-
Content Count
397 -
Joined
-
Last visited
-
Medals
Posts posted by n_icomach
-
-
4 hours ago, dreadpirate said:Sync your trigger to the unit you're running JEBUS on and the unit (and its group) won't spawn until the trigger is activated.....
Thank you!
-
Hello, is there a way to use show/hide still with JEBUS units?
I currently want to setup a wave attack in my mission while utlizing JEBUS to handle the respawn system.
Normally id sync the unit to the show/hide module, then have it activated via trigger.
When a JEBUS unit is synced, the unit spawns anyway even if trigger isnt activated. -
Update 4/20/2021
Added CBA Settings "Enhanced Trenches" Menu to allow customization on build times per asset
QOL feature, added the trenches to their own ACE submenu -
13 hours ago, -=[BorZ]=- said:please consider in the future adding a fishing boat, a Yatch, a cruise ship, for pirate-ambiented missions in the Indian ocean 🙂
Well with how much work one boat takes, I likely wont.
Unless I get some help this will be the only boat related project I do.
Thank you for the interest however.
-
Changelog:
Added new Cargo Ship WIP version
Several floors are missing and tower is placeholder.
Work is still happening on this asset, just wanted to update what I have available for players.
Playing the new asset should be done with the understanding that its still early.- 6
-
Ability to change build timers added.
Integrated with ACE Trenches in CBA Addon Settings.
Foxhole and Trench End are tied to ACE Small Trench.
Rest are tied to ACE Large Trench.
More customization is planned with the timers, but I really suck at understanding CBA settings.
If anyone happens to know a guy whos interested in helpin explain it, im all ears.- 2
-
2 hours ago, sfod-d_snakebite said:Uuu... What a beautiful huge ship, let's hope it doesn't run aground like the other one in the Suez Channel 😂 Nice however, it look very interesting!
Lol hopefully! Thanks for taking a interest in the project.
-
WIP of the new boat.
- 9
- 2
-
22 hours ago, Enigx said:Hi,
the suggest of Play3r can be applied to your scope.
Open file ESS_system\functions\ESS_Launch.sqf. At line 24 it is defined the trigger for EZZ zone activation. Try to change the line
_essActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE];
with
_essActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE , 100 ]; // 100 (meters) is the height of the trigger. Modify it with your minimum flight altitude
Not tested but it should work.
Of course flying vehicles below the 100m will always activate it ☺️
Note: I don't know how it could work for infantry activation if ESS area is defined on mountains. You need to do some tests and find the optimized height limit.
Thank you for the feedback. I misunderstood what Play3r was attempting to inform me of apparently.
I'll go ahead and mess with that on my end.
Thank you!
-
32 minutes ago, Play3r said:any chance you have tried to lower the height of the trigger ?
so the trigger is like 500 X 500 X 25
AS far as im aware triggers dont count as markers, so im using markers.
-
Hello Enigx,
Feature Request, is there a way we could have the zones ignore helicopters/airplanes?
Currently when a pilot is doing air things they are likely to trigger off zones accidentally, which causes a desync spike as units are spawned/despawned.
This is currently one of the best features of EOS.
-
3 hours ago, Enigx said:Hi, thank you for your reply.
As mission maker I have used the EOS for many times and it is an excellent flexible system. No discussion about that, and infact I used a similar architecture. The only remark that I can do is that sometime I noticed some sporadic AI infantry units tend to go outside the area forcing you to check them from Zeus to avoid they walk around the map.
Maybe it's an effect that only I have had, I don't know. Anyway I created this personal system (using script done for a more complex gaming system in which the ESS is intergrated as dynamic spawning system when in-game), in which this effect doesn't happen and with which I have had a positive experience in my MP missions.
Of course It does not want to be pretentious or replace systems already in use and tested, but only my small contribution to share with the community, as many similar systems you can find on web. No more, no less
cheers
Thank you for the reply!
I'll go ahead and give it a shot.
Thank you for your contribution to the community!
-
What is the main benefit of using this over EOS?
My unit has used EOS for several years now and is always looking for improved systems. Unfortunately nothing so far has topped EOS's flexibility.
-
# Release 0.16
Added
IG 80mm Deployable Mortar
BP 80mm Deployable Mortar
Accatran Pattern Carry Handle
Accatran Pattern Red Dot
Accatran Pattern Marksman Scope
Accatran Pattern Bipod
Accatran Pattern MkIV lasgun
Accatran Pattern MkIV(M) Lasgun
Accatran Pattern MkIV(G) Lasgun
Fast Roping for Valkyrie
Static and Mobile version of Wyvern
Static Earthshaker cannon
Basilisk Tank
Static HydraChanged
SOB Backpacks now TFAR Compat (Was included in 0.15)
Cost for BP Officer and Team Lead now match vanilla officer cost levels
Autorifleman cost
Heavy and Light AT Cost
AT kits total loadout (For future mass/item adjustments)
BP Chimera Kit (All Variants) to reflect the faction
Skitarii armor from 4 to 18
Taurox base class ACE Cargo Space to 6
Taurox Unarmed Cargo to 10
Chimera base class ACE Cargo Space to 5
Transuranic Recoil reduced by half
Autocannon Static Short/Tall firegeo buffed, less calibers will pen.
Heavy Bolter Static Short/Tall firegeo buffed, less calibers will pen.
Multilaser Static Short/Tall firegeo buffed, less calibers will pen.
Lascannon Static Short/Tall firegeo buffed, less calibers will pen.
RespawnMagazines to all Bloodpact Units
Red Chemlights to all BP Kits
IFAKS to all BP Kits
Chemlights to all BP Kits
Officer Icon for BP Etogaur
TeamLead Icon for BP Team Lead
Prekit Backpacks, for Light and Heavy Bloodpack AT
100lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
250lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
750lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
Kit to BP Tuarox, all variants
Kit to the BP Russ, all variants
Kit to BP Valk
Grenedier BP Unit
Stat Buff to Godwyn Bolter Ammo
Stat Buff to SoB armor
Suffixes of all weapons with Black or Silver to (B) or (S)
Valkyrie fuelConsumptionRate changed from 0.45 to 0.38
Transuranic Penetration IncreasedFixed
Bloodpact Vox Operator now carries correct equipment
Missing Respawn entry for officers armor vest
respawnWeapons Config entry (Missing Primary Weapon for several units)
Bolt Pistol muzzleFlash Rotation on proxy
Lascannon High backpack added to zues
Multilaser high dissembled to wrong backpack
CBA Disposable LaunchersRemoved
Backpack filler script on BP, swapped out with pre-kit backpacks
DLC option
SecondaryAmmoCoef on AT
Old ACE disposable classes for launchers
- 2
-
Added ACE Entrenchment Capabilities
Remade all textures
Cleaned up configs
Bunkers now have destroyed models- 1
- 2
-
The latest update included a v3 for verify signatures in one of the changelogs. I cant seem to find any documentation on it anywhere so maybe I just imagined it? Could be what they are referencing here https://dev.arma3.com/post/spotrep-00083
-
Looks like the newest ArmA update broke Verify Signatures.
Is there a plan to add a v3 option?
-
15 hours ago, Crielaard said:We have found some strange Geo lod issues.
On the Containerless variant there seem to be some invisible containers.
Also extending from the bow to the starboard side there seem to be geolod faces. You can walk in the sky there for over 30 meters.
Also its imposible to determine on which side the doors rotate. Which makes CQB hell.
Hello Crielaard,
I am aware of the containerless one being....borked to the say the least.
As for invisible 30m of floor can you take a small video or pictures?
-
22 hours ago, VileBeggar said:That looks like the yacht from Rainbow Six Siege
They are very different. I believe the siege one is much larger and more of a rat maze.
- 1
-
-
So taking the lessons from the Cargo Ship a new ship is on the way.
Should be better quality and more functional than the Cargo Ship.
Cargo Ship may have nav mesh soon on it but i'm still burnt out from the initial push on that abomination.
- 9
- 2
-
Updated to 0.4
Fixed ViewLOD (AI Shouldnt Spot through walls as easily. However your walking on metal and AI can hear you)
Adjusted GEOLODGdrive Link updated
- 6
- 2
-
5 hours ago, pognivet said:fantastic. i hope you release more ships of different varieties such as oil tankers or cruise ships. this cargo ship actually works as well as a clandestine center of operations or base as it does a target of a raid. i've successfully gotten ai helicopters to take off and land on it. i just hope the bridge gets more work so its not just untextured greyness.
i'm well aware of the reality of arma's ai, but do you know of any way to make ai follow a strict path in a straight line using doMove? having people sitting in chairs and standing around is cool, but it would be awesome to have people walking up and down hallways.
i've been able to achieve this using doMove. they don't fall off into the ocean, walk back and forth just fine like you'd expect in an early rainbow six game or something like that. the only problem is that they don't walk in a totally straight line but will deviate their path left or right about 3 or 4 feet which is enough to make them walk through walls. i've tried adding more doMove "waypoints" in the script, but they still deviate even if walking just a few feet. i know theres no way to stop ai in arma from walking through walls/buildings/doors etc so is there at least a way to keep them from deviating from a beeline path? i've tried disableai fsm and other weird stuff, but cant really make any progress. anyone know an answer? thanks.
3 hours ago, Crielaard said:could be solved if the model has building pos memorypoints.
@n_icomach do you have that?
@pognivet @Crielaard Pos points are planned later on but are currently not in the model.
- 1
-
Update V0.3
Fixed Model.cfg for Cargoless Ship variant. Now all doors will work.
Adjusted GEOLOD for cargo crates to stop bouncing of character when moving from crate to crate.
Adjusted Multiple roadways to fix "Holes" In ship.
Adjusted Random face blocking view of the Deck to interior door.
Added staircases for water based boarding.
Multiple Other small tweaks.
- 8
Athena - An ARMA 2nd Screen Application
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Is there a way to track only the squad leaders and not every group member.
Id like to enforce this as a mission maker.