Flens
Member-
Content Count
96 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout Flens
-
Rank
Corporal
-
One of the last few dev updates broke the simplecache script http://i.imgur.com/qlB76K1.png
- 586 replies
-
- ai spawn script pack
- aissp
-
(and 1 more)
Tagged with:
-
F/A-18 Super Hornet and Su-35S Flanker E
Flens replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Constructive? I pointed out obvious flaws in the design of this mod. How anyone can pretend like it makes any good sense for an airplane, THIS airplane no less, to behave the way it does is quite frankly beyond me. It's so goddamned bad it comes around and goes full circle - becoming entertaining because of its awfulness - but having a jet flying 500km/h backwards isn't something I'd like to see in any of the missions my group plays. -
F/A-18 Super Hornet and Su-35S Flanker E
Flens replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Testing out the su-35 and all I got to say is... is this some sorta joke? What logic lies behind the decision to set the stall speed at 105km/h? What logic lies behind the decision to limit cruise speed to 777km/h? It's like I'm flying a fisher price (or maybe just battlefield) version of this jet and not something that attempts to convincingly model the actual aircraft's flight characteristics. Now I know the latter is technically impossible with the limitations of the arma engine but what we have here is just plain laughable. -
floatingZoneArea=0; headBob=0; Still get the head bob with my weapon up (though it's subtle). Full head bob when weapon lowered, opening my inventory, in a vehicle or with a pistol equipped.
-
Using the settings menu to turn the head bob doesn't disable it completely, and it returns in full force whenever you lower your weapon. How do I completely remove this nauseating bullshit?
-
I do most of my loadout scripting in the init field but adding acre radios that way means they'll be added again every time someone joins in progress. How do I prevent this from happening?
-
I've wasted a lot of time on getting tasks working for a different mission but I'm back again at this and attempting your latest fix to the simplecache I get an error: http://i.imgur.com/YQqnMYD.jpg ---------- Post added at 16:46 ---------- Previous post was at 16:40 ---------- Some questions btw, is it possible to set the helicopter reinforcement starting position to a specific location? (I'd like for all opfor reinforcements to be originating from one airbase) How do I give the helidropped soldiers a waypoint for the player's location? How can I get this working in multiplayer?
- 586 replies
-
- ai spawn script pack
- aissp
-
(and 1 more)
Tagged with:
-
Fade distance for this pack seems completely broken (at least in dev build). No matter the distance to anyone who reloads I still hear it louder in my ear than even my own goddamn reload.
-
http://pastebin.com/R6S8CsR8 Here's the init of my mission, how come fhq executes normally in singleplayer or localhost but refuses to show up in dedicated? I even tried moving the fhq calling lines to a trigger ingame but that didn't work either.
-
Obviously I thought I would be execute the tasks from any point of the init, I was wrong. As a matter of fact it doesn't appear I can execute that code ANYWHERE in the init, I'm still seeing no tasks appear in multiplayer. Neither am I seeing a damn thing appear when trying to execute by means of trigger.
-
You said previously fhq had no conflicts with isserver, what's with the contradictions?
-
I don't even know how to do such an override so no, and the automatic tasksucceeded does not appear. This works however: ["TaskSucceeded",["","TEXT GOES HERE"]] call BIS_fnc_showNotification; ---------- Post added at 16:41 ---------- Previous post was at 16:04 ---------- Well I just tested the fhq tasks on a dedicated server and it DID NOT WORK No tasks appeared on the map screen init.sqf: if (isServer) then call compile preprocessFileLineNumbers "fhqtt2.sqf"; [ ["Task1", "task1description.", "task1title", ""], ["Task2", "task2description.", "task2title", ""], ["Task3", "task3description.", "task3title", ""], ["Task4", "task4description.", "task4title", ""], ["Task5", "task5description.", "task5title", ""] ] call FHQ_TT_addTasks; Kindly explain what is going wrong
-
Apparently the tasks ARE being completed I'm just not getting the bloody notification in the middle of the screen I would otherwise expect. Now how the hell do I get the task completion notifications?
-
How do I do that? I see the tasks after all so that part of the script is obviously working. http://i.imgur.com/ppqCpWe.jpg
-
Takes maybe half a minute to despawn enemies, and there's an even longer wait to get them to spawn again. http://www.mediafire.com/download/tqap5qmgcr0yz98/POW.Altis.pbo Check the marker south of the player spawn. Range is set to 100
- 586 replies
-
- ai spawn script pack
- aissp
-
(and 1 more)
Tagged with: