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Bobylein

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Everything posted by Bobylein

  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. UPDATED TO DEVBUILD FROM 04.09.2013 I am presenting my first public mission here, my (yet) simple Armory Features: - All vehicles - Several variants of the Offroad - Drones - Virtual Ammobox System (All weapons, items, clothing and ammo in game) - Vehicle respawns - Player respawns in Multiplayer (you can host it as a multiplayer mission to achieve that if you play alone too) - Teleport system, just use the whiteboards - Real Supply, Transport, CAS and Artillery support - Parachute jump - An enemy base to test your weapons on - Several enemy patrols across the island - TAW view distance script for sight adjustments Future plans: - Adding some mini missions like in the Armory of arma 2 - A shooting range Screenshots (I have no idea why it always changes the IMG tag to URL...) http://i.imgur.com/7VEn8ro.jpg (506 kB) http://i.imgur.com/jWvqazP.jpg (578 kB) http://i.imgur.com/hHyjSn4.jpg (607 kB) http://i.imgur.com/h8ZDP50.jpg (620 kB) http://i.imgur.com/HtyNqJg.jpg (643 kB) http://i.imgur.com/JffvaA9.jpg (412 kB) http://i.imgur.com/DI3jrzH.jpg (631 kB) http://i.imgur.com/z5OaB8k.jpg (370 kB) -- YOU NEED TO SWITCH TO THE DEV BRANCH FOR THIS MAP -- If you do not know how to switch between stable and dev branch there is a guide: http://forums.bistudio.com/showthread.php?149411-How-to-change-between-stable-Arma-3-Alpha-versions-amp-release-candidates-STEAM-client Download: You can subscribe it in the steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=173057153 Armaholic mirror: Bob's Armory Co-x [bETA] Dropbox mirror: https://dl.dropboxusercontent.com/u/32797783/Bobs_Armory.Altis.pbo Credits: Thanks to Tonic-_- ! for the VAS and TAW view distance script. Tophe and Cpl.Hicks for the Vehicle respawn script. Changelog: 11.09.2013 UAV's and Jets are respawning now, TAW view distance script is added also. Any ideas or suggestions?
  3. 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)
  4. 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?
  5. 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?!
  6. 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.
  7. 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
  8. 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.
  9. Interesting, I would love physical trailers and to be able to tow vehicles like in the video!
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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 :)
  16. 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!
  17. Bobylein

    Vehicle Respawn Module

    Yea planes do not meet the conditions of being a vehicle >.< and the vehicles still spawn random around
  18. You can use script commands to do that, but yea you are right, but for me it looks like every side will get FIA units
  19. Dude! so I think it will come back to Independent again but they will be on blufor and maybe opfor too At least I hope so. I would just not judge something like that so hard, if they are still in the other configs why should they not be available to these sides?
  20. "Variants present in their config" sounds to me like there will be different variants
  21. Yes right now but DNA said every side will get their own variation. Remember it's dev branch, don't even try to make full missions with it and if you do it's your fault not BI's
  22. I kinda like the idea that every side gets their own FIA faction, that way you can let FIA fight against other FIA groups with different targets. You know, some FIA people think the CSAT must be killed, others think the CSAT will stabilize their island and bring new wealth and some are just loyal to the AAF or trully independent. The only concern I have is why aren't they in the editor for all nations yet?
  23. I've got 3 questions 1. I read about the laser guided bombs in Arma 2 but in Arma 3 we just can't get them to lock on any laser marker, how do you use them? 2. Same for the laser guided artillery how does it work? I tried to shoot it and then just placing a laser pointer near the impact place but it didn't work:( 3. What are these normal guided artillery rounds? I think they should lock on vehicles how they are supposed to do in real life but they do not seem to work neither.
  24. Bobylein

    Artillery and laser guided bombs

    The guided missiles actually have bigger CEP than the normal rounds which hit way closer to the target, it looks like the guided try to avoid the target at all cost o.O
  25. Bobylein

    Artillery and laser guided bombs

    2. is resolved, tested again, I used a quadrotor drone to mark a target and every laser guided artillery shell did exactly hit at that points, that's fucking awesome! the only problem is that the standard ammo is 2... it should be at least 10 I think. I am still trying to find out how that guided shells work, they did not target the enemy vehicles but hit total offgrid... edit: Actually there is a field manual entry and it says guided shells are heat seeking but it seems to be bugged :(
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