KingoftheSandbox
Member-
Content Count
214 -
Joined
-
Last visited
-
Medals
Everything posted by KingoftheSandbox
-
Lion Claw Singleplayer & Coop @ 6 - Scenario From the Arma 3 Official Facebook Site (of course im a bit proud of this, thanks Joris-Jan! Workshop Dev Favorite! Our brand new Arma 3 Workshop recommendation comes from van 't Land, our very own Project Lead. His pick: 'Lion Claw' by KingoftheSandbox! Here's what Joris had to say: "The author of this scenario uses various design tools to create a tense atmosphere: weather, time-of-day, fog and ambient combat for example. By applying the British radio protocols and character emblems, you also get a different experience to the more common American point of view. The scenario does not do something incredibly unique or new, but it nails the basics of Arma gameplay and is a lot of fun. Try egressing with your entire team in tact!" Scenario Description: British SAS units are striking tactical targets to prepare the landing of NATO ground troops. Gameplay Covert Operation; Stealth Gameplay; Special Operation Coop Info Respawn: Group Scripts: No revive scripts are used and are not planned to build in upcoming or this releases, feel free to add them by yourself and use the mission intern. Same goes for VAS. I like the scripts but i want to keep my missions realistic and mostly "clean", to be able to provide feedback on issues for the vanilla game. It took some time, but finally i can release my first mission for Arma 3! Hope you enjoy it, feedback appreciated! The mission is released also availible on Steam workshop. [Thanks BIS for the integration!] Version 1.50 Changelog Steam Workshop SP: http://steamcommunity.com/sharedfiles/filedetails/?id=222316388 Coop: http://steamcommunity.com/sharedfiles/filedetails/?id=222316901 Armaholic: http://www.armaholic.com/page.php?id=24478
-
Task Modules/Order of tasks in briefing
KingoftheSandbox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can you change the order in which the tasks are displayed in the briefing if you are using the taskmodules? only if you place the first, as first and so on? would be bad, cause my mission is almost ready...? THX in advance -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
KingoftheSandbox replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Download Speed has slowed down for me to 60kb/s in the last days. is it the server or is there a way to fix this? -
Unit does not move after animation eventhandler
KingoftheSandbox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use this code to make an AI unit to play both moves, after the AI did this, it turns around but cant move no more. nato_pilot_1 switchMove "Acts_UnconsciousStandUp_part1"; nato_pilot_1 addEventHandler ["AnimDone", {nato_pilot_1 playMove "Acts_UnconsciousStandUp_part2"}]; I tried removeAllEventhandlers command, with no luck. help appreciated! -
Possible to make that function work on a dedicated? Works for me with that code in a gamelogic, but only shadows for the animals. animalspawn = [site1,["Sheep_random_F"],50] call BIS_fnc_animalSiteSpawn; File: fn_animalSiteSpawn.sqf Author: Borivoj Hlava Description: Spawn of animals in animal sites. Parameter(s): _this select 0: Object - Site. _this select 1: Array - Spawned config classes. _this select 2: Number - Animals are spawned/deleted when the player is close/far to the site than this distance (in meters). Returned value: None */ if (isServer) then { _this spawn { _site = _this select 0; _animalList = _this select 1; _genDist = _this select 2; //creation distance _sitePos = getPos _site; _active = false; _animalCount = _site getvariable ["animalCount",5]; _radius = _site getvariable ["radius",10]; _siteAnimals = []; while {!(isNull _site)} do { _dist = 10000; { if (isPlayer _x) then { _checkDist = (_x distance _site) - _radius; if (_dist > _checkDist) then {_dist = _checkDist}; }; } forEach allUnits; if !(_active) then { if (_dist < _genDist) then { _count = round ((_animalCount - (_animalCount/5) + (random (_animalCount/2.5)))); _i = 0; while {_i < _animalCount} do { _animal = _animalList select (round ((random ((count _animalList) - 0.01)) - 0.499)); _pos = [((_sitePos select 0) - _radius + random (_radius * 2)), ((_sitePos select 1) - _radius + random (_radius * 2)), 0]; _unit = createAgent [_animal,_pos,[],0,"NONE"]; _unit setVariable ["inSite",_site]; _unit setDir (random 360); _siteAnimals = _siteAnimals + [_unit]; _i = _i + 1; sleep 0.05 }; _active = true } } else { if (_dist > (_genDist + _genDist/10)) then { {deleteVehicle _x} forEach _siteAnimals; _siteAnimals = []; _active = false; } }; sleep (2.5 + random 1); }; }; };
-
US Helicopters (HAFM OVerhaul) MOD
KingoftheSandbox replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i tried your mod some time ago, loved it only problem is that the AI is not really usuable with those choppers. the choppers engage very strange, dont hit anything mostly, is this fixed meanwhile or is the mod only meant to be played as pilot/gunner but not for AI? just read your last post with the ai and gun problem=) -
Iron Front as mod in Arma 3
KingoftheSandbox replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
wow...this is really awesome work! even the campaigns are playable from IF. cudos to the developers! -
RHS Escalation (AFRF and USAF)
KingoftheSandbox replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have to say that im slighly dissapointed with the mod in current state after some trys to design missions. Its a big problem that the mod itself is not compatible with other mods in some terms. For example, im using the RDS tanks to have some ISIS insurgents with heavy weapons agains the russians. setup is : 1. Empty RDS Tank (AAF Site) with AAF crew in it against 2. Standart RHS Escalation US Forces result: the AAF tank is shooting the US faction guys, but US faction seems to be friendly for some reason to AAF of course i set AAF as OPFOR ally in editor Also i think it had been a better decision to have "normal" penetration and damage calculations for the tanks. Its incredible hard to design balanced mission with that, but thats only my opinion.- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
KingoftheSandbox replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah ok, thats a pitty. i also realized that if you use not US Army vs Russia, but US Army vs CSAT units, or USARMY against AAF (set as friend to none in editor) they dont reconize them as enemys. makes the mod useless for me ideas atm- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
KingoftheSandbox replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there something wrong with the armour of tracked units? im using the RDS tankpack and cant crack a abrahams with many shots from a T72?- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
KingoftheSandbox replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is absolute TOP NOTCH quality...finally one mod which makes designing some cool missions for chernarus worth it! wish you the best for the contest, thanks!- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Lion Claw (SP & Coop@6)
KingoftheSandbox posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
Lion Claw Singleplayer & Coop @ 6 - Scenario From the Arma 3 Official Facebook Site (of course im a bit proud of this, thanks Joris-Jan! Workshop Dev Favorite! Our brand new Arma 3 Workshop recommendation comes from van 't Land, our very own Project Lead. His pick: 'Lion Claw' by KingoftheSandbox! Here's what Joris had to say: "The author of this scenario uses various design tools to create a tense atmosphere: weather, time-of-day, fog and ambient combat for example. By applying the British radio protocols and character emblems, you also get a different experience to the more common American point of view. The scenario does not do something incredibly unique or new, but it nails the basics of Arma gameplay and is a lot of fun. Try egressing with your entire team in tact!" Scenario Description: British SAS units are striking tactical targets to prepare the landing of NATO ground troops. Gameplay Covert Operation; Stealth Gameplay; Special Operation Coop Info Respawn: Group Scripts: No revive scripts are used and are not planned to build in upcoming or this releases, feel free to add them by yourself and use the mission intern. Same goes for VAS. I like the scripts but i want to keep my missions realistic and mostly "clean", to be able to provide feedback on issues for the vanilla game. It took some time, but finally i can release my first mission for Arma 3! Hope you enjoy it, feedback appreciated! The mission is released also availible on Steam workshop. [Thanks BIS for the integration!] Version 1.50 Changelog Steam Workshop SP: http://steamcommunity.com/sharedfiles/filedetails/?id=222316388 Coop: http://steamcommunity.com/sharedfiles/filedetails/?id=222316901 Armaholic: http://www.armaholic.com/page.php?id=24478 -
Lion Claw (SP & Coop@6)
KingoftheSandbox replied to KingoftheSandbox's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
Knowing its a bit late, but im searching peoples for voice overs! Need british guys and 1 american. -
Lion Claw (SP & Coop@6)
KingoftheSandbox replied to KingoftheSandbox's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
Update for MANW contest is live. Version 1.60 Changelog - Added Strategic Map Feature - Insertion via: Parachute, Mh-6 or civilian truck on different spots (replayability) - adjusted position of the three outposts - adjusted Kajman route and behavior - added mines around the airfield -
[KOTS] Singleplayer & Coop Scenarios
KingoftheSandbox replied to KingoftheSandbox's topic in ARMA 3 - USER MISSIONS
Lion Claw participated in the MANW Contest. You liked the mission? I appreciate your vote! http://makearmanotwar.com/entry/p8Q8SRQYof Update for MANW contest is live. Version 1.60 Changelog - Added Strategic Map Feature - Insertion via: Parachute, Mh-6 or civilian truck on different spots (replayability) - adjusted position of the three outposts - adjusted Kajman route and behavior - added mines around the airfield -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
KingoftheSandbox replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There are engine sounds now for vehicles or did i hear wrong? ups, just realized the the video is a2 lol -
great overhaul of your project, thanks alot! my biggest concerne, as i allready said, was that you cant play with AI on this kind of map. just tested some areas with AI, -definitly big improvments which help AI with pathfinding. however, the OA walls are still a big problem for AI. in some areas you can not use the route u want to, because AI cant climb over the OA ones, even if low. i suggest that you make sure that there´s allways a small hole in the longer OA walls to ensure that you dont have to search a completly different route to proceed to your target. keep up the great work! if you dont know what i mean, i cant send you some areas or a mission with repro of course! weed fields is the same sadly, they are so close to each other (the plants) that AI cant find a way through.
-
great news SmokeDog....very excited for this one!
-
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
KingoftheSandbox replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone tested maps which did not work with A3Mappack yet? -
Blastcore: Phoenix 2
KingoftheSandbox replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this looks almost too real, but hey its arma:icon_twisted: -
This sounds fantastic. No map did catch the feeling and authentic terrain of afghanistan like Sangin did! And we need authentic terrains like that so bad. I just feel so much more immersed when playing real conflicts rather the futuristic CSAT vs NATO thing. I remember that the AI was walking through walls also on that map from time to time, can you tell if this is fixed or is it a engine/AI problem maybe?
-
Looking forward to your updated map very much! The only thing which was bugging me with the map was that the AI had many problems because of the stonewalls on fields and the few pathes which were accesable for them.
-
Zeus Lightning without module
KingoftheSandbox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
found the function/script, how could i implement that in my mission without having zeus as depency? dont know how to call the lighning on a gamelogic via trigger for example. /* Author: Karel Moricky Description: Zeus lightning strike Parameter(s): http://community.bistudio.com/wiki/Arma_3_Modules Returns: NONE */ _logic = _this select 0; _activated = _this select 2; if (_activated) then { _pos = position _logic; _dir = _logic getvariable ["dir",random 360]; //--- Play sound (tied to the explosion effect) if (local _logic || {local _x} count (objectcurators _logic) > 0) then { //--- ToDo: Find out why 'local' returns false _bolt = createvehicle ["LightningBolt",_pos,[],0,"can collide"]; _bolt setposatl _pos; _bolt setdamage 1; }; _light = "#lightpoint" createvehiclelocal _pos; _light setposatl [_pos select 0,_pos select 1,(_pos select 2) + 10]; _light setLightDayLight true; _light setLightBrightness 300; _light setLightAmbient [0.05, 0.05, 0.1]; _light setlightcolor [1, 1, 2]; sleep 0.1; _light setLightBrightness 0; sleep (random 0.1); _class = ["lightning1_F","lightning2_F"] call bis_Fnc_selectrandom; _lightning = _class createvehiclelocal [100,100,100]; _lightning setdir _dir; _lightning setpos _pos; _cursorTarget = _logic getvariable ["bis_fnc_curatorAttachObject_object",objnull]; _duration = if (isnull _cursorTarget) then {(3 + random 1)} else {1}; for "_i" from 0 to _duration do { _time = time + 0.1; _light setLightBrightness (100 + random 100); waituntil { //--- Attach to target under cursor if (local _logic && !isnull _cursorTarget) then {_lightning setpos position _cursorTarget;}; time > _time }; }; deletevehicle _lightning; deletevehicle _light; //--- Disable engine lightnings 0 setlightnings 0; //--- Delete curator placed module if (count objectcurators _logic > 0) then { deletevehicle _logic; }; //--- Save variable for outside use if (_logic call bis_fnc_isCuratorEditable) then { uinamespace setvariable ["bis_fnc_moduleLightning_created",true]; }; }; -
Animals on Dedicated Server
KingoftheSandbox replied to KingoftheSandbox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
animal module still not working 100% fine on dedicated servers. animals wander all over the place, because the script for animtions does not work on dedicated servers. Vote up, im tired of using script solutions & there are none http://feedback.arma3.com/view.php?id=19230 -
[KOTS] Singleplayer & Coop Scenarios
KingoftheSandbox replied to KingoftheSandbox's topic in ARMA 3 - USER MISSIONS
Watched your gameplay, enjoyed it;-) Right now i dont have concrete plans to release a new scenario. Working in Visitor 4 actually and might plan to work on a terrain. Doesnt mean its not possible that a scenario will pop up in the future, just no plans so far. After the video you and some other guy posted i thought it was time for a successfull coop run on my own mission, -we beat it in 4 hours. I might upload a video of it soon. If il cut it of course^^