAYER COOP WITH 10 PLAYERS IS STILL THE BEST WAY TO GO, SHOULD YOU FOLLOW THE HINTS/BRIEFING. AI ARE QUITE..... terrible. *****SECTOR CONTROL 5 LOCATIONS***** Summary: I bring you my second public mission in the form of a new Sector Control mode. I've slogged away for the whole of a day, and although taking less time than I did on GHD, I can assure you it has been no less challenging, or pleasurable. This mission features 5 locations, BLUFOR holding the airbase and OPFOR at Kamino. Each team has 200 tickets, this will count down automatically upon gaining or losing sectors. The maximum tick is 5/minute (that's 1 ticket every minute if you held each base), and there are a few units at the bases to aid your travels. These are; for BLUFOR: 2x CH-49 Mohawk (no GH's for balancing purposes, I didn't want to have to put in Orcas with DAGRs) 2x Hunter (no wep) 1x Quadbike OPFOR: 2x PO-30 Orca (Black version) 2x Ifrit (no wep) 1x Quadbike I would just like to take the time now to say this was a requested mission and these were the units and locations stated. If you would like your own flavour of this mission, I encourage you to do one of two things: a) Open up the PBOs for yourself (I never encrypt them) and take a look at how I've set mine up, or: b) Ask politely in PM for me to tweak it for you. Again, this is distributed under CC License with Attributing and Share-Alike. If you do wish to modify my mission(s), I am perfectly fine for you to do so, but please just PM me first, I will probably say yes anyway though. If you would leave in the original author and other identifying information that would be perfect too. IF you have any doubts, just PM and I shall be happy to talk it over with you. THERE IS ONE VERSION ONLY (V2): -VAS -NO VAS Runs Stable or Dev ONLY. Please reply with anything you could think I could do better, or what you think I did well! It's all part of the learning experience :) (Just try and be constructive) Changelog: 23rd July 2013 - V1.0 - RELEASE 31st July 2013 - V2.0 - See the post below made today as well. Known Issues: All fixed! Please let me know if there are any issues in via this thread, though. Acknowledgements/Credits: TheDennis for the mission idea (that's where the PBO filename is from) BIS for creating the platform upon which these missions are created Tonic for his VAS Someone (sorry, I forget who) for their vehicle respawn script F2k Sel, dr_strangepete and Kylania for being patient with me (as ever) Kaijev for being my lovely Guinea Pig (teehee, it's funny because you're Australian <3) Anyone else whom may have slipped my mind at the moment *****DOWNLOAD LINKS***** ArmAShort missions (Complete pack) V1 Ghost Hawk Down V3 5 Sector SC Mission V2
  17. comp_uter15776

    Comp_uter15776's Mission Thread

    Wow! I happened to miss this :( I'm very sorry to see these comments go un-replied. I appreciate some of the missions are rough around the edges. I am going to be refining all these listed here when summer vacation starts around the 23rd of July (this year! ;)). I will hold off speaking on those as what you said seems to be very fair and as these were made a while back some things could be less than what I remember them being. I also have some more ideas lined up verrrry shortly, including updating the pack, so I hope you'll bear with me! Kind regards, Comp_uter15776 P.S. Ghosthawk down is actually regarded atm as a stress test as the amount of AI, triggers and syncing is unbelievable! Still, I'll fix it soon!
  18. Hey all, Me again! This time, I'm having difficulties with the new Sector Modules. Got them set up fine, works really well - but it's making a system to check various things to do with the sectors. For example, I'm looking to be able to set some tickets (say, 100 each, WestTickets and EastTickets), which will deplete eventually until one hits 0, in which case, the team with 0 loses. Simple, right? Well, I set my ticket variables up: WestTickets = 100; EastTickets = 100; Then I arrived at my first problem. I wanted for every capture point to check per 60 seconds which side it was on, and deduct a point from the other team. I created this: while {count playableUnits >= 1} do { if (_ST == West) then {WestTickets - 1} else {EastTickets - 1}; sleep 60; }; _ST was the name of my Sector as unfortunately I haven't found a way to retain a name which has a space in it yet can be used like the above. The problem is that there is no information on whether a sector "becomes" west or east, or if it just shows up as that, so how can I compare which side the sector is on? A line down I had this further: //while {count WestTickets < 1} do { //["end1",false,2] call BIS_fnc_endMission; //}; Noticing the comments, this was because of some error complaining that I was missing a semi-colon in the top line of that (I mean... how. It doesn't mean I actually am missing a semi-colon, just I screwed up elsewhere, right?), so that bit isn't used, but would be what I try when making the mission end if the WestTickets dropped below 1 (for testing purposes only, I'd add EastTickets in later). Regards, Harry
  19. Hey all, I bring you my second public mission in the form of a new Sector Control mode. I've slogged away for the whole of a day, and although taking less time than I did on GHD, I can assure you it has been no less challenging, or pleasurable. This mission features 5 locations, BLUFOR holding the airbase and OPFOR at Kamino. Each team has 200 tickets, this will count down automatically upon gaining or losing sectors. The maximum tick is 5/minute (that's 1 ticket every minute if you held each base), and there are a few units at the bases to aid your travels. These are; for BLUFOR: 2x CH-49 Mohawk (no GH's for balancing purposes, I didn't want to have to put in Orcas with DAGRs) 2x Hunter (no wep) 1x Quadbike OPFOR: 2x PO-30 Orca (Black version) 2x Ifrit (no wep) 1x Quadbike I would just like to take the time now to say this was a requested mission and these were the units and locations stated. If you would like your own flavour of this mission, I encourage you to do one of two things: a) Open up the PBOs for yourself (I never encrypt them) and take a look at how I've set mine up, or: b) Ask politely in PM for me to tweak it for you. Again, this is distributed under CC License with Attributing and Share-Alike. If you do wish to modify my mission(s), I am perfectly fine for you to do so, but please just PM me first, I will probably say yes anyway though. If you would leave in the original author and other identifying information that would be perfect too. IF you have any doubts, just PM and I shall be happy to talk it over with you. THERE IS ONE VERSION ONLY (V2): -VAS -NO VAS Runs Stable or Dev ONLY. Please reply with anything you could think I could do better, or what you think I did well! It's all part of the learning experience :) (Just try and be constructive) Dropbox: https://www.dropbox.com/s/qksatf84l33ny5b/TheDennisV2.zip Armaholic: Soon! Changelog: 23rd July 2013 - V1.0 - RELEASE 31st July 2013 - V2.0 - See the post below made today as well. Known Issues: -When a Sector is captured, there would be an information box saying which base has been captured and to whom. This is now blank. I believe this is an unfortunate consequence of using the "Expression" field, which is unavoidable. I hope this bug is rectified sooner or later. -VAS may like to spew out errors (depending on how you're hosting). AFAIK you can still use most of it, though. All fixed! Please let me know if there are any issues in via this thread, though. Acknowledgements/Credits: TheDennis for the mission idea (that's where the PBO filename is from) BIS for creating the platform upon which these missions are created Tonic for his VAS Someone (sorry, I forget who) for their vehicle respawn script F2k Sel, dr_strangepete and Kylania for being patient with me (as ever) Kaijev for being my lovely Guinea Pig (teehee, it's funny because you're Australian <3) Anyone else whom may have slipped my mind at the moment P.S. A lot of people were intrigued as to how I got SC to work like I did, so I am going to make a rough tutorial outlining what one needs to do in order to set up such a mission.
  20. comp_uter15776

    [MP][TVT 8/Side][DEV] 5 Sector Control Mission

    Go for it, I can probably get you the scripts so you don't need to import. However, importing is rather easy!
  21. comp_uter15776

    [MP][TVT 8/Side][DEV] 5 Sector Control Mission

    Hey stonie, I'd be very happy to help you with your mission. Right now I've got a lot on my plate till May (A level exams and all), but I should be able to find the odd time to sit down and go through some things. I do actually have a 150 player modified version for larger scale too, although I don't believe I ever released it! It will be nice to get back to editing though as admittedly I haven't touched this mission nor ArmA actually in a fair while.
  22. comp_uter15776

    What's the story behind your username and avatar?

    Comp_uter15776 originates from a fun time back in the young old days when I played Runescape. Yes, I know, but I was only like 12 okay?! The first thing that popped into my head was "ah! a computer!" so I spiced it up with some variation and bam; "comp_uter1". However, I eventually decided to make a new account but bring back my name. Of course, you can't duplicate names, so I randomly hit numbers after the _uter1. Guess what came out? 15776. It's lasted to this date :)
  23. This isn't the case (if you read the other replies), but there is an option in your config settings to permit all mods.
  24. comp_uter15776

    Can't join any dedicated server

    He means developer :x edit: as in, is a developer working on this.
  25. I once again attribute this to the fact that the launch of DayZ has broken something (master server list?) that I figure is also used in ArmA 3 due to the high playerbase of DayZ. This appears to be affecting all servers, too. The reason for high connect/dc rates is people are trying different servers to normal and then backing out when they see it is not loading up.
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