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kalthramis

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Everything posted by kalthramis

  1. kalthramis

    Manipulate preplaced objects?

    Is it possible to manipulate objects placed by hand in the editor, but in-game as Zeus? I primarily want to know for the virtual ammo box system. So if I placed an ammo box in the editor, could I move it around as Zeus? Thanks!
  2. kalthramis

    Save Zeus Map?

    So did they ever add in the ability to save Zeus maps, or just use Zeus as an editor? It's so much better than the top-down editor when trying to set up an area. Can't even place buildings in the top-down 2D editor.
  3. kalthramis

    Tanoa discussion (Dev-Branch)

    Don't worry, it's just the map so far. No new gear or vehicles, that's the REAL exciting stuff :)
  4. kalthramis

    Tanoa discussion (Dev-Branch)

    New patch rolling out, 4.9GB. Twitter says this should work, but no confirmation yet.
  5. kalthramis

    Tanoa discussion (Dev-Branch)

    As Iceman himself said, "even though Dev-Branch has always been an experimental daily build, we'd love for you to be able to explore Tanoa!" This isn't an issue with the Dev branch, it's an issue with Steam. We're unable to offer and bug testing and feedback if we cannot access the content, and it's scheduled to release before the end of the month. Missing the first day - when everyone is hyped and eager to play - isn't good. There is a falloff of testers after day 1, and that falloff will be more dramatic with this delay. This means fewer testers, fewer bug reports, and less feedback; all of which will hamper the release. Presently, it isn't working for anyone. A fix is in progress, but we don't know when it'll be done.
  6. kalthramis

    Tanoa discussion (Dev-Branch)

    "if that works, hopefully just hours"
  7. kalthramis

    Tanoa discussion (Dev-Branch)

    This was from their twitter. Isn't a confirmation, but a bit of hope for us. https://twitter.com/Arma3official/status/740215231922769920
  8. kalthramis

    Tanoa discussion (Dev-Branch)

    Are the new vehicles/equipment on this build, or is it just the Tanoa map?
  9. kalthramis

    Tanoa discussion (Dev-Branch)

    Really? I wonder if we still have to wait for the bulk files, then. I own it and my expansion folder is only 966MB,but I still had a large download when I swapped to dev.
  10. kalthramis

    Tanoa discussion (Dev-Branch)

    I remember with Helicopters, the issue wasn't fixed (for me) until a few days before release. Really hope that isn't the case this time.
  11. kalthramis

    Tanoa discussion (Dev-Branch)

    Is it really still not working? It's been almost 11 hours :(
  12. kalthramis

    Tanoa discussion (Dev-Branch)

    It's just the nature of humans being teased with something they want. It's like telling your kid you're going to buy them a ton of candy. You show up at the candy store, but it's not open yet. Your kid can press their face to the glass and see all the delicious candy, but you haven't told them when the store is going to open. So they stare, and slober, and wait, and hope that the next moment is the moment the store opens. So we're all staring at the map and the xml files, waiting for the candy store to open. People are getting excited and anxious, especially since it's been 7~ hours. Some are getting mad, but in the end, it's all people who are excited about the content. It's far better than no one caring.
  13. kalthramis

    Tanoa discussion (Dev-Branch)

    Update added a digger/bulldozer that are "locked", wrecks that don't look decayed, and a train cart that looks like it should have wood but has no texture atm. Can't find anything else. Tanoa still unaccessible for me.
  14. kalthramis

    Tanoa discussion (Dev-Branch)

    Damn. Well, if I have to be afflicted with this bug, at least pretty much everyone else is too. Means they might be able to fix it soon, though i imagine it's on steam's end. D:
  15. kalthramis

    Tanoa discussion (Dev-Branch)

    I'm unable to play the map, it tells me to purchase the DLC when I already own it. Anyone know a workaround?
  16. Heya, I'm having an issue with MCC. I cannot open the MCC console, nor can I change my hotkeys. I have attempted to uninstall and reinstall the mod - and even my entire Arma - and cannot rectify this. This problem appeared after I changed the default keybinds, and I cannot seem to reset them - or change them - though I can get to the MCC keys in the pause ESC menu. Can you help me fix this problem? I use MCC for all of my missions, particularly for detailing as Zeus. Thanks for your help!
  17. For the longest time (as in, several months), I haven't been able to play games with friends because when we try to join each other's games from our steam friend's list, it says "server not responding." This didn't happen in Alpha, Beta, or for the first few months of release. For a little while we were able to type in each other's ip's and join, but now we can't even do that. I've reinstalled windows 7 AND Arma 3 since these troubles have arisen, so it's a problem with the game, not my system.
  18. Heya, I'm trying to make a "Dynamic" Orbat, so the name of groups are dependent on the name of the player leading that group. However, when I try to assign a variable, ex. commander= Team_Lead_Alpha; It will literally display Team_Lead_Alpha, rather than the string assigned to that value. Anyone have any ideas?
  19. kalthramis

    Authentic Gameplay Modification

    It isn't. There's a deadzone in the options, but your screen doesn't move until you reach the edge of the deadzone.
  20. kalthramis

    Authentic Gameplay Modification

    Heya, big fan of AGM. It's what I use to introduce people into Arma, because it's just too good. Dunno if this is the best place to make a "request", but would it be possible for you guys to bring in the Insurgency-style "dead-zone"? Where it works just like a deadzone in Arma currently, only your view turns instantly, rather than when it reaches the edge of the deadzone. That'd be super cool, and immersive. Thanks for the awesome mod!
  21. kalthramis

    Get name of triggering unit?

    Yup, that works! Thanks. Spent 4 hours today trying to this damn thing to work; you're a life saver!
  22. Heya, I'm trying to figure out how to get the name of a unit that activates a trigger. I've tried "this", "_this", and "thislist", from examples that worked in Arma 2 but don't seem to work in arma 3. These all only return "Any" rather than the unit's name. Can anyone help me?
  23. kalthramis

    Get name of triggering unit?

    Variable name. I'm attempting to swap a loadout when the script is called. Titled "squadleader.sqf" _unitName = name (thisList select 0); hint format ["Loadout! %1", _unit]; comment "Squad Leader"; comment "Remove existing items"; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; comment "Add containers"; _unitName forceAddUniform "U_BG_Guerrilla_6_1"; comment "Etc, etc, etc"; Placed into init of a unit script = [] execVM "unitloadouts\squadleader.sqf";
  24. kalthramis

    Get name of triggering unit?

    This is still only returning "Any"
  25. kalthramis

    Dynamic ORBAT?

    Still trying to figure this out. It seems that the commander line of code accepts some of the premade Arma 3 values, such as "$STR_A3_cfgORBAT.fsmBIS_O_Brigade0". I found this in the cfgORBAT files for the campaigns. However, when I've tried writing "$squadAlphaName = "Bob", for example, it crashes, poiting a finger at the "$" symbol.
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