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Arcurus

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About Arcurus

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  1. Arcurus

    NO, BIS, NO.

    I'm betting there won't actually be any aliens to fight. Story is probably about abandoned alien tech and the Spetznatz and NATO fighting over them.
  2. Speaking for myself, interiors to tanks and APCs has more to do with relieving the claustrophobic feeling I get when stuck in the letterboxed view than anything else. I don't complain if a free mod doesn't have tank interiors so long as I can turn out while driving, but BI are the ones who set the bar for expecting them. After the tanks DLC I don't think it was unreasonable to expect them in the Creator DLCs, as they are supposed to be on BI's level in quality. I've really enjoyed the DLC wholeheartely except for the lackluster campaign and feel it was worth my money for the map and it's assets alone. The Creator DLC program is off to good start.
  3. Arcurus

    Arma 3 - Creator DLC Discussion

    In so far as the Creator DLC is concerned, what was the cause that led to a change in how they would be handled? By this I mean that in older DLCs there was equipment that could be used even if you didn't own the DLC. The exclusion of course being single-player missions, driving/piloting vehicles, and accessing terrains. In the Creator DLC this won't be the case. What is the reasoning behind this change in DLC strategy?
  4. I did check the config viewer. And I do know that class ItemInfo has a parent class of InventoryFlashLightItem_Base_F. But when I call it, I get an error for an "Undefined base class: 'InventoryFlashLightItem_Base_F'." So I think, ok, maybe I need to call the parent class for that too (because it has one). But when I do, I get the same Undefined Base class. I am aware that this is telling me I'm the parent wrong, but where to put that parent, I've no idea. The code for those changes looks like this: class CfgPatches { class Flashlight_Fix { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class acc_flashlight: ItemCore { class ItemInfo: InventoryFlashLightItem_Base_F { class FlashLight { ambient[]={6,9,9}; intensity=240; coneFadeCoef=5; flareSize=8; flareMaxDistance="700.0f"; class Attenuation { start=0; linear=1; quadratic=1; hardLimitStart=100; hardLimitEnd=500; }; }; }; }; };
  5. I am attempting to write a replacement config for my Arma Unit to make the base game flashlights more powerful. I'm not getting any crashes or errors but the changes just aren't overwriting the base values. Here's my config.cpp class CfgPatches { class Flashlight_Fix { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgWeapons { class ItemCore; class acc_flashlight: ItemCore { class ItemInfo { class FlashLight { ambient[]={6,9,9}; intensity=240; coneFadeCoef=5; flareSize=8; flareMaxDistance="700.0f"; class Attenuation { start=0; linear=1; quadratic=1; hardLimitStart=100; hardLimitEnd=500; }; }; }; }; };
  6. This is a very welcome addon. Looking forward to the RHS raison as well.
  7. I've been attempting to play around with the respawn options to give my small group a few options in the way we make our missions. ​The original concept was to give three players their own groups and allow them to Team Switch within their own groups, and when killed just team switch into one of their squad members. ​At first I used respawn = "SIDE"; in my description.ext. I found a couple of things that weren't working. For one, in MP when I hit "U" to bring up the Team Switch menu, it would pop u for a fraction of a second and then disappear. I got around this temporarily by just using the "Nest Team Member" and "Previous Team Member" keybinds, but found it would cycle me through the other playable units outside my group. Another thing I found was that units to be Team Switched into had to be marked as "Playable." ​Then I figured respawn = "GROUP"; would suit me better. I found that even with enableTeamSwitch = 1; put into the description.ext as well, that in MP the Team Switch Menu wouldn't even pop up, and the previous workaround no longer worked. It, like using SIDE, also wouldn't work unless the other units were marked as "Playable." ​So is there an answer out there that I'm not seeing to get Team Switch to work with respawn = "GROUP"; as well as to get it working without all the playable units (because for a mission meant for 4 players, it really shouldn't have 12-36 slots)?
  8. I'm creating a config to replace the MX series rifles with M16A4s from the RH_M-4 Pack. I've got the Rifleman (B_Soldier_F) replaced successfully, but it doesn't seem to be applying to the Grenadier (B_Soldier_GL_F). Not sure what I'm doing wrong. [code]class CfgVehicles { class SoldierWB; class B_Soldier_base_F: SoldierWB{}; class B_Soldier_F: B_Soldier_base_F { magazines[] = {"30rnd_556x45_STANAG"}; weapons[] = {"RH_m16a4","Throw","Put"}; }; class B_Soldier_GL_F: B_Soldier_base_F { magazines[] = {"30rnd_556x45_STANAG"}; weapons[] = {"RH_m16a4gl","Throw","Put"}; }; }; [/code]
  9. Arcurus

    RH M4/M16 pack

    Robert_Hammer, I've noticed a visual bug. When you drop the different colored M4 SBRs on the ground from your inventory or place them on the ground with a script, the models all have tan accessories rather than their respective black or green accessories. You can duplicate this by dropping an ammo box in the editor, then taking one of each SBR and placing it in your inventory. Then just go anywhere and drop them out of your inventory on the ground. Hopefully this one is just a quick fix for you. Looking forward to the next version, whenever it comes out. Your weapon mods are very high quality and are my go-to mods for weapons.
  10. So how then would I go about getting it applied to any new unit created that is a player?
  11. Searched around, but couldn't find an answer to my problem. I'm trying to add and action to the Action Menu for a multiplayer game to check the a variable and then tell the player what it is. The action gets the variable, but after a player dies and respawns they no longer have the action on their action menu. In my init.sqf I have the line player addAction["Check Thirst", "Survival_Mechanics\thirstStatus.sqf", [], 1, false, false, "", ""]; And that goes to thirstStatus.sqf: if (not((_this select 0)==player)) exitwith {}; sleep .5; Stxt = parseText format ["<t size='1.5'><t color='#99D5FF'>Thirst is at </t><t color='#99D5FF'>%1</t><br/><br/>", thirst]; hintSilent Stxt; I suspect that the problem lies in with how I added the addAction command moreso than the thirstStatus file. I just don't know how to get it implemented properly.
  12. Where should I put this line? in the unit's Init field or in a script?
  13. I have a script that counts down a value and I'd like it to reset to 100 after a player dies and respawns. Here's what I have. if (not((_this select 0)==player)) exitwith {}; thirst=100; while {true} do { while {alive player && animationstate player!="ainjppnemstpsnonwrfldnon" && animationstate player!="ainjppnemstpsnonwnondnon_rolltofront" && animationstate player!="ainjppnemstpsnonwnondnon_rolltoback" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltofront" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltoback" } do { if (thirst>=100) then {thirst = 100}; if (thirst>0) then {sleep 180}; thirst=thirst-10; if (thirst>=100) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 100</t>",12];}; if (thirst == 90) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 90</t>",12];}; if (thirst == 80) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 80</t>",12];}; if (thirst == 70) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 70</t>",12];}; if (thirst == 60) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 60</t>",12];}; if (thirst == 50) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 50</t>",12];}; if (thirst == 40) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 40</t>",12];}; if (thirst == 30) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 30</t>",12];}; if (thirst == 20) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 20</t>",12];}; if (thirst == 10) then {hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Your thirst is at 10</t>",12];}; if (thirst<=0 && alive player && animationstate player!="ainjppnemstpsnonwrfldnon" && animationstate player!="ainjppnemstpsnonwnondnon_rolltofront" && animationstate player!="ainjppnemstpsnonwnondnon_rolltoback" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltofront" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltoback" ) then { thirst = 0; while {thirst<=0 && alive player && animationstate player!="ainjppnemstpsnonwrfldnon" && animationstate player!="ainjppnemstpsnonwnondnon_rolltofront" && animationstate player!="ainjppnemstpsnonwnondnon_rolltoback" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltofront" && animationstate player!="ainjppnemstpsnonwrfldnon_rolltoback" } do { (hint parseText format["<t valign='bottom' size='1.2' color='#0F81EB'>Thirst is at 0%, Health loss because of dehydration! Find something to drink!</t>",12]); titleText ["Thirst is at 0%, Health loss cause of dehydration! Find something to drink!", "PLAIN"]; player setdammage (getdammage player) + .1; wps1 = (floor(random 2)); // generates random number from 1 to 1" if (wps1 == 0) then { Playsound "pain1"; }; if(wps1 == 1) then { Playsound "pain2"; }; if(wps1 == 2) then { Playsound "pain3"; }: sleep 12; }; }; }; sleep 1; };
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