Jona33
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Everything posted by Jona33
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As a follow up to the redress functions I released a little while ago I've been tidying up the script I use to extract the loadout from game but am running into a problem. Basically it works fine but I'm trying to tidy it up a bit and include line breaks. I've tried two different methods, one from https://community.bistudio.com/wiki/lineBreak there so my code looks like _text=composeText [_TextArray select 0,lineBreak,_TextArray select 1,linebreak,str (_ClothingArray)]; (I've shortened it a bit but you get the idea) and the other one from here https://community.bistudio.com/wiki/Structured_Text so my code looks like _separator1= parseText "<br />------------------------<br />"; _text=composeText [_TextArray select 0,_separator1,_TextArray select 1,_separator1,str (_ClothingArray)]; In both cases everything is outputted fine but the line breaks are completely ignored, it's like it just skips over them. Has anyone got any ideas?
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I'll be honest, most of the parameters aren't really necessary. Some of the are bit odd though in the sense that they can do massively different things which makes it look really complicated. The most important one (IMO) (in addition to what's above) is probably the third one (_this select 2) which allows you to play a bit of a conversation, to use the example above. _sentence=["00_messiah","Mission1",[SENTENCE_1,SENTENCE_1]] spawn Bis_fnc_kbTell;} Will only play sentence 1 Next one sounds like the one you're interested in, I vaguely recall using it in conjunction with https://community.bistudio.com/wiki/radioChannelCreate for a custom radio channel. Might have to experiment with that one yourself. I don't know much about it. Honestly never used the code one, but sounds like if you just put something like {variable1=variable1+1} would just run each time Replacement units, helpful when you want a unit to say something, but you don't know what it will be. E.g. if you want the player's group leader to give a command but the original group leader might be dead you can define a replacement so it will still work. Volume multiplier is self-explanatory but you shouldn't need to bother with it Disable radio protocol, think it should be left as true, since it defaults to true I wouldn't bother it again. As a fictional example of what a fully fleshed out command could look like _sentence=["00_messiah","Mission1",[SENTENCE_1,SENTENCE_1],"CUSTOM_RADIO_1",{variable1=variable1+1},[Unit1,unit2....unitN],1,true] spawn Bis_fnc_kbTell;}
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On top of the bikb file, you also need CfgSentences. This goes in the description.ext but because it can be very long I would recommend creating a file called cfgSentences.hpp and then in the description.ext writing #include "cfgSentences.hpp" The actual content is very similar to the bikb so it mostly involves copy and pasting stuff. There's the stuff for an example attached To use it, open the editor and place two units (with radios), name one actor_1 and the other actor_2 Copy and paste the attached files into it Then in the debug console write _sentence=["00_messiah","Mission1"] spawn Bis_fnc_kbTell;} and click Execute *I should mention I haven't tested this or used ARMA for a while, but this should be fine. https://www.mediafire.com/?1eqj8br71541yhg
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Hides your thermal signature, might have some level of ballistic protection but I'm not sure.
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When you're ordering them to get in use the mount/dismount menu. So select the unit you want in gunner--press "4" (think it's that by default)--select the Coyote--gunner. EDIT: Never mind, that puts them in one of the FFV positions, so maybe just the ordering of the seats needs some tweaks.
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Eden Editor-->Right click on a unit-->Edit Loadout (might not be called that exactly but should be pretty obvious). Allows you to use the Virtual Arsenal Interface to edit that units loadout.
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The referendum isn't binding on parliament, but it has already caused the resignation of the PM (and the collapse of the Opposition-10 resignations and a sacking today) and *could* lead to other countries leaving the EU, hence the big deal. Ignoring it would basically be electoral suicide for any politician. Also I wouldn't be so sure that nothing will be done, I suspect we will officially leave the EU (invoking Article 50) but the resultant agreement will look near enough the same. Boris Johnson (potentially the next PM, a terrifying thought) has basically said that the only thing he wants to change is how much the UK follows EU laws. A quick look around the internet makes it appear that we would have to follow most of them in exchange for access to the EEA (using Norway as an example) but there's still at least two years of wrangling to come.
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Lore friendly way of explaining for a AAF operation on Tonoa?
Jona33 replied to silentghoust's topic in ARMA 3 - GENERAL
I'd agree with that Lexx said, I don't think that you can really explain Altis sending armed forces to Tanoa in the context of the official ARMA III lore. What you can always do is just come up with an alternative name and story for the AAF, e.g. call them a general Greek Armed Forces who might send a peacekeeping detachment. Or just use the equipment, change the faces and you have a local powerful army (Indonesia maybe, if you weren't fussed about the voices you could even call them Australian (and claim the flag on the uniform is a unit patch or something)). -
So to sum it all up for anyone who's confused. -Both campaigns lied their asses off (the leave side with numerous demonstrably false claims, not least the £350 million, while the French haven't invaded so the remain side was also lying)* -Everyone now hates half the country for reasons they don't fully understand (it's now very unfashionable to believe experts) -The pound is now so weak an email from a Nigerian prince is now worth more than winning Who Wants to Be a Millionaire.** *Insert some joke about them leaving when confronted by an old man with a walking stick, that'll never change. **For the internet economists, I'm aware the pound has recovered somewhat. It's a joke. Just to be clear. Obviously the above is my light hearted take on it. I'm not thrilled about the prospect of leaving the EU but that's the vote so we'll have to deal with it. More worrying is the state of politics at home. When the least objectionable replacement for Cameron (who's actually in the running) is Theresa May it's bad. Even if a general election is called there's the awful choice of the conservatives, I would be massively surprised if the Labour party could be considered electable. I like Corbyn's manner and principles, just not his policies. The lib dems were wiped out last year and I would be surprised if they managed a resurgence. (ask somebody on the street who leads them, I wouldn't bet on many people bringing the name to mind) Then there's UKIP who have now achieved their solitary aim, are a bit redundant and have always performed poorly at General elections. However I always look on the bright side of life. Every time we have a referendum on Europe our cricket team win the next match (it's happened a whole two times now, so we just need to hold a referendum next time we need an Ashes win) EDIT: @Pete, in response to "how could anyone be so naive to vote for leave"-politics is odd in this country. Rationality is routinely hard to come by, for gods sake people were accusing the vote of being rigged because they were given pencils to mark their ballot papers with (presumably Cameron hired an army of dwarves with a thousand rubbers apiece to hide in the ballot boxes and change people's votes). One of the leading figures in the leave campaign said that the public has "had enough of experts"-because the concept of listening to professionals with much less in the way of vested interests than the politicians is now bizarre. The EU just became the target, every problem can apparently be chalked up to the EU (also doesn't have to be a real problem-made up is fine). Both sides have bullshitted their way but the leave camp were more convincing. To be honest, I hope it goes well for us as well because I'd rather be proved wrong and not be living in a sinking ship. I'm gonna be surprised if it happens though.
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The Americans often took the radars off in Afghanistan, weaker engines couldn't take the strain for something they weren't using much. Also radar only hellfires aren't much use when it comes to dealing with buildings or when you need to actually look at what you're shooting. If memory serves the initial version of the Apache didn't have a radar at all, certainly wasn't until the D version that the famed longbow radar came into use.
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Why do so many have a problem with thermals?
Jona33 replied to ivan keska's topic in ARMA 3 - QUESTIONS & ANSWERS
I really like the new thermal stuff. The ARMA 3 thermal goggles are definitely not some sort of god mode, in that holding up a hot (recently fired) weapon in front of them washes them out so they're really not OP, as to use them effectively you really need to lower your weapon. They therefore favour careful movement and sparing use if you're in heavy fighting. On Altis they could be, and every vehicle having thermal optics was a pain given how open it was, but on Tanoa they're brilliantly helpful. -
Related to what twistking said, the implementation of the thermal goggles has been really well done. They obviously adjust to the ambient environment, so when holding a rifle that you have just fired (and to a lesser) extent a pistol up in front of them washes the thermal goggles out and makes them much less effective. This adds some really nice gameplay choices, wandering around with your rifle up and unable to see, or risking having your rifle lowered, as well as switching between a handgun and primary to let weapons cool really adds some depth. It also stops the thermal goggles being ridiculously overpowered. Good work BI!
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It's not back
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Bloody hell its good. The cities are fantastic, enterable enough for me but what really stands out is the vertical component, lots of ladders and inter-roof bits of wood. The Enhanced Movement mod could also come in handy really quickly. On the other hand. The Jungle is something else, it's really extraordinary. Taking one of the paths that leads out of Georgetown and just following it along you get blown away by the detail. For me I found it was worth dropping view distance significantly (down to about 900) in the Jungle. You won't notice anything different and I get a much improved frame rate like that (it's worth noting I'm using a standard laptop which is not powerful, that probably won't be necessary for people with proper computers). Overall performance seems great and the details are just something else.
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Ending theories (Win related, spoilers of course)
Jona33 replied to Holden93's topic in ARMA 3 - OFFICIAL MISSIONS
The truck leaving Rogain is McKinnon's car (the one that is later blown up). At Maxwell the helicopter is indeed Miller and his team landing, I wouldn't read anything into the truck moving other than for the stated logistical purposes. -
Community Upgrade Project - CUP Terrains
Jona33 replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does the mentioned removal of placeholder configs account for things like roads and railway tracks not being placeable anymore? And if so, is it possible for an extra pbo to change that back, I found them really helpful for mission making. On a different note, thanks for the extra space around the maps, Chernarus and Takistan are great with it. -
Yeah I've just tested it and its confirmed, seems to only be backpacks and not uniforms or vests it works for. Objects like rifles work fine. Also when using any of the duplicated backpacks I get odd visual glitches (upper body and backpack disappears, weird neck thing).
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This sounds absolutely bloody brilliant! I was looking into making my own replacement for high command but never really got started. Gotta try this out.
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Chdkz guerillas remain active in the northern regions of Chernarus-Razor team are sent to FOB Manhattan to help destroy them. ------------------------------------------------------------------------------- Requires: -RHS: USAF -RHS: AFRF -AiA TP/CUP terrains Sykes uses the M14 from the Marksmen DLC-therefore if you switch to his character you will have the pop-ups if you don't have the DLC. You can switch his rifle out with an SR-25 in the armoury if you desire. ------------------------------------------------------------------------------- V1.2 Released (19/02/2016) -CONVERTED TO NEW SQM FORMAT-MUST USE ARMA III V 1.56 OR LATER -Psycho♥♥♥♥♥♥♥'s A3 Wouding System Added General bug fixes -Some conversations fixed -General tidying up of Manhattan -Some localisation issues sorted -Hopefully improved performance at beginning -Repair truck added at Manhattan (HEMTT for now as RHS doesn't have repair trucks) http://steamcommunity.com/sharedfiles/filedetails/?id=544022224 Note: Unlike the original this is not designed for co-op play, I might look into making it but that's probably a lot of effort at this point. V1.1 Released (05/11/2015) -Lagushina task fixed -ADDED REQUIREMENT: Slaughter Asset A2 Import by ElTyranos https://forums.bistudio.com/topic/181657-slaughter-asset-a2-import/ -Added civilian lynchings -Couple of misc fixes-typos etc. -Corrected a couple of bits of logic -RDS: Civilians is now an optional mod, if used civilians will wear mod uniforms and modded vehicles will appear -Added some ambient civilians around the place V1.0 This is the classic ARMA II mission from Harvest Red brought into ARMA III. I've recreated the mission, using the original files as a guide, however many of the internals are new, designed to be more efficient, and easier for someone to modify if I decide to drop this project. A crucial component is the ease at which it can be switched to use different mods, I will be making a CUP version when they have all the appropriate components and I am looking at making a version for the VTN mod. Contains voice acting using the original ARMA II files. Modification of the mission Since it's not my mission originally you're free to modify it as long as it falls within the constraints that the ARMA II data packages are released under (e.g. voice acting cannot be used in another game). When it comes to the functions inside the mission -fn_showOSD.sqf -fn_kbMenu.sqf are tweaked versions of the BIS functions of the same names. Feel free to use the functions in whatever but please give me credit for the originals. Credit: Bohemia Interactive: for the original mission, the voice acting and releasing all their previous work to make endeavours like this possible. To Do: -Finish my Civilian Interaction System-some of the files are still in the mission but it is disabled. When re-enabled it will allow greater interaction with civilians, including the possibility of telling you about enemy movements. -Bug fixing -General tweaking Known issues: (may contain spoilers) -General AI driving, sometimes AI will inexplicably become stuck on thin air. I've tried to minimise these but most of them shouldn't affect your gameplay too much. -Father Fyodor often gets stuck in Gorka when following you. To reset his position type in the debug console JNA_Fyodor setPos (getPos player) and press Local Exec. -Truck bringing the engineers to Gorka if you report the cache sometimes gets stuck or doesn't move. This may prevent the task being ticked off but will be considered as done and you can continue the mission
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https://community.bistudio.com/wiki/setUnitTrait I think that's what he means
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RHS Escalation (AFRF and USAF)
Jona33 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tricky to do since you've also got the angle of the blades to consider-with the collective fully down you can reach much higher speeds without the blades colliding but with collective up to full your max speed is much lower.- 16577 replies
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SetSpeciality has been renamed to setUnitTrait
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Dunno how soon but they posted a picture of them recently and it looked like they were coming along pretty nicely.
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Just so you're aware if you right click a unit, then select log-->you can log the class of the object to the clipboard, slower than the 2D editor in that respect though
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