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Everything posted by Fluit

  1. Is the Startis mission from dropbox the latest version of this script or is there a github repo or something similar where I can find updates?
  2. independent is the correct side for AAF
  3. This solved the problem for us. Thanks!
  4. Hi, We are using class ace_nightvision_disableNVGsWithSights { value = 1; typeName = "BOOL"; force = 1; }; to disallow people from using night vision with optics. Turns out night vision also gets disabled when using CQB sights and even when aiming with a pistol. Not sure if this is intentional or a bug?
  5. Fluit

    [SP/CO8] A 3 - Antistasi Altis.

    You can also use this low grass mod: http://www.armaholic.com/page.php?id=26406
  6. Thanks for your reply. The problem is not the vehicle in the garage but rather after you spawn it and start driving around in it. At that moment the vehicles is still local to the player that spawned it. Are you saying your script fixes this?
  7. Has anyone tried this on a dedicated server? I'm spawning vehicles with ["Open", true] spawn BIS_fnc_garage; But the vehicles are not visible for other players except for the player that spawned them. This results in players floating around everywhere. I think this is because the vehicle object is local to the player that spawned it.
  8. Fluit

    ACRE2 Stable Release

    If this is the only point of discussion, I'd say go for ACRE. What do you use most, direct speech or radio? We use direct speech 90% of the time, only important messages are said over the radio. ACRE's direct speech is 1000x better than TFAR's.
  9. I just started playing the campaign for the first time ever. I noticed the tasks are not correctly saved when you save your game. After loading your save, you spawn on the battlefield without objectives. This only happens when you restart the game before you reload your save. I don't know if this problem only occurs on version 1.60 because I've never played the campaign on earlier versions. Steps to reproduce: 1. Play a random mission from the campaign 2. Save the game 3. Shut down the game 4. Restart the game 5. Resume the campaign
  10. Fluit

    ACRE2 Stable Release

    Any plans on integrating ACRE with Discord? Or is this simply not possible?
  11. Fluit

    1.58 Crash

    I don't see the point in having a dev branch if the stable branch is being used for testing and bug fixing. All the regular players that paid money for a finished game (not an early access game) have to suffer for this. For me it doesn't matter anyway, my community died after the previous big update and I haven't touched the game ever since.
  12. Our mission runs for weeks, so we do need the fuel truck sometimes. Obviously we don't need it now because the server can't stay up for more than an hour now... Also our group completely stopped playing Arma because of this.
  13. Scripted Gear Automator What does it do? This little mission / script aims to help mission devs with dressing up their units. The result is a piece of code that can be used to fully kit out friendly and enemy units. How does it work? Simply start this mission in the editor and use the Arsenal on the box in front of you. When you’re done creating your ultimate badass simply scroll your mouse and select the “Copy to clipboard†option. BLAM! Your code is ready to be put into your mission script! Where can I get it? DOWNLOAD OR
  14. It started out as something I needed for my missions and I figured to throw it out here for people to adjust to their own needs. The main difference is that you can specify the name of unit in the init.sqf file. Also this script doesn't change your character's identity.
  15. I think the AI needs to be spawned via script on the HC rather than placed in the editor. This is how I spawn my units: _unit = _group createUnit [_type, _pos, [], 0, "NONE"];
  16. This can best be tested when firing at the AI from a great distance (500+ meters). It is only when you are more or less outside the spotting distance they will ignore all rounds impacting at their feet. When standing too close the AI do react (probably because they can then hear/see you).
  17. I guess that's what "overpressure simulation" means?
  18. Thank the heavens for this glorious thread!
  19. Fluit

    ACRE2 Public Beta Release

    We never had this message pop up while using 560. Our mission runs for days, sometimes weeks on this version. I get that it's an arma bug that needs fixing, but flashing it constantly on screen after we've worked for hours to clear a route to our objective is not going to fix the problem. This will only result in people reverting to a version without the message, like we did, or people searching other solutions for radio's.
  20. Fluit

    ACRE2 Public Beta Release

    Hi jaynus, I was helping BL1P test this. We basically had an empty mission with 2 east AI soldiers behind a wall and about 4 players on the other side of that wall. After chatting over direct speech for a couple of minutes the AI still hadn't moved or changed from unaware state. We then proceeded to add the acre api function to the init.sqf of the mission like BL1P already mentioned. _status = [true] call acre_api_fnc_setRevealToAI; The result was the same. In the test missions included in this ACRE release we noticed an ACRE module called "Difficulty Settings" placed in the editor. After adding this module to the mission we had similar results. We then added all 3 possible ACRE modules to the mission and received a script error caused by the "Name Channels" module: 23:02:32 Error in expression <t _exception; assert(exception==""); }; _val }; acre_lib_fnc_hashHasKey = { pr> 23:02:32 Error position: <_val }; acre_lib_fnc_hashHasKey = { pr> 23:02:32 Error Undefined variable in expression: _val 23:02:32 File idi\clients\global\addons\game\XEH_pre_init.sqf, line 108
  21. Fluit

    Improving the Titan Launcher

    The missile flight mechanics can be tweaked as well. This video explains it perfectly. http://www.liveleak.com/view?i=f95_1422455171
  22. A script I'm writing is using a very large multidimensional array. I have not experienced any problems yet, but I am worried that the size of the array can get so big it will break the mission. I read in this thread that the memory allocation in OFP was limited to 256 MB. Is this still the same in Arma 3?
  23. This is the result Error 27256668 elements provided, 28577716 expected I tried adding huge amounts of data to an array, but couldn't break it, so that's good news. The bigger the array the slower the script was running though. Still don't know the actual size (in bytes) an array can be but that's all right.
  24. I don't completely agree with regaining when going downhill though. Try running down a hill with 30kg of gear. Your body has to stop all that weight + your own weight from rolling down hill with every step.