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KingoftheSandbox

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Everything posted by KingoftheSandbox

  1. KingoftheSandbox

    Damage system sucks - fix needed

    This indeed is very weak work from BIS. Forget realism ... this is called a gamebreaker, nothing less.
  2. KingoftheSandbox

    General Discussion (dev branch)

    Can DEV´s give info about the probability civilan modules come back? Mabye work is allready started?
  3. KingoftheSandbox

    BWMod

    Hammer Arbeit...Arma 3 fängt langsam an Sinn zu machen!;-)
  4. Im pretty sure you are not allowed do this yet, so i fear you wount get any answers, even if this was possible.
  5. KingoftheSandbox

    ACR War Criminal

    This is really ...annoying. First mission which breaks the whole campaign. Please BIS, fix this.
  6. KingoftheSandbox

    Unit does not move after animation eventhandler

    Thanks! One of these did it. nato_pilot_1 switchMove ""; nato_pilot_1 playMove ""; nato_pilot_1 setBehaviour "AWARE"; ---------- Post added at 00:48 ---------- Previous post was at 23:45 ---------- This is so strange. It just worked, now it doenst anymore. I didnt change anything;-(
  7. KingoftheSandbox

    @A3MP - ArmA 3 Map Pack

    Awesome...Are those islands only, or also objects and vehicles ?
  8. KingoftheSandbox

    J.S.R.S. 2.2 Soundmod

    Tested the Armed Assault showcase with this (awesome, thanks again JSRS) soundmod and TPW mods, no problems with 2500k sandy without OC.
  9. What i want to do, is setting a group of players which are in one squad (squadalpha=group this) to a specific position inside one of the industrial sheds and play a animation. I have to use {_x setpos getPos Name} foreach units alphasquad, because its Multiplayer and its possible that only less players in the squad play. Because of that i cant use variable for every single unit in the squad. Is there a way setting every single unit of the squad into the shed, using _X code without having them spawn on one point and having them stuck together? A code where i use _x and every single playerunit of the squad spawns on a defined position would be perfect.
  10. KingoftheSandbox

    Need help with setPos for group

    Allready works much better then my code before, but somehow only 7 units getting to the position. So can i change the _relDIS and _relDir so that they are closer to each other? Thanks allready very much! Im off for 1-2 hours but appreciate more feedback from you very much! I tested the code again, only the leader is not getting ported to the position, can you fix it;-)?
  11. Damn, and i was excited that i can still use the old stuff in my current MP missions for task decisions in conversations with the communication menue. would love to see a DEV tutorial for that like the one from A2.
  12. Is it possible to make a counter in multiplayer where, if the AI spawns again, it has 1 life less. After 3 deads i would just deletevehicle on the unit. I suck at scripting, maybe someone can point me in the right direction with a script? Would be much apreciated!
  13. If i got respawn=3 / Base in my mission and i can spawn on different locations added via spawnlocations function, can i set a new standard location for spawn for the AI. Right now they just spawn where they want to, sometimes the basespawn, sometimes on a different spawn.
  14. I can definitly say that this is the best mod come out so far for Arma 3, simply great work! You did what BIS should have had ready for release of the game. Altis without life is so boring after this. Since the mod is not multiplayer compatible, as everybody should know by now, i did some tests and found one combination which drops errors for players in MP (only in dev-branch, stable doesnt pop up the errors), but is working great without performance drops related to the pop up errors. Im absolutly not educated when it comes to scripts, but one thing shoud work (worked nice for us). Everybody is loading with the TPW Addon. Only 1 player is using Civilians on, Parking Cars on, Animals on. The other players use only animals on, nothing else. Since every player is creating his own cars and civilians through the script, this prevents that for example cars land on each other, having exploding cars all around. The only thing which doesnt transfer for all, only the local player are the animals, because moduls are used, i guess. The Rain FX is creating red markers near the players so turn this off also. I disabled the other features like music, radio and so on. Great other features for SP, but they seem to make problems. I hope somebody is transfering this awesome mod into a working MP addon! Thanks again to the addonmaker!
  15. Problem solved. Note to myself: Search before creating new threads!!!;=)^^ http://forums.bistudio.com/showthread.php?167083-Re-adding-supports-after-Player-was-killed
  16. Using the example from the BIKI "Arma 3 respawn", i cant add tickets no more to one side. That code worked before and it seems it is broken now. [west,5] call BIS_fnc_respawnTickets; Anyone got an idea or anyone has this system still working in his mission. thanks in advance!
  17. I want to create a 4 player coop mission, where the players are able to respawn, but not the AI. So i have 4 players in one squad, but only 2 are real players, other 2 AI. In my description i set instant spawn or base spawn. If now the 2 AI in the squad die, they respawn too. How can i make they dont spawn? thanks in advance!
  18. KingoftheSandbox

    Make player respawn but not AI

    I want them to spawn and play with me, i just dont want them to respawn.
  19. KingoftheSandbox

    General Discussion (dev branch)

    Can someone confirm that the respawn ticket system is broken. Adding tickets via init.sqf to one side does nothing for me. I just went back to stable to try it there, no luck. [west,5] call BIS_fnc_respawnTickets;
  20. KingoftheSandbox

    Respawn Ticket System?

    So after months and month this is still buggy...I cant add tickets via the orders from the biki to players or sides. Does any new feature work in this game? [west,5] call BIS_fnc_respawnTickets; this just doesnt work
  21. KingoftheSandbox

    General Discussion (dev branch)

    yep...bad bug, since you cant start missions anymore. any fix for that without reverting to stable? had to restart steam to apply the fix...thanks a lot for the fast update!
  22. KingoftheSandbox

    Help with Multiplayer Intro Overlay

    still no solution how to delete the AAN News Overlay after executed? would appreciate it!
  23. KingoftheSandbox

    General Discussion (dev branch)

    Thanks for the news awesome toys. Sadly i got frustrated fast again, because of the driving AI. Its still absolute ridicoulis;-( I will attach a sample mission later. The AI in convoys is so fuggin frustrating, still after so many changes.
  24. KingoftheSandbox

    Multiplayer dying fast??

    Arma is and was never a game for public servers. I guess 90% which are playing this series online are playing it with friends and with teamspeak. If you want awesome public gameplay play BF4.
  25. Thanks for this script! Now i googled and took a look at the BIKI, didnt find how to define a function. Scripting noob would appreciate help=)^
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