tinter
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Everything posted by tinter
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I'm sure they'll be fine, it was only a few pictures and a small description. If this isn't all they'll be just fine. I'm interested to hear what BIS has to say about the map anyway.
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Forcing AI to run at full speed, ignoring hostile units?
tinter replied to Donald Flatulence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems like your situation is a tough one. I think if you use disableAI "FSM" then it'll disable some danger checking routines and make them more impervious to danger. You could also try setting their behaviour to careless as long as they don't need to be engaging the enemy, but I don't know how well that works. Lastly you can also try to force it by disabling targeting routines for the ai and make them move at full speed until they're close enough that it can be reenabled. ---------- Post added at 09:50 ---------- Previous post was at 09:37 ---------- From running my own test, then out of all my suggestions disabling fsm on the units seems to be the most effective, but it did slow down their advance heavily as they were put under fire and started taking casualties, they also seemed to retreat as their squad got murdered by the HMG they were assaulting. Despite this, it fared better than the others. ---------- Post added at 09:57 ---------- Previous post was at 09:50 ---------- And running another test gives some interesting results. I placed three of these squads with no fsm and observed. http://i.hizliresim.com/4g30v7.png There's the blufor HMG to the left above the group that is charging. To the very right is the first group who were immediately engaged and acted as a covering squad, suppressing the HMG as the others moved up. To the left of that, we have a squad that was wiped out, except for the one soldier retreating. -
Arma 2 Vegetation reconfigured for A3
tinter replied to ThreeDots's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can this replace files found in AiA TP or is it only meant to be run alongside it? -
RHS Escalation (AFRF and USAF)
tinter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still having issues, could there be a problem with the download in certain countries? I'm in Denmark.- 16549 replies
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RHS Escalation (AFRF and USAF)
tinter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having the same problem, ran the updater, downloaded the torrent, verified everything. Running on stable and someone else running the same mod setup works fine.- 16549 replies
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
tinter replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Reuploading is not a copyright infringement under a Share-alike license. However he didn't credit kju. ---------- Post added at 12:37 ---------- Previous post was at 12:34 ---------- Although it does require that it stays licensed under the same license, which I believe Valve changes when you upload something to Steam workshop. -
Arma 2 Vegetation reconfigured for A3
tinter replied to ThreeDots's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't seen any rocks that blocked bullets, except for the big models. Of the ones where I've seen the problem, all that use the same model appear to have the problem. -
Arma 2 Vegetation reconfigured for A3
tinter replied to ThreeDots's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this fix the rocks on Takistan? The AI can see through them and they don't block bullets at all. -
Is there any reason there is only a few commands whitelisted on vanilla? Clients shouldn't have the power to execute code as they like anyway, so a whitelist seems pretty useless and bothersome to mission developers.
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Can you ensure that it's not a CBA bug? I've heard the latest release has a few errors.
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Are you using the RHS hueys? Those are bugged on dedicated servers.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
tinter replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any reason they can't be seen in the function viewer? It's kind of cumbersome to go through the folders if you don't know which folder to look in. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
tinter replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could anyone help me? -
Math genius needed: How to make A3 solve a system of linear equations?
tinter replied to mad_cheese's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're always testing for the same variables in an equation and there is only one unknown variable in your equation, then you can simple restructure it so the result is your undefined variable. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
tinter replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Where can I find the ACE functions? I looked in the function viewer but they don't show up. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
tinter replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do you repair vehicles? In AGM you'd use the action menu, but nothing pops up when standing outside, and the menu doesn't expand when in the vehicle. -
I already made a post regarding that. I'm running with AiA, I haven't actually tried without, but it won't use the buildings from AiA atleast. They're some specifically modified buildings to make them lower poly. So they have different classnames than the ones in AIA.
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Probably to increase performance and likely why it doesn't work with AiA. I'd wager they have different classnames. I actually forgot there was those two other commands, I can't test them yet, but I will likely use them myself later. As for those issues, I will look into what I can do, but all my modding knowledge is fairly limited.
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You can set the viewdistance higher than 12km with commands. setViewDistance 32000 Should work, though only for terrain, not for objects. As for roads, I want to look into it, but for the moment I do not know.
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I realize now that Seattle doesn't work quite as well. http://i.imgur.com/xR4toHI.jpg I don't really know what to do about this, but in this state I don't really want to spend time uploading it. I can't seed a torrent like this myself, anyone can create a torrent, but they will have to seed first. If someone has already downloaded it, they could start seeding if they wanted to.
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I can put the files together and do a quick test later today. Uploading will take some time.
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United States Air Force( 2015)
tinter replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You misunderstand me, I meant the sound effect. ---------- Post added at 07:33 ---------- Previous post was at 07:27 ---------- The actual visual effect is really good, but the explosion sounds like something you'd find in and old movie and to my knowledge is not how nukes sound. -
United States Air Force( 2015)
tinter replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are there plans to turn down the nuke sound? I get that it's a nuke, but it's loud to the point where you can't hear anything, and it kind of scales with distance badly. Not to mention the effect seems like something that came from a 1950s movie. Not to be negative, just thought it would better if it was changed. Visually your nuke is great though, although doesn't seem to be synced in MP correctly. http://i.imgur.com/xfpyCbF.jpg (914 kB) http://i.imgur.com/Lk4gY4q.png (614 kB) ---------- Post added at 00:57 ---------- Previous post was at 00:45 ---------- And I forgot, the B-2 cockpit is lacking. I don't have much doubt you'd want to improve it, but I think the most important thing to add at the moment is the attitude indicator, as it is very hard to keep track of in the B-2. -
I did actually not modify any of the files. These are as is as from the archives, the only difference is which files I included. ---------- Post added at 00:17 ---------- Previous post was at 00:15 ---------- I'm sure there's relatively little effort required to fix some of the issues, specifically pop-up errors. Map editing could prove to be tougher, I have no experience there. If anyone is interested in modifying it, I will gladly try and help whatever way I can.
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If you have Arma 2 and TKOH you can make it work flawlessly by using TKOH: Rearmed. Otherwise, have a try at throwing the mod in, it'll work more or less the same it does in A3 probably.