kng
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When you right click on arma 3 tools and go to properties -> beta, what is that licensed_data_packages for? (22GB download) http://prntscr.com/32j5yj
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Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
kng replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just wanted to say, installed the map with given instructions, worked like a charm (no other mods active) here's a little sneak peak: -
hey, yeah I could, but you could also just open 3 Servers with 4 Slots and have them try the weapons out :D
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updated to v1.2 - now with extreme long range targets - can you hit them?
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Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im not using the config definition, as far as I understand, tinkering around in these config settings would make the mission become an addon / mod? That was not my goal. The tornado and nuke effect are done by calling the exisiting cfgCloudlets effects with setParticleClass and manipulating them with setParticleCircle / setDropInterval. Im a n00b when it comes to this. So basically you are saying I can not spawn the particle effect "VehExpSmoke" elevated because the effect is set to onSurface = true in Arma 3's default config parameters? Making it spawn always on the surface, like it is now? And about the PE config, can I just use the PE and change parameters and settings through description.ext and then call the particle class with the changes? I'm sorry if I confuse you but I'm just lost when I read "Class of PE must be in configFile class CfgCloudlets." on the wikipages. What in the world does that even mean? The only info this gave me was to look in the cfgCloudlets for the particle class names... Edit: I looked it up in the cfgCloudlets configs. I checked "VehExpSmoke" (Screenshot) for the onSurface parameter and I could'nt find one, "VehExpSmoke" is parented with "Default" (Screenshot) so I checked "Default", no onSurface either. Then I looked through more configs and found one "HousePartDust" (Screenshot) that has onSurface = 0; set in the config. I immediately gave it a test run using _pos = [ position _obj select 0,position _obj select 1,5 ]; to spawn the effect on _obj. I kinda expected the outcome already. "HousePartDust" was spawned elevated like it should. While "VehExpSmoke" was still spawning out of the surface. So now onSurface = true; explains everything, but it does not explain why it can't be found in the "VehExpSmoke", "Default" config but the effect is yet spawned on the surface. Screenshot: http://prntscr.com/17xlc0. Edit2: I tried to inject a new class "kngtestclass" through the description.ext, of course this did not work (Screenshot), why would it? I guess the new class needs to be loaded with the game starting, so you would require it to make it an addon. The only question now remaining is why "VehExpSmoke" doesn't have a onSurface parameter in the configs. My guess it is set to be some kind of engine / game default setting? -
Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
after some testing I think it is supposed to be like that. So I kinda did get what I wanted to do, a Nuke like looking effect. Here are the results: -
Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i forgot to mention that, no attachto doesnt do the trick. so i can have it spawned everywhere but I cant change the height it spawns at? It doesnt sound like it is supposed to be like this. -
Particle Effect always spawns on the ground
kng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I tried to search and google this specific problem, I could'nt really find anything specific, but a very early alpha bug-report on the feedback tracker that said this is apperently already fixed. It was reported that the smoke effect of a destroyed car on a bridge would spawn underneath the bridge, apperently something was wrong with the Z axis detection of the particle effect. This should have been fixed according to the feedback tracker. My problem is that I tried to have a specific particle effect spawn on a object thats elevated from the ground (10,50,100m). The Object is floating in the air (so this works) but the particle effect always spawns beneath it on the ground. so at first i tried spawning the particle effect like this: _obj = toiletbox8; _pos = getPos _obj; _ps = "#particlesource" createVehicleLocal _pos; this spawns the desired particle effect on the _obj; then I thought it might look cooler when it spawns a little bit higher, so i just used the elevation field on the object in the editor to make it spawn 50m high. The object is spawned, but the effect is on the ground. next step was to try it like with the given example on the BI Wiki pages: _pos = [ position _obj select 0,position _obj select 1,100 ]; (should spawn the effect 100m above _obj, right?) doesnt work. next thing i tried: _pos = setPos [getPos _obj select 0, getPos _obj select 1, (getPos _obj select 2)-3]; (should spawn the effect 3M underneath the 100m elevated _obj) doesnt work. So this is it. I don't know what I'm doing wrong here, but this doesnt work at all. Here are a few screenshots on what I was working on: the Tornado -
updated to v1.1 :D
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Well, I just put the default Units, available in the Editor, down (with their default equipment). Usually everything should be on the Unit, when you spawn. Since I did not change anything on the Unit's loadout. As Chortles said, you actually should spawn with a SOS 85x Sniper Optics attached to the weapons. I really don't know why you would spawn without it, this maybe a problem with the fact that it was just added to the dev build and might still cause some problems. Hey Chortles, yes I realized that there is a difference in "real" Singleplayer / Coop. Since you can basically play this "MP/Coop" Mission alone, I considered it playable as a singleplayer mission, although you have to start it through the Multiplayer Menu. (I now know, that there's a difference). Having different distances for different targets is a great Idea, I might expand on that and put some more ranges down with different distances. I have to admit that this mission was rather done quickly to test the weapons and get a feel for them. Actually they put a lot of target dummies and bullseye targets in the latest dev update, you can even build a "shoot house" now for training purposes. The fact that they have put so many stuff in the editor made me play around with it. But I don't know how to make the target dummies act as a " live target" you know, when you shoot at them, they dont just flip over indicating that you hit the target and I also don't know how you can make them flip up so you actually have to wait for the target to come up. But I think this is possible. Because what would be the target dummies good for then? You can place them and shoot at them, but you never know if you actually hit them. So it did not make sense making the dummies a target to shoot at. The easiest solution at the time was just placing down the "live" targets to get some shooting practice. :D thanks for the feedback though, I'm glad it worked for you.
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don't run the mission as "SP Scenario". Mission has to be installed in your arma3 "mpmissions" folder. Just start the mission through the Multiplayer "New Game" menu and everything should work fine. In Main Menu go to: Play -> Multiplayer -> New Game -> Lan or Internet -> Select: Stratis Sniper Range from the List and click on OK. I just tested it and everything is working properly. ---------- Post added at 13:10 ---------- Previous post was at 11:51 ---------- I updated the thread with a video to show you guys that it should work fine. :)
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Yep. Thats correct. Like most of the missions they do not work on latest version (0.58) and dev build (0.59). Needs to be updated.
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Stratis Sniper Range 1.2 by KNG Description: A simple sniping range to debut the new sniper / spotter duo for Bluefor and Opfor in Arma 3 0.60 Clear all the targets to complete the Mission. Features: test the new sniper / spotter weapons and equipment for Opfor and Blufor singleplayer and coop Scripts used: a few lines for the description.ext from Murcielago's DM4 FHQ Task Tracker ArJay A3 Libraries Media: Screenshots: Be advised, you need to have the latest dev build (0.59) installed to play this mission! Known Issues: when you switch sides you need to restart the mission for everything to work properly Installation: copy extracted files to your \Steam\SteamApps\common\Arma 3\MPMissions folder start mission from the multiplayer menu: Play -> Multiplayer -> New Game -> LAN or Internet -> Stratis Sniper Range -> OK Changelog: v1.2 fully 0.60 compatible added two more shooting ranges shoot targets up 2.8km from your position adjusted spawn positions & removed all AI weapons Note: Use the Distance Settings (Mousewheel down -> Settings) and manually increase your view distance, or you probably wont be able to see the targets! v1.1 removed live targets added pop up targets, hit them 15x to complete the mission pop up targets have different distances some UI tweaks (a hint tells you if you hit and how much and who etc.) Download: Stratis Sniper Range v1.2
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Hey, does anyone know, how you get this counter: http://imgur.com/pGpdVA3 on the respawn / death screen to work as a custom countdown that is triggered and shows a countdown of 5min? I checked the wiki http://community.bistudio.com/wiki/Arma_3_Respawn but it doesnt say how you can call the Counter exactly. :)
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there should be actually flares coming down every now and then, lighting up the area around the building. it sounds like they don't. I know there's a problem that does not make the flares spawn as they should, I'm working on it. Make sure at least one player fills the Squadleader position, this should fix the flare problem for now. I hope. Some people also reported that the mission is kinda broken when hosted on a dedicated server. I really don't know why that is, and I can't look into that, since I don't operate a dedicated server. We play tested the mission a lot, probably more than any of the other missions I created, everything worked fine for us, we could always finish the mission. I guess the mission definitely needs some fixing, since some stuff is apparently glitchy. :D