tinter
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Everything posted by tinter
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AI Caching and Distribution System
tinter replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I made a workaround. It has some restrictions, but it works perfect for my situation. Unit cache function #define CACHE_UNIT_SPAWN_FNC {if (isServer) then {_this execVM "scripts\uncache.sqf"};} // Should remain small, will be sent to all clients on mission load Uncache.sqf _lead = leader group _this; _code = _lead getVariable ["init",{if (true) exitWith {};}]; _lead spawn _code; Example init of group leader, it has to be the leader. this setVariable ["init",{[group _this, getPos _this] call BIS_fnc_taskDefend;}] Possibly not the most performance friendly, considering the code will be run once for each group member, but it works. -
AI Caching and Distribution System
tinter replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I notice this script isn't so friendly with keeping a unit's init. Is there any work around for this? If I use the guard function on a group that's far away it doesn't work when they spawn in again. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With regards to the RPG sight, I've been talking about it so much I must seem obsessed, but in-your-face ironsights are a really big pet peeve for me. They end up with the front sight post being so in-your-face and big that it covers your whole target and makes the whole thing inaccurate. What I meant with the post, is the latter, you should size it down to somewhere around it would look if you were using an rpg like you would real life. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm experiencing a very weird bug. Sometimes when some units, not sure which, fire their weapon I can hear white noise too. I've tried running it with only CBA, KAE_SZ and RDS, but I still heard the noise. ---------- Post added at 21:05 ---------- Previous post was at 19:18 ---------- There are no flashlights that will attach to the AKs, is it possible you allow the vanilla one to be attached or add one? -
Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://i.imgur.com/DABvryS.png I get this error a lot, in single player, not doing anything in particular. I think maybe it's related to the ai, but not sure. -
If you're looking for keys to replace the action menu, then perhaps the standard movements keys will be fine, as they're not in use when the killswitch is turned on?
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Showing a note image in game
tinter replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was looking for this a while ago. I found this thread with useful commands on it. http://forums.bistudio.com/showthread.php?176565-Interactive-Intel-Items&p=2673505&viewfull=1#post2673505 I bookmarked it and maybe you should too, since it's a bit hard to figure out on your own. -
Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found a bug: If your weapon is holstered and you try to jump, it won't work. You'll vault instead. I'd report it on the tracker, but I don't have a github account. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm sorry to bring up the rpg-7 sight once again, but is it possible that you can use a sprite that looks like how the sight would when actually viewing an rpg sight? -
BTK Immersive Mine Detector
tinter replied to sxp2high's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here's a tip, I don't know exactly how mines work, but you can grab the name from their config file. _wep = _this select 0; _name = typeOf _wep; _cfg = (configFile >> "CfgVehicles" >> _name); _DescShort = if (isText(_cfg >> "displayName")) then { getText(_cfg >> "displayName") } else { "/" }; Obviously you might want to use another var than _wep so you're working with the right thing, and you might have to look in cfgAmmo instead of cfgVehicles. -
(CSA38) Czechoslovak army 1938 - Munich crisis [WW2]
tinter replied to petrtlach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You might want to limit the amount of paved road. I think paved roads were fairly limited during the 1940s, although I'm by no means an expert.- 954 replies
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- ww2
- czechoslovak army 1938
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Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What happened to the ironsight on the RPG-7, it uses some overlay now instead of the real ironsights on it? Why is this? -
I want to place units on top of a building, but rather than manually get the height of buildings and figuring out which one I'm placing the unit on, I'd like to know if there's a way to get the position of an object counting what's underneath it. So if I first setPos an object to 100 and it happens to be above a building, then I want to get the altitude of the object relative to the building, instead of above the ground. ---------- Post added at 23:10 ---------- Previous post was at 22:35 ---------- Fixed it myself. It turns out there's a small mismatch in getPos and setPos, in that getPos will return the height above things below it, like I want to, but setPos sets the position relative to the ground. But by subtracting getPosATL by getPos, I get the height I need. This code works fine in the init line of a unit and gives me what I need. null = [this] spawn {_obj = _this select 0; _obj setPos [getPos _obj select 0, getPos _obj select 1, 50]; sleep 1; _height = (getPosATL _obj select 2) - (getPos _obj select 2); _obj setVelocity [0,0,0]; _obj setPos [getPos _obj select 0, getPos _obj select 1, _height]} ---------- Post added at 23:11 ---------- Previous post was at 23:10 ---------- Sleep is not needed and is just there for debugging purposes.
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The fov when mounting the weapons is way too shallow and makes it feel weird being on them.
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Respawn Positions synced with sector modules stay?
tinter posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd like some help on this. I have quite a few sectors set up like this, but it seems the respawn positions have trouble deactivating. Sometimes an entirely different side can control a sector but the respawn position for the other side is still active? The triggers are set to repeatedly and only activating for blufor and opfor respectively. -
Respawn Positions synced with sector modules stay?
tinter replied to tinter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump. -
Dynamic load balancing of AI
tinter replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I was thinking of something like this just yesterday in fact, but from what I've seen hosting a server, server fps can be a straight 50, while clients only get around 20, so how much would this really help the clients? -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your pack looks very nice, though I wonder if you know this. When the RPG-7 has the 1p78 attached, it clips into the barrel and the ironsights are from inside the launcher. I saw this in the previous version too. Also and rpg-7 with sensible ironsights is so nice! -
Respawn Positions synced with sector modules stay?
tinter replied to tinter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bumping in hopes I can get some help. -
XMedSys - Improved Medical System for A3
tinter replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems you can't get out of a helicopter, maybe other vehicles too, if you go unconscious. -
XMedSys - Improved Medical System for A3
tinter replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If the target has no pulse, they need to be defibrillated. -
XMedSys - Improved Medical System for A3
tinter replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd like to point out that the Xmed post processing effects stay after you die. So you might have to spectate with blurry vision. -
Nice launcher update, although I noticed the ironsights of the stinger has your head placed inside the tube.
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XMedSys - Improved Medical System for A3
tinter replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A nice feature for some more casual gameplay would be being able to use first aid kits to treat people. -
XMedSys - Improved Medical System for A3
tinter replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
X39_MedSys_var_Pain_AllowMorphineOverdoseEffect = false; //default true Appears to cause chromatic aberration to be constantly on.