fn_Quiksilver
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Everything posted by fn_Quiksilver
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OP updated with a "features" section
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Due to time constraints (we're a couple days behind schedule) and risk of screwing something up, I'm not going to publish the custom base build kit until after holidays, so first week of January sometime. It'll take a couple days to get it right and there is always the risk of introducing more errors and bugs, so i cant really rush it. heading away on holidays in a couple days and dont want to stress about it today and tomorrow. so we'll stay at 1.0.3 beta until then unfortunately. It is pretty much complete, so it is beta in name only, + 1 more patch to come. in the meantime, here is some info for anyone interested in tinkering with custom base and stuff. Many things are interactive and scripted, the equivalent of using its init box in the eden editor, something to be mindful of. Base data https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/config/QS_data_missionobjects.sqf Marker data https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/config/QS_data_markers.sqf Generated in here https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/functions/fn_config.sqf#L740 Merry Christmas
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ill put a readme.txt into that mission file for future build to take care of this sort of thing.
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the SQMs for each terrain are stored in the folder titled "SQM". paste the correct one into the root, beside description.ext
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the .terrain folder needs .terrain renamed to .altis .tanoa or .malden, and the correct SQM added.
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Thats a general server setup issue. You've done something incorrectly with PBO packing or where you placed the edited file. Google "arma read from bank" for support.
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yeah i added in Linux exception here https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/functions/fn_config.sqf#L80 but missed that other line
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delete these lines https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/functions/fn_config.sqf#L136 136-148
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Updated to Beta 1.0.3 https://github.com/auQuiksilver/Apex-Framework Assuming all is well, next update should be full release and end of beta.
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18 months of this
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Arma 3 schematic night battle effects
fn_Quiksilver replied to Ahmad Galeev's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oh lawd i remember that cod map. S&D was about who controlled the mound in the middle -
and you have completed step 1 in the above post? that code block (which the post says to remove), is generating that onscreen text in any case, ill build in autodetection for linux in next patch to smooth this out. next patch (beta 1.0.3) within 24hr, and full release in ~ couple days
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hi, have you tried to launch it? what is happening or not working?
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AI suppressing fire on command
fn_Quiksilver replied to Eogos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
suppressive fire in arma is pretty basic compared to VBS. In VBS suppressive fire continues until ammo is dry or order is given to stop. In arma it constitutes a few extra shots for ~15 seconds. the only solution is BIS_fnc_fire in a loop https://community.bistudio.com/wiki/BIS_fnc_fire- 11 replies
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- supression
- ww2
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Vehicle Interiors - Feedback
fn_Quiksilver replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
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A3_Structures_F_Aegis_Military_Fortifications Anyone know where this is originating from? configFile >> 'CfgPatches'; When i dump that to a doc it isnt in there Sorry its hard to explain. Basically I am storing this info in a file, but when i store CfgPatches in a file it is not finding these "Aegis" ones.
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this is messy but this sort of structure should work private _unit = objnull; private _agents = []; while {true} do { _agents = agents apply {(agent _x)}; { _unit = _x; if (_unit in _agents) then { // im an agent } else { // im a unit }; } forEach (entities 'CAManBase'); sleep 5; }; You could also check the group. agent group should always report grpnull, while unit group should never report grpnull. private _unit = objnull; while {true} do { { _unit = _x; if (isNull (group _unit)) then { // im an agent } else { // im a unit }; } forEach (entities 'CAManBase'); sleep 5; };
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Updated to Beta 1.0.2
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enum errors also for disableai/enableai commands example: “weaponaim”
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Arma 3: Community wishes & ideas- NO DISCUSSION
fn_Quiksilver replied to Maio's topic in ARMA 3 - GENERAL
i agree but i think its not going to happen at this stage (over 4 yrs since launch). SQF got a lot of nice enhancements in A3. i would have liked an “isVariableFinal” command to return compilefinal state of a var, but its unfair to ask the devs to keep spending money (dev time) on SQF. i would rather that excess dev time spent on AI fixes -
Arma 3: Community wishes & ideas- NO DISCUSSION
fn_Quiksilver replied to Maio's topic in ARMA 3 - GENERAL
cant you just do compilefinal str "my string" ? -
how is that good for Bohemia Interactive?
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"getCameraViewDirection (gunner <vehicle>)" ?
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im worried about you, that you know that from memory
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- branch
- development
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yep we will work on that this week. in the meantime you can try to get it running, you just have to make a couple tweaks to the scripts 1. remove this section https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_101.terrain/code/functions/fn_config.sqf#L138 lines 138-150 just delete them or comment them out. 2. replace this line https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_101.terrain/code/functions/fn_core.sqf#L1096 with _QS_module_restart = false; and you should be able to run it without the DLL. however i cant guarantee there wont be issues with doing this tweak yet.
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