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Bobylein

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About Bobylein

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  1. Bobylein

    [SP/MP] Bobs Armory on Altis

    Yea I am still here, just right now that active in Arma^^ I updated the scenario some days ago, at least it should work now again and I added the new AAF vehicles.
  2. You are right there are still many bugs which shouldn't be there but 1. Dynamic lights without shadows aren't a bug but supposed to be like that. (and they are like that in many other games too, because of perfomance issues) 2. I still see no problem with that forward right left chat orders in tanks from the commander position, in multiplayer it is really handy if you don't have a voice communication set up. 3. That the gunner is aiming at the soldier behind the tank is your fault, as long as you sit in the commander position it is your duty to call the targets (use T), the gunner can not see targets outside of his view himself :rolleyes: 4. What idiotic behavior of the darter do you mean? for me it works like a charm as long as you don't forget to disable auto hover (which might be a real bug)
  3. Bobylein

    Weird Editor symbols

    uhmm..... okay I think I should go to bed for today I seem to be really tired, did not notice that. thought it's still interesting the moment your rotate them in any direction they are thinner than non rotated modules. I think it have something to do with rendering?
  4. So this is not really a problem, just more like something that makes me curious :rolleyes: Please take a look at the screenshots below, you see several vehicle respawns but the don't look exactly the same! the symbols look slightly different but it seems to be not a render bug, because I can copy the different respawn modules and they look like their copied version o.O The settings are in all the same. http://i.imgur.com/MdD42Um.jpg (125 kB) http://i.imgur.com/JCYnVRh.jpg (137 kB) http://i.imgur.com/eQW6gV5.jpg (133 kB) So what kind of weird bug/feature is this?!
  5. Bobylein

    The new Sector Module

    I am looking for the same, I tried to disable and reenable simulation on the sector module, won't work. I intialized the sector module again after deactivating it but it just created a new sector. I tried to disable and reenable the trigger simulation and that works BUT if there is an enemy capturing the sector while the trigger gets deactivated it keeps capturing even if the soldiers moves out of the sector. I tinkered with the condition of the trigger but it seems to get overwritten by the sector module... any idea what else I can do? I am a beginner at Arma scripting so probably I just missed something.
  6. In the Armaverse.. hmm now I imagine something like a big hatch thingy (do not know how to describe it in english) on the tank roof which claps around if it lies on the top :D Godamn! now I have to play with that "Stable branch" losers! I want my 1337 dev build back! noooaaw
  7. odd, for me the tank showcase worked without any big problems just had to punch the commander tank once... The friendlies left their disabled tanks and got in the apc as they are supposed too. Thought I did not leave my tank so I could not get shoot through bushes.
  8. Interesting, I would love physical trailers and to be able to tow vehicles like in the video!
  9. yea but a section for finished scripts which you can include into your mission would make it still a lot easier to find them and I don't see a problem with it. Anyway your idea is nice and I will try it.
  10. Bobylein

    DVD Version turning into Beta Version ??

    Nope, I live in north germany and some villages are still using modems. I live now in a town with 250k population and have a 13k internet connection here. I think you mean Japan.
  11. We really need 2 sections in this board here, one for finished scripts to add to your mission and one for questions. Please! you can not find any useful script without the search function which will list so many threads with questions :/ Edit: I hope it is okay to post this here.
  12. I would like a basic system where you can get lethal and disabling shoots or non lethal shots which doesn't disable you but let you bleed out over time if you don't bandage them, a bit like that system in war of the roses. I think that would be enough for vanilla Arma 3.
  13. The change to the helicopters are nice but I still wonder why they NEVER explode on a missile hit? I saw several videos of helicopters hit by an AA missile and sometimes they explode, sometimes they get down without exploding so maybe they should explode if the missile hit the fuel tank or ammunition? Edit: Why is in the FIA supply box a PCML launcher while the FIA AT rifleman is using a RPG?
  14. Bobylein

    [SP/MP] Bobs Armory on Altis

    Artillery is already in the mission and yea you are right about the sight adjustments, I am trying right now to implent TAW View Distance but it interference with VAS :/ Scratch that above, I did not notice it only works in MP so TAW view distance is now added to the mission :)
  15. It would be epic if you could fix yours script, as the game module right now is crap. It does not respawn the vehicles at the start position, it won't work for uav's or planes and sometimes it respawn the vehicles even 2 time. EDIT: Cpl.Hicks I love you my friend!!! It works like a charm and even with UAV's, thank you so much!
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