Kevin
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ai command dlc C2 -Command And Control
Kevin replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone experienced short cut key bugs with this? I haven't attempted using this with Vanilla arma yet, but when running RHS mods I have noticed that the short cuts to his select my teams doesn't always work, nor does suppressive fire. Also it seems like the color groups will reset to all white out of random. I've tried rebinding the short cuts with no improvement and even removing potentially conflicting vanilla squad control shortcuts. I'm trying to use this on Liberation since the flexibility it gives is amazing, but the issues I'm having with command recognition is immersion breaking and just makes the AI more cumbersome. I want to love this, but it definitely doesn't work for me like it does in all of the YouTube videos I've seen. -
Bullpup M14 body kit is a good way to make yourself go deaf.
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I how like your argument for the Iranian future gear is simply "no."
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One attachment could be the deployable bipod for the BAR, Bren, MG34, etc. Not sure if A3 will have a bipod mechanic for their attachments, though, as they're just for show in the Alpha.
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The ultra science-fiction/Kurt Neumann's "The Fly" appearance of the OPFOR units has nothing to do with balance, or technology fairness versus blufor.
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Sweet! I wouldn't worry too much on making missions as the community usually ends up doing that anyway, and instead focus more on all of the details. For instance, the US weapons. Raw/boiled linseed oil (SOP weather-proofing/finishing/maintenance oil used on US small arms during WWII) on American dark walnut yields a dark brown color with a slightly reddish tint over time. The updated I44 Garand stock looks like someone took some yellow birch and tried to dye it brown, and the condition of the furniture seems a little too flawless, more like something you'd see right out of Springfield Armory rather than a rifle being slung around in theater for 2 years. The metal finishes on all almost all of the US weapons should be a flat charcoal gray, as they were almost all finished with a manganese parkerizing process. Some earlier weapons ('42 and prior) had Dulite or blued metal finishes, but they were a minority. All of the contrast of ultra black metal with light brown wood on I44 A2 just doesn't feel right. I don't know if there's just one guy modelling all weapons or several people, but whoever textured the BAR did it accurately with the dark brown furniture on the gray metal. And if you do branch into a '43 or '42 campaign, some period-correct fabric colors, vehicles, equipment and uniforms would add a lot to the authentic look of the mod. Being able to choose the correct web gear setup for the weapon you have would be awesome. I dig the WW2 era stuff more than the modern..or this futuristic stuff, so I'm hoping you guys really take full advantage of the quality you can get out of the A3 engine.
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I miss my M4s, Humvees and AK47s.
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COOP Squad respawn, tasks not updating.
Kevin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, I've spent almost all day searching about this and haven't found any solutions (as most threads about it never actually have closure) Scenario: co-op mission with playable squad AI, respawn is set to group. The tasks only update on your initial life, once you respawn, it shows the first task as assigned/incomplete, even if the mission is past that task. The briefing, however, does show on respawn. I'm using tskx_completed.sqf files which execute when conditions are met for the previous task, as a way to hide all non-current tasks until they are assigned. What I believe the problem is, is that I have it set to exec briefing.sqf on respawn, within the briefing file is a line to execute tsk1_assigned.sqf. So, when respawning, it just reassigns the first task (even if it's already been complete.) What I imagine I have to do is somehow have it be able to check to see if conditions for tasks are met in order to know which one to assign to the player on respawn, but clearly I have no clue how to do that. Any ideas? -
Has anyone gotten custom sounds/music to work?
Kevin replied to Kevin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried it as a sound and still nothing, have a hint in the trigger to make sure it works, and it does. Have tried multiple .ogg files. Also tried copying your code and changing the names just to make sure it wasn't a syntax error. Looks like someone else had the exact same issue with A2 and it was never solved http://www.armaholic.com/forums.php?m=posts&q=1571 Edit, I tried using a different program to convert to OGG and it works now, doh. -
Has anyone gotten custom sounds/music to work?
Kevin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wondering if anyone else has tried it, the description.ext and cfgMusic /playMusic commands aren't working for me in A3 like they did in A2. No errors show up, but no sounds play when activated. From description.ext What's in init.sqf after mission start playMusic ["test"]; Also tried it with trigger by radio, nothing.