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Operation Trebuchet - Total conversion mod for Arma 3
Games replied to thedog88's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Who created the vehicle models, air and land vehicles. Those models are absolutely brilliant. Were those assets outsourced to professionals or actually created by a community dev? -
I've focused mainly on the data that pertains to the weapons themselves. My initial attempts were to Just delete the LMG_minigun entirely from the Script. But the script is still braking down during initialization. I'm am thinking that it's most likely the classname of the Missles launcher? But if it were not, How can I be sure that just deleting all the minigun data is correct, I'm not even sure how the thread that "stores helicopter starting ammo" is correct after eliminating minigun input? I'll crossout what I've deleted from the script shown here: //store helicopter starting ammo /* { ["%1 = %2",_x, Bis_Heli ammo _x] call Bis_debugLogF; Bis_Heli setVariable [_x, Bis_Heli ammo _x]; } forEach (weapons Bis_Heli); */ /* [s][5624] string "Debug >> LMG_Minigun = 2000"[/s] [5624] string "Debug >> missiles_DAGR = 12" */ //start ammo monitoring thread [] spawn { private["_max","_current",[s]"_bullets"[/s],"_missiles","_progress","_currentTask"]; _missiles = Bis_Heli ammo "missiles_DAGR"; [s]_bullets = Bis_Heli ammo "LMG_Minigun";[/s] _max = [s]([/s]_missiles[s] * 200) + _bullets[/s]; while {!Bis_MissionAborted} do { //detect helicopter is running low on ammo || player is sent to resupply waitUntil { sleep 3; _missiles = Bis_Heli ammo "missiles_DAGR"; [s]_bullets = Bis_Heli ammo "LMG_Minigun";[/s] _current = [s]([/s]_missiles[s] * 200) + _bullets[/s]; ((_current/_max < 0.5) || (Bis_SendToRessuply)) };
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This script keeps track of your Vehicle Ammo during the mission. The script is calling for information from the P0-30 Orca for the mission, it tracks ammo for the "LMG_Minigun" and "missiles_DAGR". When the condition is met i.e "_current/_max < 0.5", it will redirect your current mission waypoint to a resupply area. However, I am trying to change the script so that it only tracks the Missles. the Helicopter I would like swap it for doesn't have a minigun. I have exhausted my incredibly limited knowledge and innumerable attempts and have to reach out. Here's what the Script looks like for the Orca. //store helicopter starting ammo /* { ["%1 = %2",_x, Bis_Heli ammo _x] call Bis_debugLogF; Bis_Heli setVariable [_x, Bis_Heli ammo _x]; } forEach (weapons Bis_Heli); */ /* [5624] string "Debug >> LMG_Minigun = 2000" [5624] string "Debug >> missiles_DAGR = 12" */ //start ammo monitoring thread [] spawn { private["_max","_current","_bullets","_missiles","_progress","_currentTask"]; _missiles = Bis_Heli ammo "missiles_DAGR"; _bullets = Bis_Heli ammo "LMG_Minigun"; _max = (_missiles * 200) + _bullets; while {!Bis_MissionAborted} do { //detect helicopter is running low on ammo || player is sent to resupply waitUntil { sleep 3; _missiles = Bis_Heli ammo "missiles_DAGR"; _bullets = Bis_Heli ammo "LMG_Minigun"; _current = (_missiles * 200) + _bullets; ((_current/_max < 0.5) || (Bis_SendToRessuply)) }; //play the conversation & do the task stuff, if not send there by if !(Bis_SendToRessuply) then { ["LOW_ON_AMMO"] call BIS_fnc_missionConversations; waitUntil { sleep 0.3; ([bis_Heli,Bis_HelipadCampRogain,20] call BIS_hasLanded) }; } else { waitUntil { sleep 0.3; ([bis_Heli,Bis_HelipadCampRogain,20] call BIS_hasLanded) && (Bis_LandedAtRogainPlayed) }; }; [] call Bis_resupply; sleep 1; if !(Bis_SendToRessuply) then {
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No Idle Animations Mod
Games replied to Halvorson -101st AB-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did an update break this Mod along the way? I cannot seem to get it working! -
I searched the thread but didn't find. Is the Mod Clientside?
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I don't get it, why is your GENIUS Script needed to accomplish where BI has clearly failed! Should this not be standard? Your video is frickin Proof of concept man! Well Done!
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[Tutorial] - Importing ArmA2 vehicles to ArmA3
Games replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Are you implying that the main procedure is something like Steps 1-5? -
Canadian Armed Forces Modification ARMA III
Games replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Meh, it's tough for some community's. The modders sometimes need breaks, especially when the core content is always changing and screwing with configs and stuff. But more so, public releases can get sidelined in favor of the internal builds for their own players and whatnot. If dudes are really hot for content specific mods like the CAF mod, they should consider joining the Unit whom develops it!.. They don't just make this stuff cause that's the only thing that's fun right? I just gave you 2 cents. Like from the 50's when you could buy a couple hookers and stuff with it. -
[Tutorial] - Importing ArmA2 vehicles to ArmA3
Games replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi Aplion, I was wondering if the same steps are taken for importing Helicopters as well. Your guide has really open my eyes to the requirements necessary to carry out such a daunting task. I am interested in creating a workable import of the bell 412 sample Helicopter from Take on Helicopters. Are there extra or different procedures required to do it, or would your awesome guide be enough to handle this? -
Oh you an Angel!
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The helmet is in the A3.pbo file a3 --> characters_f --> common And it's literally called "headgear_helmet_heli_visor_up.p3d"
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To BI Devs, There is a P3D model of the Helicopter Pilot Helmet which seems unfinished. This is apparently a Helicopter Pilot Visor Up version, and IMHO would be a badass helmet option if fully fleshed out. Especially if it were automatically applied when Night Vision was turned on. It currently looks something like this: I know there are a plethora of reasons why as to why this is incomplete, but would like BI to consider finishing this little gem as they work on the upcoming content for the DLC's. Thank you Cheers
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Hey Taosenai, I wanted to chime in and let you know that I was able to resolve the issue on my own. The problem occured in the userconfig. I just had to clean it up and delete an extra folder. Everything is working as normal and this definitely would have been a difficult bug to reproduce on your end. Thanks for your attention.
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Great Master, My Interface Size is Normal, screen is 1920 x 1080 and aspect is 16:9 I've asked other fellas who appear to also have the same issue, however I don't have their Display Specs. Also tried fiddling with the other Interface sizes but had no effect. Thanks for your support.
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Hello, I wanted to post a screen for a bug concerning folding maps, the map in the UI is currently off center. Fantastic Mod by the way. Cheers