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Everything posted by 654wak654
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
654wak654 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's also in AGM, and probably in CSE. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
654wak654 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
TR: "Üstad" lakabı olsa olsa Shay_gman'e yakışır zaten :cool:. EN: The title of "Master" could only fit Shay_gman so much :cool:. -
2.2 Is not to make any sound difference, it's to fix the 1.24 patch which broke all weapon sounds. Armaholic's requirements on the JSRS page is wrong, you don't need anything than the actual download itself. That means remove the old one and use only 2.2
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You mean another one of those day 0 DLCs Rome 2 has? Pieces of content that they could just include in the release but charge you money for? That's way worse than BI's DLC strategy. Though Rome 2 is worth it if you buy it in these steam sales :p.
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Ladies and gentlemen, please keep your arms and legs in the hype train because we have a release!!!
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
654wak654 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like my kinda job, Sign me in! -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
654wak654 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aah, the oldest question in the arma-modding-verse. I'm afraid the answer to that is a cold harsh nope. Though you can have 1 mission maker helping zeus' and/or commanders of each side. -
Tac-Ops Mod 1.2 - Vehicle and Uniform Modification - Release
654wak654 replied to zeotrope's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love it when people make good machinimas like this in ArmA! You guys definetely made it look like if it was any other mod it whouldn't be this good :cool:. EDIT: I made that comment half way through the video, so I gotta correct something: -
JSRS: DragonFyre -- WIP Thread
654wak654 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You didn't just say that... -
Loadoutsystem like the one in BF2
654wak654 replied to Xean835's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
By the way, Xean had the same post on Armaholic and we're already done. He made the loadouts (With Arsenal from the look of the code) and I prepared everything else. As a small tribute it uses the Battlefield 2 class icons. I'm just looking in to making a outside camera like in his design. -
JSRS: DragonFyre -- WIP Thread
654wak654 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
By scripting you'd have to check for every single one of those explosive objects in a huge range where there are tens of thousands of other objects, and the code must do this processes in a millisecond so the sounds don't have any delay... That's what I though, but somebody can find a more efficient way, or an efficient method for it. Plus I can dream right? :pray: -
JSRS: DragonFyre -- WIP Thread
654wak654 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What about a Call at Arms for scripters? Someone has to be able to find a workaround... Just some people off the top of my head: Tonic, Giallustio, Tophe, Killzonekid, Sa-Matra, Xeno, F2K Sel (not that into multiplayer), idk... Norrin? Someone has to revive him though. EDIT: Also W0lle, he's in my signature since day 0 because of these type of situations. -
At this point, I whouldn't mind using a whole TFAR.exe application to play, just to get rid of the limitations. I'd just give you my Teamspeak server rent to assist development :D.
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JSRS: DragonFyre -- WIP Thread
654wak654 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Don't release it yet then! I'm sure at this point you're as much hyped about the release as the rest of us and that's why your opinion about a "complete release" is shifting, but if you're not going to be satisfied with it (you're pretty hard to convince :D) just simly don't. You can just do whatever method you did in 1.5 or 2.2. I think in ArmA 2 (Might be wrong here) that past the "audible distance" we just heard vanilla explosion sounds? How did that work? -
L_armFatigue - Because keeping your weapon raised is a bad idea!
654wak654 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Think I've caught a nice beat here (just by holding the mouse): Also AGM compatibility seems fine, didn't test it too much, just with this Zafir and the .50 cal, but don't think the fatigue increases when the weapon is rested. -
EDIT: I GOT NINJAD You had two "CfgFunctions" entry like JShock said. Just putting the #include "ais_injury\cfgFunctionsAIS.hpp" over the class COB { will fix it, just like this: author = "EpicGoldenWarrior"; OnLoadName = "[Tier-1] Ground Level"; OnLoadMission = "Tier-1 inserts to take out a high value target."; loadscreen = "T1-Gl.jpg"; class Header { gameType = COOP; }; class RscTitles { #include "ais_injury\dialogs\rscTitlesAIS.hpp" }; class CfgFunctions { #include "ais_injury\cfgFunctionsAIS.hpp" class COB { class functions { class HALO {file = "COB_HALO\functions\fn_halo.sqf"}; class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"}; }; }; }; class CfgSounds { sounds[] = {}; class C130_exit { sound[] = {"COB_HALO\sounds\C130_exit.wss", 50, 1}; titles[] = {}; }; class flapping { sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1}; titles[] = {}; }; class open_chute { sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1}; titles[] = {}; }; class para_pilot { sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1}; titles[] = {}; }; class close_chute { sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1}; titles[] = {}; }; };
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In some cases, you might have to restart the game if you make changes to the description.ext. In other words: Did you try turning it off and on again?
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Now with PhysX... Able to make articulated trailers?
654wak654 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Can't we simulate a driver, like an invisible AI so the handbrake is off? -
L_armFatigue - Because keeping your weapon raised is a bad idea!
654wak654 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Should have read that, but I use AGM as of now (and most your mods) so thanks! -
L_armFatigue - Because keeping your weapon raised is a bad idea!
654wak654 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can you try to check for AGM or CSE? -
About things like that: ParaMedic what's your opinion about people editing this addon? Do we have the permission to modify/ distribute it? I know it's just a big config, but you really did a good chunk of loadout and classing work.
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For the two of you, this is a unit addon, it'll work the same as CAF aggressors did. The Faction you're going to choose instead of FIA will be "FIA Opfor" (Think that was the name). They belong to the east side. It means they're going to use "respawn_east" and belong to East HQ.
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JSRS: DragonFyre -- WIP Thread
654wak654 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That's how it is :D -
Panopticum - most weird and exotic scripts you ever made?
654wak654 replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not my code, but AGM has this module called LSD vehicles, here is what it does to the synced vehicles: -
So the crate carrying is only for ATVs right now? What I thought is that the helicopter DLC got air logistics, and you started a little part of ground vehicle logistics by letting us carry that stuff around? I'd very much like to see that after V3.