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strongground

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About strongground

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  1. I sincerely hope phronk will do this. This script was always my favorite, TeamSpeak sucks and for just having some fun on a dedicated server with some friends, it was ideal. This being said: What is this exploit hat supposedly is possible with more than 2 players? I read this in a YouTube comment, on armaholic and here as well, but nobody ever gets into details. Is it really a problem? I haven't tried to use the script for a while. But I could imagine that even with exploitation possible, in a secure community (a.k.a. I know the guys personally and we are on the server to have fun with our milsim RPG, not breaking the server) it should be no problem, right?
  2. strongground

    GF Ravage Status Bar script

    Hey GEORGE FLOROS GR, this is a nice status bar! I am trying to rearrange it a bit, because I only show hydration, hunger and health and I figure these three could easily go stacked to the right side of screen, instead of side by side. Because of that, I wanted to change background as well. As far as I know, .paa with RGBA & DXT5 should offer alpha channel transparency - right? I only see my texture surrounded by a black box. Can you help?
  3. strongground

    vectorAdd doesn't work in MP

    It is on the list of many things to do. :) However, your advice is most appreciated!
  4. strongground

    vectorAdd doesn't work in MP

    This is not the case. I have a building system in place and working where the default increment in distance is 5cm. It works fine.
  5. Awesome, I will see if I manage to make some small changes to the meatgrinder SFX then!
  6. strongground

    Compilation List of my GF Scripts - Mods

    I say I like this already. Looks amazing! I have yet to see it in action but the images look very good. Also try it on different terrain textures to see if it looks good, VR is too neutral. Almost no place in game looks so smooth and featureless as in the VR-level. Another thing: Do the blood pools and splatters suddenly "pop in" when you shoot someone? Because that could look odd. Some rough idea how to solve this: Create the splatter small (e.g. 25% of final size) and then scale it up to 100% in ~250 miliseconds or something like that. That way it really looks like a "splash" of blood. Especially if you manage to get it to paint the walls. :) I noticed the other day that Blood Lust does a good job with having animated blood pools to avoid the "sudden popup" effect - I didn't yet peek into their files however, so no idea if they do it via clever scripting or just a simple animated GIF. No idea if that would even work in Arma. Good job mate, go on!
  7. Okay, maybe I am just thick as a brick ... but... why is this seemingly available for every mod and then some, but there is no version for vanilla Arma 3? Maybe I am misunderstanding the basic premise: This is a base building script/mod that allows to basically select buildable objects that where defined somewhere, and place them in the game world (possibly while loosing inventory items / decreasing player bound "money" variable / decreasing team bound "construction points" variable / whatever), offering some means to rotate, snap and align them. Correct? So - and by no means I want to dismiss this work! - how does this compare to any other base building script/mod? I feel like I don't get it here. I didn't understand because it seems I didn't read carefully. I now understand and am excited to learn from it. :) Amazing work - thanks! I'm always for sharing and free stuff and the benefit of the community as a whole... and against people who monetize on the effort of others. So kudos in advance - even if I don't fully understand (yet?). :D Regards!
  8. strongground

    Base Building

    "EDN Fortification" (http://www.armaholic.com/page.php?id=26964) from Sol.Eden works great in current version of Arma 3. It is an abandoned mod that was only worked shortly on - but offers all the basic features any base building system has. It is easily extendable, offers building materials needed for construction... and it is relatively light-weight. Its perfect for putting directly into your mission scripts. I have extended it to add a variable to any player constructed object and based on that being saved to database for dedicated server persistence.
  9. Hey diwako, really nice set of scripts you have there. Did you consider adding a red blood splash particle effect to cover up the disappearing unit model in the meat grinder and spawning of gib props? Also, I would look into spawning the gibs with random direction & velocity to give that "explosive decompression" feel. If you accept pull requests, I could take a look myself. Generally, a very awesome mod!
  10. strongground

    Heros Survive

    Sorry to hijack this thread for a second, Heros... Hey tourist! I see we took a similar path, from "Ravage Mod" to "Heros Survive". ; ) I'm too trying to combine this to be the best possible Zombie/Survival sandbox and to host on my dedicated server for some friends. Would you mind sharing configurations? I setup a github repository to quickly throw in config snippets, script parts etc. as I try to make my way trough combining all the necessary mods. If we share configs, we both may profit. And other too, potentially. Since I will try and get get a custom loot spawning script together (or possibly use the one in "Heros Survive") to spawn building materials for the "EDN Fortifications" mod, to accommodate some base building as well, any help is appreciated while I gladly share anything I'll produce with the world. :) Just hit me via PM if you are interested!
  11. Hi! I recently picked up Arma 3 (been playing the series since OPF). It didn't took me long to start searching for mods. Yours is in quite some lists and when I read it, I thought I found the perfect immersive mod - so much love to detail! All in one package. Configureable in every detail... But it doesn't work for me. : ( I used the installer tool (.bat-script) and manual install after that, because after the first start (untouched config file) I didn't notice any of the features advertised in the mod. I then changed the load order in the Arma 3 launcher mod loader and after that deactivated every feature (everything ending with "_active = 1") and only left "tpw_los" with "tpw_los_debug = 1" - which is supposed to show yellow spheres over AI that has LOS with enemy AI. I thought that is something you can't possibly not see. Oh - I also left "tpw_hint_active" active, though I never saw a hint at startup. The mod shows up at main screen down left, with proper logo and everything. But I see no blue sphere, spawned BLUFOR and OPFOR squads next to each other and they started killing each other allright. I got one bCombat related warning about a missing resource. Next I will start deactivating every mod but TPW and see if anything changes. What am I doing wrong? Whom do I need to sell my soul to start using this gem? : )
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