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About Chocolate

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  1. Chocolate

    New Walking Animation Speed

    I'll just let Jester814's video speak for itself. I agree with his argument. How it is implemented in the current DEV build may need work, but I believe the premise and intent to increase walking speed is necessary. Ideally there would be a casual walk, slightly faster walk, combat glide, jog, run/sprint, but I don't think that adding another walking speed is in the cards.
  2. I appreciate what they(BIS) were trying to do, but at close range its way too much movement. If they toned it down some I think it would be great. Also, as Rath has suggested, maybe it should be more vertical in movement. On a side note, it is funny how when you are scoped you see the reticle moving around almost as if you aren't holding the rifle anymore. I guess you can't really give the player the sense of physical connection unless scoped mode was modeled differently.
  3. Chocolate

    Fatigue Feedback (dev branch)

    I think the fatigue system is pretty damn good. Its a nice average of what you would expect a soldier to do. I have problems with its level of effect on the sight/scope sway, but that, I think, is for a different thread.
  4. Chocolate

    Fatigue Feedback (dev branch)

    Hey! I was attached to those guys during this video. Funny as f*ck to see video from that up here. I was up with Bravo company at the time this video was made. 2nd Recon are some badasses.
  5. That is very interesting to learn, and a pain in the ass. Thank you Kgino1054
  6. I'm having the exact same problem. Mods running @A3MP (and additional A3MP + F.A.T.A and CLAfghan AND ZeusA3MP hotfix) @CBA My Server and Myself are running v1.16 In fact, I still cant start any Zeus missions with only Vanilla running. It will work if I take all mods off of the server -mod string. List of Mods @AV_Mods(US Indus);@CAF_AG;@CBA_A3;@EBU_Mods(arma 2 helo import);@HAFM(HMMVWs);@A3MP;@mas(Masi nato/spec weapons);@mas1(Massi Marsoc/Marine uniforms);@Peral_A-10C;@RAV_Lifter_A3;@TFR;@XActionUi;@XLib;@XMedSys;@Shoothouses;@alive;@mcc;@Zeu
  7. Yeah, I caught that, but thanks. cobra4v320. That is awesome if it works, but I would be damned if I can explain why it works for you and not myself. I will take your new code today and plug it in. See if everything goes correctly. I have already ran code that as far as I could tell is exactly what you have above with no luck. Since I am new to this I am sure its my fault. I just wish I new wtf I was doing wrong.
  8. Russians https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CCYQFjAA&url=http%3A%2F%2Fwww.armaholic.com%2Fpage.php%3Fid%3D18836&ei=askBU6DRHIKRygH5joCoCw&usg=AFQjCNFgt3L7gtXdHFnI9VZc-gFsa2A3Qg&bvm=bv.61535280,d.aWc I sincerely appreciate your help, but I setup with your script and ran it with no results. I modified it and have both the helo and the recon team spawn in at the spawnpoint, but the team should be in the helo. Since both the helo and recon team's first waypoint is a Transport Unload/get out position they do not move once they spawn. I created an all in editor version of what I am writing. Placed down a helo, put it in flight. placed down a recon team somewhere else on the map. Helo's first in editor waypoint was Transport unload, and Team's first way point was get out. Then in the Init field of the Recon Team members I assigned and moved to cargo. Everything worked like a charm. Recon Team was in cargo. The helo flew to the drop point and landed. Team got out, and they both went on their separate ways. Yet, assign and movincargo/ forEach group has no effect when my sqf is executed.
  9. Well I didn't expect someone to write a script. Thank you. 02/16/2014: I have debuged your code and it does not work. I have now succeeded in spawning all of my units, but the ReconTeam does not want to spawn Inside the vehicle. I am beginning to think that this is a bug with the helo, because the command/line to spawn groups in cargo is the same everywhere I have looked. I have the right commands.
  10. I have spent an unhealthy amount of time watching scripting videos, forum searching and reading BI Wiki pages. After close to 13 hours (I don't claim to be a genius; I'm trying) straight working on a map with a spawn in vehicles/units trigger I am only one step away from figuring it out. I have three units that I want to spawn in attached to a trigger. The trigger is working, and I have been able to get the Two vehicle w/ crew to spawn in and move on their waypoints as intended. One BMP and one Orca The Orca spawn-in-point also calls in a team of SUD_RU_ReconTeam then (they) _squad2 are suppose to moveInCargo _tport (Orca) The Orca has an TRANSPORT UNLOAD waypoint marker ontop of an invisible helipad. The team is not spawning and appearing inside the helo, so the helo just moves to its next waypoint Search and Destroy I have double checked marker names, unit names, cfg directories. There has to be a syntax error but I can't figure it out. I know the spawngroup for the ReconTeam works independently from the rest of the script, so I doubt that is incorrect. Below is my script (using SUD Russians):
  11. Chocolate

    Arma3 - AGGRESSORS

    As O'Hally said the Taliban are made up of various groups, but unless they are foreign Arab fighters or just very educated they don't speak Arabic. Most of the Taliban consist of ethinic Poshtuns and they speak Poshto.
  12. Chocolate

    Arma3 - AGGRESSORS

    I've loaded up bunch of western Guerrillas with custom load outs using Massi's mod, however they only appear with the new weapon I have granted them. They have no ammo and no items that I have added to their gear. I've done this before so there is no reason I can see why this isnt working except that I noticed that the unit's uniform slot appears to be empty. When I addUniform (e.x: "U_ag_EUR_Fatigues_08") it fills half the uniform up with equipment, puts nothing in the vest or backpack and the magazine in the rifle has 4 rounds in it. Examples below: AAR- PKM this addMagazines ["30Rnd_mas_762x39_mag", 7]; this addWeapon "arifle_mas_akms"; this addMagazines ["100Rnd_mas_545x39_mag", 4]; this addMagazines ["HandGrenade", 2]; this addItem "FirstAidKit"; AAR- RPK this addMagazines ["30Rnd_mas_762x39_mag", 7]; this addWeapon "arifle_mas_akms"; this addMagazines ["100Rnd_mas_762x54_mag", 4]; this addMagazines ["HandGrenade", 2]; this addItem "FirstAidKit"; Rifleman this addMagazines ["30Rnd_mas_762x39_mag", 9]; this addWeapon "arifle_mas_akms"; this addMagazines ["HandGrenade", 3]; this addItem "FirstAidKit";
  13. It is in fact designed to take a STANAG 30round. So your SAW gunner isn't completely fucked in dire situations. Kind of like the RPK takes the drum or standard 30round mag.
  14. There are 142 pages on this thread so: IF I have a server running with Alive and I have a map designed with Alive, do players that join need to be running the Alive mod? Normally I would just say, of course they do, but it does matter for implementation.
  15. Thank you very much for this mod man. New weapons are awesome. The PDF file with class names is top notch! Simple testing: The benelli seems to be able to destroy small buildings with like a "magazine" (since it loads like one still; not detracting, that would be a difficult addition to animate shells being loaded individually.)