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KingoftheSandbox

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Everything posted by KingoftheSandbox

  1. KingoftheSandbox

    ArmA3 Classnames - no discussions

    I cant download the .cpp. after clicking on download its loading in a loop
  2. KingoftheSandbox

    Disapointed with the full release content

    Totally agree with that! The best thing they could do would be a updated release of Chernarus with all vehicles & physX. i would pay good money for that!
  3. KingoftheSandbox

    Disapointed with the full release content

    The DEV team said some time before that they rather polish the game then putting in more content and have it bugged, so no surprise at all. I think it was the right way, cause i havent seen many gamebreaking bugs till now and the game feels a lot of smoother and better then Arma 2. I also miss all the content from Arma 2, but i it is how it is. Its not like you dont have possibilites with the content yet.
  4. The mission where i want to do this is a coop mission with 2 human players and 3 AI soldiers in 1 group. I want to add Alpha to one human player and Bravo to the other. good, should work fine with this method: p1 hcsetgroup [Alpha]; p2 hcsetgroup [bravo]; Now the problem is, that there is group respawn in the mission, which means its possible we die, take a AI slot over and the command doesnt work. Is there a way to assign one squad to each player with a method which detects players only? Thanks in advance!
  5. KingoftheSandbox

    will the task destination ever work 100%

    Define real missions creation. I played and created missions without heavy scripting by myself and played many missions which were less fun WITH much scripting. Also BIS seems to have the goal to make mission editing possible without much scripting knowledge. Best examples are all the new modules with which you can mode objects etc. without scripting. Cant see that is really s low priority for them.
  6. KingoftheSandbox

    will the task destination ever work 100%

    Lets talk again if the 12th september is there. I just dont like the attitude of telling people that they should use scripts instead of easy modules which are perfect for beginners. i just think that those features should be polished till the release, so the intention of getting newcomers a easier way is realized.
  7. KingoftheSandbox

    will the task destination ever work 100%

    "As we've told you several times in the editing forums, use functions/scripts instead of the buggy and confusing modules and it works 100% of the time. " Tell that beginners and tell that BIS which invested TIME in the modules, now have them buggy and dont have people using them, while removing important features.
  8. KingoftheSandbox

    Civilians Modules are definitelly gone on ARMA 3?

    Is that the same case with SecOP´s and AmientCombat Module?
  9. KingoftheSandbox

    General Discussion (dev branch)

    Maybe degfragging your disk helps. I gained performance and lost slow loading with defragging, only 10% fragmentated on the disc.
  10. KingoftheSandbox

    Missing Arma 2 Modules & Functions

    SecOps...One more tear in my eye. dont know how i could forget it. @smallhill the side´s module is nice to have, but nothing compared to the ambient combat module with which you can fill one whole map dynamicly and you can also adjust it as you want. now, a statement to all the things who got "lost" somehow from the DEVS would be nice at least.
  11. So, game is great, ALTIS is awesome, but one thing... Where are the modules and functions gone: ALICE SILVIE COMBAT MANAGER USEFULL PATROUL FUNCTIONS EFFECTS/Movie Day/Movie Night+++ im sure there are more missing, but those are which i miss very much for my missions ATM. NO rant, just the hope still there to see many more things come back and dont end like the medical system.
  12. KingoftheSandbox

    Surround sound problems, DEVs take notice

    G35 here also. Latest clean software from Logitech installed. Start Arma 3. Switch to Surround, here strange crackling when firing a weapon in auto and ambient noises change every 5 secounds. Great...Turn on stereo, sounds better, even if i want my emulated surround, which works great in BF3, even Arma 2...? BUT the footsteps are only played on the right speaker. I saw that the ticket is CLOSED. seriously? i mean all other games work for me and BIS s telling me buy a new headset, you only spend 100€ for "Emulated Surround Sound". Im really dissapointed.
  13. KingoftheSandbox

    Altis - Info & Discussion

    I allready love ALTIS. The performance is awesome, even in the large villages in the east and drops NEVER under 30 FPS for me with Very Hight till Ultra settings. my system: i52500k & GTX 570 (NO OC) I really hope we get the civilian modules till release!
  14. KingoftheSandbox

    Missing Arma 2 Modules & Functions

    This makes me a bit sad i got to say. Ambient Combat Module for example would be essential for a map like ALTIS too. Yea there are coming enough scripts soon, but i prefer the official features and scripts. What really makes me a bit angry is that sentences "We dont cut ANY Arma2 features". I think and i hope that Ambient Combat will make it in to release...Lets see what will be there on 12th September.
  15. KingoftheSandbox

    DEV brachn keyboard controls messed up;-(

    wow...thats annoying. this time i will just safe the CFG. remapping Arma keys...thx for your fast answer
  16. People i played with had the problem since some point in the BETA, no i have it too. Since the last dev branch, my keyboard controls are different on the standart Arma 3 profile. I flought with Q and Y the whole time, exactly like in Arma 2, now the Standart Arma 3 profile for keyboard is messed up, and i fly with SHIFT. I allready deleted the Arma3.cfg which worked before once, nothing. still the same strange config for keyboard. i also deleted my profile file to see if it helps, nothing... Did they change the control presets or am i doing something wrong? Thanks in advance.
  17. KingoftheSandbox

    Altis - Info & Discussion

    Id even pay to get Altis now! DEVS, if you read that post send me an offer:-)
  18. KingoftheSandbox

    grenades MUST be more lethal

    @froggyluv youre a lucky bastard or the AI just likes you:p, they use often grenades when i play and they are far more accuarate then in Arma 2 for example, which i love
  19. I want to add a respawn position module for infantry if the variable respawn_1 is true. Now i tried just to use the condition field of the module and set respawn_1 true with the code in a trigger. (the module is placed on the map allready of course) respawn_1=true it seems like no module will be created if i use the field, tried different, like the animal module. so my question: is the condition field broken & if yes how can i create a respawn module marker for infantry with a specific name via command. i know that i could just use markers, but theres a problem with the display name... thanks in advance! i searched how to create A3 modules, didnt find anything.
  20. KingoftheSandbox

    General Discussion (dev branch)

    Updated new boonie hat textures Updated textures for our new chest rigs Classnames for them would be great! would love to see a updated version of Dyslexis gear selection mission also:rolleyes:
  21. KingoftheSandbox

    description.ext cant find the error

    yep, it works. hard life for a scriptnoob=)^ thank you both
  22. line 19, encounter w instead of "]" i copied from the BIS biki, would appreciate some help! // Respawn type, see the table below respawn = 3; // Delay in seconds before playable unit respawns. respawnDelay = 30; // Delay in seconds before vehicle respawns. respawnVehicleDelay = 60; // 0 to disable the score table (it can still be opened manually by pressing 'P' key). respawnDialog = 1; // Respawn templates from CfgRespawnTemplates. You can combine any number of them together. // 1 to execute respawn templates when a player joins the game. Available only for INSTANT and BASE respawn types. respawnOnStart = 1; // When 1, the score table contains score of all playable units as opposed to players only. aikills = 1; respawnTemplates[] = {"MenuPosition","Tickets","Counter"}; [west, 12] call BIS_fnc_respawnTickets;
  23. KingoftheSandbox

    Development Blog & Reveals

    There are no more fixes or things added other then the SCUBA fix. Patch candidate means testing the final dev build as full patch, without changing anything to the official beta patch this week. Im pretty sure they said this would be the last stable patch for beta, then only DEV builds till the full release.
  24. KingoftheSandbox

    General Discussion (dev branch)

    hey pettka, since your helping to get this thread back OT, i would also love to see a post from you regarding my watchtower frustration one site back! ;-) are there plans for improving them?
  25. KingoftheSandbox

    General Discussion (dev branch)

    I really like the new watchtowers with the hatches. What i dont like, you cant use them with enemy AI without gamebreaking bugs. 1.Units just walking through the wall on top, falling down, instead of using the stairs. 2.Units which are just placed on top and are not manually set to just STAND there, are glitching through the wall when they go prone, firing through it, but YOU cant hit em. 3.Units get stuck often on the top if they try to go down the stairs (which they really do better now sometimes) So, serious question...Should i now create 3 new tickets and hope they get attention and votes, which i think they dont because there are so many other (important) tickets on the tracker. This is so demotivating... I tried to config the AI with the new setobject module (for example, make them stand only, just ungroup them, or disableMove) on the tower and i get better results, but the described bugs are still there. You know, you can see that the AI uses stairs better now, like BIS mentioned in one of the branch-logs, but still gamebreakers which make the towers useless;-(
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