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Everything posted by pvt. partz
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Winter based games has always looked horrible,....this? yummmmmm
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My first reaction would be, find the class names for the creatures / bugs that you want to eliminate and then create a blacklist for those names, maybe? I'm going to give that a try myself if you get to it first let me know- 5767 replies
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- single player
- realism
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Would it be possible to be in a crouch position, climb over a low obstruction, then return to the crouch position? Currently I stand after the crouch/climb.
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[CLOSED] FFAA V6 (Spanish Army Mod)
pvt. partz replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sorry for being lazy. Has the lighting (skybox) issue been talked about? Are there any plans to adjust it? I don't mean to insinuate it's an "issue" but I wonder if others think as I do, in that it could a bit brighter,....imho. -
We've played quite a bit on LYTHIUM and I've often wondered why the author didn't raise the water level. There is a beautiful water shed feature but it's mostly dry. I have no idea if this is the way it is in Afghanistan. I would like to flood it a little but when I plug the name in (LYTHIUM) also tried (LYTHIUM,FFAA) I get an error.
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Hello alkey, One correction regarding the requirements No mods are required to play Namalsk. All assetts are already Incorporated in the terrain as a whole including Jbad buildings. Thanks
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<blockquote class="imgur-embed-pub" lang="en" data-id="a/EzOHZ"><a href="//imgur.com/EzOHZ"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> ask someone to help me fix this? Thanks
- 122 replies
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- Namalsk
- Namalsk Arma 3
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I am always looking for a good strategy type of game play. If anyone is interested in coop, I am up for it. Able to play most eve's EST. EDIT I play the mission called Pilgrimage most of the time. If I understand what this mod is about correctly can I assume that I can incorporate it into Pilgrimage to add another dimension to the game play? This all seems very complex for me. I'd like to ask anyone to lay out the instructions on how to put this together. SP is what I would play primarily although COOP is also available. Thanks
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terrain Chernarus Redux [WIP Release]
pvt. partz replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What is the optional folder for?- 269 replies
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I'm such a liar! Removing NVG's I put this,... { private _unit = _x; { _unit unlinkItem _x } forEach ["NVGoggles_OPFOR","NVGoggles_INDEP","NVGoggles"]; } forEach allUnits; in the init.sqf but no joy,...at least in SP Do you see anything that might need to be changed and/or should this be further up in the data so that it gets seen first? btw,...no players spawn with NVG's in Coop
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Cp Setup Since we have such limited space I made a few changes,... - I changed the "Camo_Net" to "Land_Barb_Gate". - reduced the number of objects in the CPStuff to only a 3 to 6 items, (haven't totally decided yet) - testing this in Altis since we always have good space to work with for editing x,y, and rotation values. Everything looks good,... 3 questions 1) I am looking through RYD_JRfnc and trying to "guess" which line(s) to edit so that the "Land_Barb_Gate" lands directly on the road. 2) again, since space is limited how can I stop "createveh" so that no armed vehicles are spawned here? 3) I would like the "Land_Barb_Gate" land so that it always faces parallel with the road. Can that be setdir; just like the "Land_BagFence_Round_01" ? This is the last thing I want to try to remedy,....honest!
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Hmmmm,...not sure about the new heart "like". Seems a bit of a stretch.
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Alky, would you mind looking through the latest single player Cambodia Real! and find the newest read-me, then replace the one that you've posted. It has a few changes. Thanks
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Pilgrimagerses Please enjoy the latest Pilgrimage_SP now in Cambodia called Cambodia_REAL! CO-OP coming soon !
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terrain Chernarus Redux [WIP Release]
pvt. partz replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
another $0.02 Overkill on the destroyed vehicles. Especially if you want your improved terrain work to be used by mission makers. I think these would be hurdles that would continuosly have to be overcome. The vegetation clutter might also be just a tad overdone. Maybe not,...still on the fence because it looks so great, like the place has been deserted for a couple of years. This one is in my my top 3! Suggestion: place a combination of tall grasses, fences and bushes along the railroad tracks.- 269 replies
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After I killed 4 enemy, I found a MK200 weapon he was carrying. Then a few hundred meters further I spotted a Stryder. In the quote you mention "empty" vehicles. Is this somehow different than spawning "occupied vehicles"? If so, that brings me to another conclusion during my debugging vs testing. Debugging = Previewing in Editor ...I never saw default Arma assets spawn into the mission, particularly when I was trying to prevent the vehicle pile-up/exploding problem. I think most of these vehicles might have been empty but not sure. Testing = Actual game play ...now I see default weapons/vehicles (mixed in with the proper Unsung assets).
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Need a bit of clarification. 1) I was doing a cross check of files, (in this case the JRInit.sqf) and I noticed a difference. The strange thing is the lines in question are in my final version of my mod. So I opened your latest version, 1_95_wip1_Altis just to use as a concrete reference. The area of discussion in below the progressloadingscreen 0.4 Here is 1_95_wip1_Altis' lines... progressLoadingScreen 0.4; { for "_i" from 1 to _x do { _isGood = false; _spawnPos = []; _ct = 1; while {not (_isGood)} do { _pos = [(_mapC select 0) - _rds + (random (2 * _rds)),(_mapC select 1) - _rds + (random (2 * _rds))]; if not (surfaceIsWater _pos) then { _pos set [2,0]; _nR = _pos nearRoads 200; if not ((count _nR) < 1) then { _roadS = _nR select (floor (random (count _nR))); _spawnPos = [(getPosATL _roadS),8,50,15,0,2,0] call BIS_fnc_findSafePos; _spawnPos set [2,0]; if ((_mapDefPos distance _spawnPos) > 1) then { if not (isOnRoad _spawnPos) then { _isGood = true } } } }; then here are the lines in my "final port version". Just to be sure, I did not write these lines because,....well,...I wouldn't have a clue how to. progressLoadingScreen 0.4; _takenEVpositions = []; { for "_i" from 1 to _x do { _isGood = false; _spawnPos = []; _ct = 1; while {not (_isGood)} do { _pos = [(_mapC select 0) - _rds + (random (2 * _rds)),(_mapC select 1) - _rds + (random (2 * _rds))]; if not (surfaceIsWater _pos) then { _pos set [2,0]; _nR = _pos nearRoads 200; if not ((count _nR) < 1) then { _roadS = _nR select (floor (random (count _nR))); _spawnPos = [(getPosATL _roadS),8,50,15,0,2,0] call BIS_fnc_findSafePos; _spawnPos set [2,0]; if (((_mapDefPos distance _spawnPos) > 1) and {(({((_x distance _spawnPos) < 10)} count _takenEVpositions) < 1)}) then { if not (isOnRoad _spawnPos) then { _isGood = true; _takenEVpositions pushBack _spawnPos } } } }; Very odd. Everything seems to work okay,..well at least on short tests. Time is short. Second issue. After running a few short tests, I decided to actually play a mission in SP. Come to find out, the blacklist feature we put in doesn't work. This was actually the initial reason for my side by side note comparison session. Your edited lines that you helped me with are all still true in the progressloading screen areas that you worked on. If this ends up not working, could I get around this and resort to lumping everything under the DLCBlackList?,....in one loooooong continuous list? Thanks.
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CAPS and lower case is something new. Something to learn about for another day. Everything works good !
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re: COOP Cambodia changing default backpacks breaks the mission start spawn location. Instead of spawning on a listed location, I spawn where the characters are originally placed in the Editor. This seems to be the section that affects it: { _unit = _x; if (RYD_JR_NoItems) then { removeAllAssignedItems _unit; }; //removeBackpack _unit; [[_unit],"RYD_JR_MP_removeBackpack",true,false,true] call BIS_fnc_MP; removeHeadgear _unit; if not (RYD_JR_BetterGear) then { removeVest _unit; }; removeUniform _unit; if not (RYD_JR_Naked) then { //_unit addBackpack "B_OutdoorPack_blu"; [[_unit,"b_outdoorpack_blu"],"RYD_JR_MP_addBackpack",true,false,true] call BIS_fnc_MP; diag_log format ["who0: %1 backpack: %2",_unit,backpack _unit]; waitUntil { ((toLower (backpack _unit)) isEqualTo "b_outdoorpack_blu") }; _uni = _uniforms select (floor (random (count _uniforms))); _unit addUniform _uni }; So if I change the default BP's "b_outdoorpack_blu" to "UNS_USMC_R2" , proper spawn lo longer works. Here is the inherits portion, /*for "_i" from 0 to ((count _vehClass) - 1) do { _class = _vehClass select _i; if (isClass _class) then { _class = configName _class; _inherits = inheritsFrom (_vehClass >> _class); if (isClass _inherits) then { _inherits = configName _inherits; if (_inherits in ["UNS_Alice_5","UNS_USMC_R1","UNS_ARMY_MED","UNS_USMC_R2","UNS_TROP_R3","UNS_NVA_RTO","UNS_NVA_RPG","UNS_NVA_RC"]) then { _scope = getNumber (_vehClass >> _class >> "Scope"); if (_scope == 2) then { RYD_JR_AllBackpacks pushBack _class } } } } };*/ Not sure if the array has anything to do with this or if "UNS_USMC_R2" has to be in a particular order. Other than this problem, COOP works great with all of the edits in Cambodia.
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Quick question, should the Blacklist feature work in Coop as it does in single player?
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Tanoa Tides - Modifed Sea Levels
pvt. partz replied to Flax's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really interesting I have a request then I like to play on Lythium and it has what would be a great looking river. There are a few places where water barely makes an appearance. It would look great if the water level could be raised about 15 or 20 feet. Could I ask you to look into that please? Thanks! -
Doh, too much in a hurry thanks
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Double checked my SQM file. He is not part of a group. Definitely AI but how? https://www.dropbox.com/s/0i0u3c42yio0gkk/AI1.jpg?dl=0 https://www.dropbox.com/s/oo5k1sirfaod5pa/AI.jpg?dl=0 Messed around with the exploding vehicle situation, but even if I turn it down to three, they still pile on top of each other. Incidentally, this is also where the Stomper is spawned, so I have to keep this function working no matter what. On the other hand, as has been discussed quite often, there are not that many roads so having vehicles becomes less important imo, so even turning it down to 1 or 2 is ok with me. I'm still unclear as to how this particular function pans out during game play. At start, these vehicles, which I call "gifts" or "found", spawn in an open area but all very close together. How then through the course of game play do they randomly end up scattered over the whole island for us to find?
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Community Upgrade Project - CUP
pvt. partz replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Doae CUP always name their assets starting with cup? -
I had that turned on which allowed me to see the blue icon so I went to see what it was I had that turned on which allowed me to see the blue icon so went to see what it was sure enough it was blufor,2 of them, different parts of the map. I'm sure the answer will show itself sooner or later but it's definitely unimportant at this point