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k0rd

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Everything posted by k0rd

  1. But again, performance didn't stop them from adding the ghost hotel. I don't even mind that some of the smaller, utility buildings are not enter-able. The larger buildings certainly should be, and the buildings that are half-complete should be completed. All buildings should have good buildingpos too. The factory in the topic has all kinds of ladders and areas that the enemy can't even utilize properly just because the building only has 3 (pretty lousy) positions.
  2. Land_dp_mainFactory_F is a pretty cool building. It has a lot of ladders and you can crawl all over the building.. The problem is, it only has 3 building positions and doesn't have an interior! There are also other buildings with problems: an office building where only half the doors are real, and a multistory hospital with only 1 real floor are other examples. Is the barracks the only largish building that is fully accessible? Maybe the airport building too? Is there some sort of technical aspect that prevents these buildings from being fully accessible or are they (as they appear) just incomplete? If there is not a limitation, are there plans to complete these objects in the future? It seems like it would be easier than the Ghost Hotel content was to create.
  3. OP, I would think that the disparity of the ages of the two titles would account for some of the numbers you see. The longer something is on the market, the more people will have access to it (you will see more 2010 model vehicles on the road irl than 2015, for example). It does speak to the quality of arma 2, to see so many people still playing.
  4. something tells me that if you weren't happy with your performance before, you will still find fault depending on how complex the mission is. my brother is the same way with his video games (and has a very similar hardware config) - he still comments on performance issues today. it wouldn't hurt to check it out though as everyone suggested above :)
  5. k0rd

    Arma 3: concerns with latent issues

    Although I don't necessarily think that BI should automatically prioritize their fixes based on votes, I do think that they should provide an update on the feedback tracker to popular, old, open tickets. I'm sure most of us would rather just get a "no" than just be in limbo forever. I'm not sure - do they even close feature requests ever?
  6. I agree - beyond looking new, it looks like these few items are made of materials unlike anything else on the island. Also the litter (papers) in the stadium are surrounded by a strange blue outline :) Maybe the aliens returned a little something extra with the furniture!
  7. k0rd

    UPSMON Updated to ArmaIII

    @Cool=Azroul13 thanks for the info - yes I use fortify a lot but I didn't know if the random parameter would work with spawned units. Also, I wonder what the effect is if I use a random parameter on a marker that contains no valid buildings - the missions I use UPSMON in are pretty dynamic and sometimes my markers are random locations, so that is why I am considering random instead of my current method (which consists of finding buildings and dropping fortify groups beside them - fortify handles the case of no buildings well)
  8. k0rd

    UPSMON Updated to ArmaIII

    hi guys. how does UPSMON work on spawned units with randomup and randomdn? do the units actually physically travel to the buildings or are they teleported?
  9. k0rd

    Best ai settings ?

    see https://community.bistudio.com/wiki/CfgAISkill for how the numbers are interpolated into skill settings. some skills (aiming speed, spotdistance) are not calculated 1:1 for the number you input.
  10. When I spawn a civ with no weapons (he is a hostage), he looks like he is holding a gun. I can't find how to adjust the way he is holding his arms (like at his side, for example). I am not spawning him with the editor but in script. I know I'm missing something but I don't know how to define a search to find it :(
  11. @.kju - thanks, I didn't know that it was available with PWS - I'll check it out.
  12. i suppose there is no chance of getting a regular http or ftp link for those of us behind aggressive firewalls?
  13. k0rd

    UPSMON Updated to ArmaIII

    thanks - yes it may be red, sorry . I will check it out when I get home. thanks for your work on it! [edit] that fixed the problem - thanks so much! looking forward to future updates!! :681:
  14. k0rd

    UPSMON Updated to ArmaIII

    _result=[leader _grp, _mrk, "spawned"] execVM "scripts\UPSMON.sqf"; where _grp is a group that i created, _mrk is a predefined marker. the orange dots seem to happen when a UPSMON unit detects an enemy (maybe?) they appear at the enemy location (in this case, the player)
  15. k0rd

    UPSMON Updated to ArmaIII

    hey guys, i get orange markers in my map (even with debug off) with the latest link. is there a way to shut these off?
  16. So, in the field manual in the beta, there were explosives that stated they could be placed on vehicles. "Explosive Charge" was one of them. It is out of the field manual now, but I would have really liked this feature. While I'm at it: congratulations to BI for the Arma 3 release. I'm really enjoying it (and have been enjoying it since the Alpha.)
  17. Thanks for this script!
  18. _objWP setWaypointStatements ["TRUE",format ["hint str ((arValues select %1) select 2);",_int]];
  19. does the timeout work if you delete the bodies after they die?
  20. I don't understand what you mean.
  21. some explosives are armed with timed triggers or remote detonators (use the action menu after you have placed one) antipersonnel mines are what you are looking for.
  22. UAV sillyness aside - I'm sad this didn't make it into the game.
  23. I just thought it would eventually come to core because of the entry in the field manual - really it's not a big deal because it can be scripted.. but it would be nice to be able to do it in scenarios that don't expect it.
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