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viper0317

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About viper0317

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core_pfieldgroups_3

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    Engineer

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    viper0317
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    viper19d
  1. Yup that did it, works like a charm now! insertion.sqf:
  2. Why .sqs? - Idk saw it in a tutorial video somewhere, Is there a better way? with that change the screen blinks black for an instant and otherwise nothing happens, got hung up on the sleep so i removed it then i got the following error: '|*|_x setpos (getmarkerpos "respawnwest");' Error undefined variable in expression: _x Thanks for the help
  3. Hello All, I'm working on making a mission template where you start in a warehouse with props where you do briefing and get your loadout via Arsenal. Once everyone is ready the Team leader hits an addaction which i want it to say "Inserting the Fireteam into the AO" and fade to black, then teleports the group to a respawn_west marker labeled "Insertion Point" then the black fades out and you can continue the mission. I have some arma 3 scripting experience but not from scratch like this. Description.ext Init.sqf: insertion.sqs: I'm not sure why it doesn't work. Thank You!
  4. Server Is Up! We ended up going with an RHS pack over Massi's mods. TS3 IP: phanes.typefrag.com Arma 3 Server info is in the Peristylium channel description.
  5. My friend and I are considering opening an Arma 3 co-op server sometime in the next week or 2. We are looking for 4-15 more active players who are interested in low-key immersive cooperative gameplay. We are not a realism unit or a clan, we are simply looking for a few like-minded individuals who just want to play the game in a friendly team oriented manner. As far as setup goes we have a mod pack assembled (Combined pack available for easy install) and missions made, everything is ready to order the server, we're just looking for a few more players. The missions that are currently made are templates for jump in and play style co-op utilizing MCC/Zeus. Requirements: Mature players only, 21+ years old only US or Canada location (will be an east-coast server) Be a good team player Use TeamSpeak 3 Additional Positive Qualities: Laid-back/Easy going, does not have delicate sensibilities Non-confrontational, just want to play the game and have fun Familiar with mission making/scripting and/or use of MCC/Zeus, enjoys or interest in being game-master (I would like others to be able to run the missions too) Primary Mods: AiA Terrain Pack JSRS3.0 DragonFyre Massi: Weapons, Vehicles, Rangers, CSAT Replacement, & Chernarus Conflict ACE 3 MCC Most Played Maps: Kunduz FATA Hazar-Kot Valley Afghan Village Altis For Additional Information please PM me if you're interested. Thank You, -Viper0317
  6. No kidding. The discussion of this thread relates to the number of guns we received with the "full release" compared to how many we should have gotten, my argument pertained to finding out whether or not they count the variations of a gun as different guns. As well as reasoning as to why different variations should not be counted as different guns.
  7. Legally, it is the same gun though, and that's my point. Same action same gun, different configurations make it perform differently, but doesn't make it a different gun. Note: that's why when you buy any firearm (in the US) they register the action (stamped component with the number they copy onto the registration form) to you and you can buy different barrels, bolts, etc, without having to have those components registered in your name as well. I learned this first hand from discussing custom guns with my friend that is a gunsmith. I was trying to build a custom caliber gun with a Remington model 7 action, you can buy all the parts without having anything registered in your name with the only exception being the action. He even said the gun would be registered to me as a Remington Model 7.
  8. Yes, the way I see it is the same as going to the store and buying a gun, an AR-15 for example. That AR-15 is registered in your name (1 gun). Say you buy a longer barrel and a bi-pod for match shooting and you have the ability to switch between your stock configuration and match setup. You still have the same 1 gun registered in your name. You aren't then required to register the alternate configuration as a separate weapon because it is still considered the same gun, same logic applies to counting the content of the game. I haven't verified yet, but I bet if you count the way I am suggesting, and count all the explosives and player carried items that can be used as weapons (you can kill AI with) you still won't reach 40+
  9. It would be pretty cool if none of the guns had default grenade launchers attached. For example remove the mx with gl attachment. the grenade launghers should be separate and module. then they can be equipped as a primary weapon or attached to rifle as an attachment then update rifle attachment capabilities, primary rifle should have 6 slots for attachments as follows: 1. ammo 2. muzzle (siliencer) 3. optic 4. left rail (laser or light) 5. bottom rail (GL, angled foregrip, straight foregrip, light) 6. right rail (laser or light) then add player option to be left or right handed on profile just like you can choose face this will add significant customization as the player can configure the weapon however they like.
  10. Arma 3 is a military sandbox shooter as defined by BI Studios "EXPERIENCE TRUE COMBAT GAMEPLAY IN A MASSIVE MILITARY SANDBOX." -www.arma3.com/features 1. sandbox means that players are free to design their own missions and content. 2. simulation according to Webster is defined as; the imitative representation of the functioning of one system or process by means of the functioning of another. As the game is military in nature and sandbox by design, missions created are (or can be) simulations of plausible real life scenarios. Thus, by default the game can be classified as military simulation. A Google search even shows it being referred to as such by reviewing magazines (pcgamer for one). Annd Back to topic: I get what Beagle is saying about the number of weapons he had in his military service, the thing is, BIS says 40+ weapons on their features page, but the so called full release doesn't contain the 40+ weapons they are advertising. Especially if you count logically, for example, the MX Rifle has 4 non-GL versions, cq, marksman, standard, and lmg, but because the base platform is still an MX rifle it should only be counted as 1 weapon.
  11. Not to go off topic, but ... huh?
  12. viper0317

    When will there be a new update?

    http://forums.bistudio.com/showthread.php?149636-Beta-Development-branch-changelog/page13 Just a bunch of fixes.
  13. Totally agree with the OP on the current weapon selection, but I think "thousands of variations of at least 100 weapon types FOR EACH CATEGORY" is a little much, I just want what we were promised; We shouldn't have to look to the modding community to finish the game/provide what the developer failed to deliver the the "full release". The features listed on the Arma 3 website states "Master a range of 20+ vehicles, aircraft and ships; choose your gear, pick from 40+ weapons, customize your loadout." These features have yet to be delivered. The 40+ weapons we were promised haven't been delivered, different versions of the same gun is not a different gun. Just like the 20+ vehicles we were promised, different versions of the same vehicle isn't a different vehicle, ie. MRAP basic, MRAP .50, and MRAP GL only counts as 1 of the 20+ Vehicles not 3 because regardless of what's on top it's still the same vehicle (same goes for the Ifritt and Hemtt). So when is the rest of the content that the "Full release" is boasting to provide going to be put into the game?
  14. I still get the same 10-30 fps that I was getting on day 1 of alpha no matter what tweaks I try. Running a GTX-680, 32 GB RAM, AMD FX-8350 4.0 GB 8-core processor, with SSD....if I get 110 fps with BF3 on ultra and 50-60 fps in Crysis 3 on max settings, there is no reason I should be getting any less then 60-100 fps on Arma 3. ... In theory :j:
  15. Today (9/13/13) The Dev Branch Update says "When we do return daily updates on Monday there is a lot of cool stuff to come. Of course all improvements from the last few weeks get back in (AI / memory optimizations), but we also have installed better anti-flip systems on tanks." My question to you is, this cool stuff to come, what are we getting, when, and why wasn't it in the "full" game? =====Reason and Justification for the question===== Personally I found the full game release to be more disappointing than any game release I've seen (I uninstalled the game from my PC). Here are the changes that I think would make the game playable: 1. Significant Performance Increase (I have GTX-680, 32GB RAM, AMD FX-8350 4.0GB 8-core, and SSD, still getting same 10-30 fps from day 1 alpha release despite many attempts to tweak launch options config etc., that's embarrassing seeing as how I get 50-60 fps on Ultra settings in crysis 3) 2. female civilian models with working settlement module 3. move FIA back to independent 4. for CSAT, add class "men (guerrilla)" The features listed on your website states "Master a range of 20+ vehicles, aircraft and ships; choose your gear, pick from 40+ weapons, customize your loadout." thus, 5. the 40+ weapons we were promised; different versions of the same gun is not a different gun (see i.e. below). 6. the 20+ vehicles we were promised; different versions of the same vehicle isn't a different vehicle, ie. MRAP basic, MRAP M2, and MRAP mk19 should only count as 1 of the 20+ Vehicles not 3 because regardless of what's on top it's still the same vehicle (same goes for the Ifritt and Hemtt). That's all the short term changes that I believe are extremely necessary. Please no fan-boy, "that's what mods are for" or "you're just butt-hurt, go play cod or bf3" type replies, keep them constructive and professional. WE as customers shouldn't have to wait for the modding community to take a broken product and fix it, the game in itself should be entirely playable in it's vanilla form (like arma 2), the purpose of mods are to enhance what is, not fix. When I got the supporter edition on day 1 within an hour of release I thought I was buying a new lawnmower, what I got was a refurbished one I already had but with dull blades, no air filter, bad carburetor, bald tires, dry rotted steering wheel, and the driver seat is bare rusted metal, but at least the paint is shiny...it would be nice to see a editor 3D placement [F1] function to, I mean it's not like the community has been asking for it for 7+ years or anything. I'm just disappointed the "full release" product does not meet expectations set by the www.arma3.com website and alpha/beta content. The above considered, I think that we (the community) deserve to know what the cool stuff to come is and when you hope to deliver it. Regards, Viper0317
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