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Everything posted by jetset22a

  1. jetset22a

    Movement Speed

    To preface: upon looking up this topic in the forums, I've found the most popular suggestion regarding this topic seems to be using the mouse wheel to change movement speed. However, considering that I am actually extremely satisfied with the current control options (albeit with heavy changes in keybinds from the default scheme), I think my one pet peeve regarding the controls warrants its own thread. As it is right now, the default slow walk is W+S and S+W, and changing combat pace (using combat pace toggle key) switches between a fast walk and run. The way it is now, the slow walk key overrides both run and fast walk. This doesn't seem to make much sense, as the run movement should be the overriding factor in movement speed, considering that slow walking and fast walking are just both functions of walking. This would definitely make changing movement speeds feel much more natural and intuitive, in the case that Arma 3 doesn't shift towards the popularly suggested, aforementioned scroll wheel movement speed scheme.
  2. This actually works really well for a Liberation edit I've been working on. Along these lines though, is there a line of code I can use to add Cargo Menu Options to an object as well?
  3. jetset22a

    NIArms Release Thread

    Loving the new sig 550 series! I finally made the plunge to go with your all-in-one pack on the steamworkshop because everything you guys do is such high quality, but I had one small gripe that has more to do with the steam workshop uploads. If it's not too much of an inconvenience, could you remove the requirements off the compatability files so that those of us that play with the All-in-one pack don't get the pesky notifications when switching between mod presets? edit: EEEEEEEEEEK just saw your release on the workshop! THANKS!
  4. Loving the mod, keep up the great work! I voted for not having the flag patches to allow for flexible use of the gear, but I can imagine players from countries that get less attention would appreciate them. Why not both? I also assume that you did your due diligence and got permission for the icon. There was an iranian mod on SW recently that did something similar and changed it at RHS's request. Just a heads up.
  5. jetset22a

    [MP][CTI-COOP] Liberation (continued)

    Ah I see, I didn't realize that. Thanks for the clarification :)
  6. jetset22a

    [MP][CTI-COOP] Liberation (continued)

    Thanks, that's what I figured, but I was hoping that was not the case. I just wanted confirmation because I did some research before I asked and you had previously mentioned that this was possible.
  7. jetset22a

    [MP][CTI-COOP] Liberation (continued)

    Say for example my resistance preset was filled with FIA units, and my OPFOR preset was filled with AAF units. They're both defined as Independent factions in the base game. Basically what's happening is sometimes AAF units are spawned as resistance fighters. Except in this case I'm using GREF as the resistance preset, and using a custom preset using Project Opfor's Iranian Faction. None of the units I'm using as opfor are in the resistance preset, but they're still spawning as resistance fighters.
  8. jetset22a

    [MP][CTI-COOP] Liberation (continued)

    I may have run into a bug when filling the opfor preset with independent faction units. I used Project Opfor's Iranian faction for the opfor preset. Sometimes, vehicles spawned as sector defenders spawned as "friendly" and when killed, I had a resistance fighter was killed text pop up. Only seems to happen with units spawned in vehicles, otherwise infantry units are hostile. I used the default preset for Resistance fighters so I know that they weren't supposed to be friendly or ID'd as resistance fighters.
  9. ACE has everything you're looking for, including an advanced and basic medical system, both of which are much more involved and advanced than the vanilla medical system and include firemans carry, drag, and ability to put wounded into a vehicle. Anything outside of the medical you might not want I believe you can switch off based on preference. Alternatively you can add A3 Wounding System (AIS by Psycho) script to your missions. This doesn't require mods which can be advantageous if you're looking for accessibility.
  10. Love this mod! The newest update is awesome, I love the little cutscene for teleporting into the plane. Can we ever expect to see an official steam workshop release? I know you mentioned considering it quite a while ago, but the most recent authorized upload is from July and causes a few minor errors. It would be great to be kept up to date more easily, as well as have it more accessible to my friend group of casual arma players.
  11. I would prefer to see the update/merge. Keeps my mod list nice and organized . But I don't see the harm in doing both for those who want the option.
  12. I've seen the falling vehicles as well a few weeks ago, to the point where I just got rid of ambient vehicles bc it occurred pretty frequently. I'll turn them back on to see if it still occurs since the update.
  13. jetset22a

    Project OPFOR

    Nice, I can't wait for the hilux! Will we only be seeing the technical or can we expect to see civilian variants as well?
  14. jetset22a

    Arma 3 Aegis

    Loving the shotguns, especially the keltec! Arma's definitely been in need of good shotties ever since Purple stopped working on his m4 pack. Is there any plan to have CBA joint rails compatibility so we can use other mods' accessories on your weapons? Also, just out of curiosity, why did you decide to make the m8 standalone rather than part of this pack? Not complaining, it just seemed like a perfect fit for Aegis.
  15. jetset22a

    Zee Identity Pack

    Ah okay I understand now. I think it would work well as a standalone as is since heads and faces seem to be a little lacking in Arma and even if you plan to make a new one it would serve as a good placeholder in the meantime :) Thanks for your quick responses!
  16. jetset22a

    Zee Identity Pack

    Ah I see :( that's a shame . Are you unable to publish that .pbo itself under another name? I apologize I don't fully understand how steam workshop works on the creator's end. Nevertheless I think those heads would still make a good addition even as a standalone on the workshop.
  17. jetset22a

    Zee Identity Pack

    Sorry my phrasing was a little inaccurate. I meant to say that the more heads you had posted here would be a good complement to your femal3 head already on the workshop.
  18. jetset22a

    Zee Identity Pack

    Is there any chance you could release this on steam workshop to complement your femal3 heads on steam workshop?
  19. jetset22a

    S.H.I.E.L.D. Faction mod

    That helicarrier looks awesome! keep it up!
  20. By nature of DUWS, the patrols that spawn will already be dynamic in the position that they spawn in. As long as they're within the AO, it doesn't really matter much whether they're in a position because they spawned there or because they walked there while I was away from the AO. The issue I'm more concerned about is that VCOM AI breaks the mission when there are too many groups in the mission. Because the leader is left behind when the AI is cached, the leader still counts as a group, so the number of total groups in the mission doesn't change.
  21. Is there such a way to set it up so that groups that I don't need to move around while I'm far away can also cache the group leader so that the entire group is cached? I am trying to implement VCOM AI into DUWS but it has the issue of severe scheduler lag when there are too many groups present in the mission. I tried including the enable/disable line to the ai spawn scripts for the groups I want to cache in particular but I believe this still leaves the leader, so the group still exists. TL;DR is there a way to cache an entire group without leaving the leader behind to move about freely?
  22. jetset22a

    Vcom AI V2.0 - AI Overhaul

    So yeah... I tested my mission with the amount of zones I typically like to run with and I got 326 units, 108 groups.... I think I'll try using ZBE_caching and see if that helps me. Otherwise I'll have to completely rework the way enemy units spawn.
  23. jetset22a

    Vcom AI V2.0 - AI Overhaul

    Ok, so I tried this and it definitely worked in allowing me to generate all the zones I wanted. However, I found that I now have problems with other scripts running properly once VCOM is executed. Is this because I'm waiting for VCOM to be applied to all the units in the queue like you said, or because it's just that the VCOM is very script heavy so my game is just going to have all other scripts run super slow as well? Basically when VCOM is initialized, all other scripts act super slow, which as you can imagine can create big problems. A small example of what I'm talking about; if I try to do certain actions, such as opening a requests menu in the action menu, the requests menu will open several seconds after the action is done. This basically happens to all scripts the mission utilizes to the point of being unplayeable again :(. Do I just have to wait for VCOM to initialize for all units that are generated before it's back to normal or is it just how the script runs and there's nothing I can do? TL;DR Everything that is supposed to happen via scripts happens several seconds (anywhere from 10-30 seconds) after it's supposed to. In some cases with more complicated scripts, such as parajumping via VQI LEAP mod can take minutes or seemingly never. Edit: After some testing, it doesn't seem like the game ever goes back to normal, or at least not within a reasonable amount of time, so I will have to go back to no VCOM AI . Still, thank you for your response. I appreciate the communication and the knowledge that you're still working on this mod and trying to make it better gives me hope. I look forward to seeing what comes out of making it CBA compatible.
  24. jetset22a

    Vcom AI V2.0 - AI Overhaul

    I have a question about how the VCOM script version works. Like I said in a previous post, I want to use VCOM in a DUWS mission I'm working on but have trouble generating more than 6-7 zones for a mission when VCOM is initialized. My question is does VCOM only affect AI that is spawned after VCOM is initialized? My work around that I'm considering is having the VCOM script executed AFTER the zones are generated, which means after the units are already spawned. Would this work?