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Von Quest

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Everything posted by Von Quest

  1. Von Quest

    Realistic Wounding System [RWS]

    I'll have to check, but I think you just blew my mind! Wow. Excited to see this one added. Big Time!!! :dance1:
  2. Von Quest

    Wind Parameters help needed

    @ceeeb Sweet baby! Thank You! Thank You! Thank You! Been waiting months to confirm this. I guessed about 20mph when at Max Wind. Was damn close with Gusts factored in. You know how to limit the readout to only 1 decimal or so?
  3. Von Quest

    Wind Parameters help needed

    That's what I want to know! I asked this myself months ago. Thread here & some here. Had to put a project on hold. If you find anything, PM me.
  4. I think you're right about mixing "sides". I'm not running scripts for this, just Editor. I was using Dyslexi's setup to find and customize the Units, then just copy over the Classnames for the look I wanted so it never said what "side" you were using. With numerous Mods; I think I was mixing in some enemy/civs then into wrong "side". Sucks this doesn't work anymore. Gives me some ideas for undercover "spies". :cool:
  5. Von Quest

    AI Spawn Script Pack

    (May be related to above) Anyone else notice if enemy paratroops seem to not think you are the enemy when they land? Was using Independent (set to hostile of course in editor), but when they landed they did not attack or engage for some odd reason. When the Transport chopper arrived to evac us out, they engaged the chopper but not us when we were standing right there next to them waiting. Odd...
  6. This looks awesome! I'll have to give this a try. Another great system from Cobra. This is for capturing Enemy AI I assume? :bounce3:
  7. Its a bug. Worked fine for weeks. Now custom "playable" are in underwear if not using defaults. Enemy custom uniforms causes chaotic behavior and some uniforms even CTD.
  8. Correct. Its 144 "Groups" per Side. 1 Group can be many Units. 1. Invest in RAM (biggest bang for your money) 2. Use Simulation Manager Module (set to 2000) 3. Do NOT use any Rain (new 3D Rain eats FPS) 4. Re-design Map/Mission (tricky to find balance) 5. 'Optimize' settings and Reduce Visibly (< 1900)
  9. Von Quest

    TMR Modular Realism

    TPW Package HERE.
  10. 1. If the Convoys are the same, and you only want one; just use ONE Convoy and Group them to Markers (empty) for a Random Spawn at Just ONE LOCATION. Start 1 Convoy + 2 Markers = 3 possible starting spots. 2. Then to get them to move to a SPECIFIC Spot, use Convoy1 doMove getPos Object1; Object1 can be player, object, etc. For Marker use Convoy1 doMove getMarkerPos "MarkerName"; Name your Convoy Convoy1. You can also use Random patrols with a BIS function. [group this, getPos this, 3000] call bis_fnc_taskPatrol; Change the number for max patrol leg length. Change getPos this for patrol epicenter; or just leave as-is.
  11. Gas Masks would be great. Don't think we have any yet though. Like IanBanks stated, search ppEffects to use with setDamage with your Triggers.
  12. Tried several things myself. Nothing. Also the Satchels have been dialed WAY back in power. Used to be 2 and I think I had to use over 9 this time. Yikes. Would like to know myself.
  13. ...and just how often does it change? Your sleep is set to 10 minutes. Real-world weather should be slow. Just wondering. Looking for realistic random weather but slow changing and always in-sync. Been playing with the in-game Editor Weather Module; but it appears only the Fog option works right now. Not trying to criticize, better than what I could do. Just hoping and tinkering with ideas. Not tested yours yet. Real world weather should be mostly clear to partly sunny. Can you expand on the probability of the others? When testing and playing other systems, it would be changing too much and too fast; so it always seemed to be an "average" of rain and overcast off and on and off and on since it jumped around a lot. Would like to see a system of 75% mostly sunny set at start then a small 10% chance of change over two plus hours. Did that make sense? Most of the time there would be NO change of weather. What is set at start would be the weather for the entire mission. Writing a good weather script has to be very difficult. Looking forward to trying this out this weekend. Hope BIS finishes their Module; until then keep up the good work. ;)
  14. Is the weather set for the Mission or does it change randomly over time?
  15. Von Quest

    Multiplayer not in playable state

    Will be patiently waiting to see this improved over time. Slow, but BIS is doing great work. Getting a tad frustrated myself. Only play MP with one other PC (see sig). We play often for hours and over time the client pc loses fps to the point of unplayability too much. Testing and building a Mega-Map with Mods, Scripts, and complete Random Events, and Waypoints. It's a "Commando-Style" system. Small team vs. the World kinda thing. Whats weird is the pc's are close, but the host runs fine running the game but the other pc degrades fps. Then I added the Simulation Manager at 2000 and I noticed a great boost to frame rates. Same issue on other (client) pc. Continues to degrade over time... I don't understand why "dead" vehicles eat performance, but not when they are "alive"? Thinks it would be the other way around. When we play it's very small combat, if any, as we are black-ops and sneaking around most of the time. Would it be better to set Waypoints instead of using BIS_fnc_taskPatrol for enemy AI? Shouldn't make a difference should it? Anyone have good setup/editor tips? ...and what's the best way to setup a simple Network? Should I use a direct line to connect PCs or keep using a wireless router? Also just thought; ...is this related to Steam by any chance? @BIS DEVs Thanks for following this thread and chiming in. It means a lot to us to know you are active and care. Too many faceless corporations out there just looking to take your money. Added: Forgot to mention. We Desync as well. (Same as FPS?) After some Missions when we check our watches at the end. He will be 10-20 minutes behind me in time. Ugh.
  16. Von Quest

    Forward-porting ArmA 2 content to ArmA 3

    I really really hope so! Arma II has so much great stuff. Tried a few times but being new the hobby I gave up trying to port after way too many CTD. Future looks good!!
  17. This looks promising. Was tinkering with an Idea myself. Should notify Armaholic maybe for release? I was thinking of needing long lasting effects for Aviation Craft. Will have to try yours out... Neat.
  18. _marker = createMarker["Marker_CP1",getPos P1]; "Marker_CP1" setMarkerShape "ICON"; "Marker_CP1" setMarkerType "hd_objective"; "Marker_CP1" setMarkerColor "ColorBlue"; "Marker_CP1" setMarkerText "Any Text Here"; "Marker_CP1" setMarkerAlpha 1; [] spawn { while{not isnull P1} do {"Marker_CP1" setMarkerPos getPos P1; sleep 240;}; };
  19. UPDATE: Just got done playing 'Friday Ops'. Had a Bridge Demo Mission. NOW 2 Satchel charges did NOT work. Bummer. Wonder if this just changed? Was 2 Satchels for several weeks. Hmmm. Game keeps-a-changin'... :crazy:
  20. And a FYI, Bridges take 2 Satchel Charges to bring down.
  21. Von Quest

    AI HALO Jump Example Mission

    Now I'm really really lost! So we can't use this then? The C130 I have flying was a ported over Mod for Arma3. I think I need some of that Vino. In Vino Veritas...
  22. Von Quest

    AI HALO Jump Example Mission

    OK, I'm lost. What is AIA? Is this All-In-ArmA? If so, I do not own any other ArmA Games. I tried to install All-In-ArmA. Not sure if I need to do anything special for this. Tried to play and Game just locks/crashes.
  23. Von Quest

    Why no boot camp in ArmA 3?

    I'm building a Training Map myself, but its very low on my priority list of projects. Will be out in 2014.
  24. playMove or switchMove I believe. Check here.
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