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Everything posted by Bamse
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+1, my ears are fapping each and every mission we run. Most vehicles and guns we use have sounds of their own so we haven't run in to anything even remotely worth reporting that hasn't already been reported ... apart from nonstop ear porn no matter what we do or where we go. :wub: :wub: :wub:
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- lordjarhead
- eden
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Looking for 1-2 Devs, Map Editor, TS/Website Admin
Bamse replied to maihym's topic in ARMA 3 - MULTIPLAYER
Holy necro batman. -
Creating Display with text defined in init.sqf
Bamse posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi everyone! I'm trying to produce a config where I create an item that among other things creates a display. I want that displays' text property to show a variable that I define in a missions init.sqf. It is meant to be multiplayer compatible so the variable should be public. So, in my missions' init I create a public variable named "bamse" and set the value to for example 1000. I'm quite out of my depth here and are trying to figure out how to actually set the text. I've been trying to use the following; #define IDC_BAMSE1 = 10001 class Bamse1 : RscDisplayBaseBamse { idc = IDC_BAMSE1; x = 0.1595 * safezoneW + safezoneX; y = 0.811 * safezoneH + safezoneY; text = "(ctrlSetText [IDC_BAMSE1, (missionNamespace getVariable "bamse")];)"; }; but that doesn't work at all. When I launch the game I get a CTD with error: /<item_dialog>/Bamse1.bamse: "" encountered instead of '=' I've been trying to read up on dialogs and displays and their controls and also poke around a bit how other mods are doing similar stuff but I still don't get the hang of it. Can I even do this on the control or does it need to be fired in OnLoad or something? Does it help me if I create a function getting the variable instead so text = "call wow_fnc_getvariable;"? Am I doing something fundamentally wrong so your instinct is "dude, rtfm" or am I even close? :P -
Creating Display with text defined in init.sqf
Bamse replied to Bamse's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you so much for the reply, I'll try it out tomorrow when I'm back home again. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
remove ace_scopes.pbo -
Eliteness has a lintcheck function that's pretty useful. Only tried it on configs tho ..
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No green boxes on enemy as you approach them from the air.
Bamse replied to finney2@bigpond.net.au's topic in ARMA 3 - TROUBLESHOOTING
Blantly disregarding th necro ... ;D As previous posters already mentioned: Vanilla doesn't dont have the green boxes so there is no "fix" for this. It has nothing to do with your computer and it specs. Download the mod that renders the boxes and you will have them. Probably something in the lines of http://www.armaholic.com/page.php?id=26449or http://www.armaholic.com/page.php?id=26351 -
I absolutely love 2.5 LJ. It's one helluva change in soundscape and it's for the better to say the least. Yesterday we did a mission with rain and kinds of weather and the ambiance is just wonderful. Great job! Regarding the questions on louder choppers, jets etc, I wouldn't mind them being quite a bit louder.
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It's super easy writing a patch of your own to enable NVG on the scope of your liking. If you want to change functionality from how the author want the public release to be, just assuming that is the case since it was released that way, get the permission from the author and start digging a bit and write a patch for yourself or your group.
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Firewill Standalone Series Release Thread
Bamse replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is a large other aircraft mod out there that sports a simpler version on Perals' A10 sporting CBU's and other fun stuff. It's a modular mod so you can just cherry pick the A10 out of the mix if you dont want all the other aircraft. Just saying :) -
United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Indeed. there's no guidance. Just an indicator that if u drop now, shit goes boom. It wont guide you to a correct path (altho it's not rocket science ;D) and it won't show you where it's gonna splash until you are extremely near the correct moment for release. no puns intended :) -
United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Granted with Arma being Arma and not DCS I can kinda agree tbh. Adding some kind of optical means to know/show if you are in the ball park to hit in a game where fun often equals balance, it might become a bit to over- powered with GBUs AND "guided"-unguided bombs. Although all unguided munitions can and will be dropped with either a CCIP or a CCRP system in a real situation it's not always translatable to an ingame behavior so I see your point. And definitely not fair adding behavior not anyone would want, so if it would be ok later on, I'd release that as a separate patch .... if anyone wants it that is :) -
ooooh, shit. totally misread what he wrote. my bad!
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United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sgt Fuller: Once again I just gotta say wow. Granted I only use the A10C, but hoo-lee crap it's so much fun, and good looking. Can't praise you guys working on it (and Peral) enough! A few questions tho when/if you have the time; Have you considered enabling vanilla "lockon" for the unguided bombs (primarily Mk82/84 but maybe even the Mk77 and the unguided CBU's?)? My reason for mentioning it is just that I've always felt it's a bit weird using a fairly modern aircraft but still having to WW2-style bomb. I'm not saying the vanilla method (the strange mix between CCIP and CCRP giving you an indicator that dropping now might result in a hit) is the best solution, but it is a quick'n'fairly-good solution at least and also creates the least amount of work (that I can do for you if you want). If this is not in your own vision, is it ok for me to release a small config patch enabling this for those who want it?(pt1) Small bug report that I just wanted to check if you want reported on github keeping in mind the upcoming rewrite of the GPS/INS-bombing system; With the A10, the GBU-38 and CBU-103-launchers is missing in USAF_A10C_GPS_TARGETING_SYS.sqf rendering it not showing the GPS target for bombing. The GBU-39 is a valid launcher but not selectable from the Service Menu. Should I report it on the tracker or will it be remade anyway? (pt2) The AGM-65/E is a valid manually specified munition for engaging GPS-targets in the same script making it show and lock-on to GPS-targets. Iirc the E-version only has a laser seeker and no GPS/INS-functionality. Same question goes here as above, do you want it reported the correct way? :) Would you consider adding the option to script the loadout on the A10 (or any service menu-capable aircraft tbh)? Or is it already possible just that I can't figure out how? NVM! Found the script. :wub: I know this is nitpicking and no serious stuff, so do with it what you will :D Thanks for an awesome mod! -
Froggy: stable. It's working superbly with our groups' modpack containing ace3, cup, cup terrains, most hlc weapon packs, blastcore, mix between jsrs and dynasound and much much more. I can post our full list of used and partially used mods if you want to compare.
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Well, there as some mixed signals here where you first ask where I got the idea it would be forced and then the suggestion it should be? :) First I read it as you wanted it to be a default animation played/forced as soon as u hit the normal reload key/button. As a totally separate button that's configurable then that would be a totally different story. I'd just not use it and each and everyone could choose their own poison of choise all was fine in the lands once again ;) I really like the real life experience and I commend you for what you do, but at the same time this is still a game. There still is several situations where it would just add frustration where a lot of extra movement and animations would be executed for no reason at all adding nothing to the game ...for me. As for answering that last Q regarding how I'd know? Well, I'm a person and I wouldn't want it. That defines not everyone ;)
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My $0.02 There are many situations when not under fire (like simulating a press check) where forcing a knee during reload just would be wierd. Walking and reloading or even light jog reload is really not that hard with any modern LBEs or BA's. Doing a 100%-force-to-knee in all situations simply is not a good solution. Since this is totally doable just by pressing three keystokes (X-R-X) with hardly any timing to think of in contrast to forcing movements not everybody wants ... well, that is pretty much a no brainer to me :)
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Updated Spec 4 Vests Patch, dropbox download link to first post.
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Oh, yeah that's a neat idea :D
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Sorry to say but I've put that project on ice. I hit a major wall with my feeble skills and kinda gave up on it. As most projects often start, the radio tape texture was a thing I made out of our own groups' needs since 95% of our games always started with "what frequency are we on?!?!?!?!?!11oneone" (still does sometimes btw >_<) and since our structure hasn't changed much we hardly ever change our frequencies from what the tape says. I've remade it a few times with a simple template in paint.net but that is mainly due to changes in squad designation from "Alpha" to "OMGWESOSPECOPS" or whatever we feel like doing for the moment in our campaigns. If I get a boost in willpower I'll pick it up again and I let u guys know :)
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Are you running the mod on the server or is the error generated from clients that are running it?
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DynaSound - A sound mod by LAxemann (Release)
Bamse replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update! Just to make sure, the change log says new sounds for all helicopters but according to the pbo names it doesn't seem like any of the AAF choppers are updated. Is that correct? It doesnt bother me personally, I'm just trying to do a JSRS/DynaSound combo so just making sure what pbo's to keep from JSRS :) -
Correct, the patch is only applies to Cunicos vests. I'm in a convo with chance to help him sort his vests out so I guess you could expect an update from him pretty soon :)
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I don't use RHS anymore myself so it might very well be obsolete by now. I published those two config patches after ... uhm .... 0.3 was released I think, when most of the SOF-stuff was hidden in wait for a more SOF-focused overhaul/update. I'll have a quick look later this week and move it down to the "Older" section if so :)
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Hi! Try this section of the forum, you will probably get better answers over there :) https://forums.bistudio.com/forum/154-arma-3-mission-editing-scripting/