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@Ares - Modules expanding Zeus functionality - Release Thread
RC Ironside replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am having the oddest issue and I post it here because it seems to be particularly related to the FOB compositions by Vernei within Ares. I created an ALiVE mission and was getting the error 'no entry bin\config.bin/cfgworlds.chernarus' but I couldn't figure out where from so I started reverse engineering the mission. For some reason, it always occurs exactly when I reinstate the Ares FOB Composition I had placed. Any ideas? It's very strange. Thanks in advance. EDIT: Please disregard this post. After another great deal of testing, my problem is somewhere within AiA Terrain Pack, my mistake. Keep up the great work. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
RC Ironside replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Being a nerd for optics, I was super excited and certainly impressed with the ACE3 optics overhaul and the implementation of Ruthberg's AB. Especially the new DMS reticle, God bless your attention to first focal plane. Would it be possible to implement something along the lines of Horus reticles along with the ones you've already improved. Maybe an H50 for the DMS to emulate something like a Horus Talon, and an H25 or TReMoR2 in a LRPS or similar to emulate a Schmidt and Bender PMII or Leupold MK6, something of that nature. I think it would be an interesting function because all of the current reticles are designed for a shooter to spin turrets for range and wind calls, whereas to compliment different styles, the Horus reticles could fall right in line with the current ballistics system, however a shooter could establish their desired zero then use holds for range and wind for more rapid engagements. And since you've got FFP down pat, it would work out perfectly and truly bring the glory that is Horus into Arma. Examples below: H50 - https://www.horusvision.com/img/h50.swf H25 - https://www.horusvision.com/img/h25.swf TReMoR2 - https://www.horusvision.com/img/ht2falcon.swf PS: Sorry to fall in line with the hopers and dreamers but I think you guys have the juice to be the ones to do it right. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
RC Ironside replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Lol I see what you did there. -
Advanced Ballistics (WIP)
RC Ironside replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome, can't wait to see this integrated. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Last question before I give this a shot. Because my scripting powers are weak and subpar, or else I wouldn't be here, where do I put this? Haha. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Again, thank you for this fantastic script. I do have one question though. Would it be possible to add a parameter to this that bases the enemy detection of the player via distance? For example, setCaptive would be applied to the player wearing the allowed uniform as long as they stay 25m or more from an enemy. This would be to simulate the player getting too close and an enemy getting a good look at the player and realizing that he is in fact hostile? Thanks in advance. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This worked perfectly. Thank you very much for your help, it is much appreciated. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The uniform portion has worked amazingly, thank you so much. The weapon, however doesn't seem to be working. No matter what weapon I fire around them, whether it's on the list or not, causes setCaptive to switch to false and they attack. Here is the example I'm using for testing with a CSAT rifleman, playing as a NATO rifleman: glb_approvedFiredItems = ["arifle_Katiba_F"];//stuff like chem lights, smoke, etc. player addEventHandler [ "Fired", { if !((_this select 4) in glb_approvedFiredItems) then { (_this select 0) setCaptive false; }; } ]; player addEventHandler [ "InventoryClosed", { if (uniform (_this select 0) isEqualTo "U_O_CombatUniform_ocamo") then { (_this select 0) setCaptive true; } else { (_this select 0) setCaptive false; }; } ]; -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Enemies will be editor placed. Thank you very much for this, I will be trying it out here shortly. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To keep it easy, shooting, damaging or killing would best define my intent. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside replied to RC Ironside's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for the suggestions JShock. I've seen most of those and the closest one to my needs is the espionage script but unfortunately it's not MP compatible, which I guess I should have mentioned. Maizarak, there's nothing wrong with setCaptive except that the enemy won't respond if they're shot by someone with setCaptive and I'd like to make it particular to the uniform specifically. Ideally, I'd like to have the players setCaptive until they either aggress the enemies or remove the uniform. -
Script Help - Enemies Ignore Players Based on Uniform
RC Ironside posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to create a "Trojan" mission where players must infiltrate an enemy encampment and retrieve a captive. I would like to script a way for the enemies to ignore (or assume friendly) the players if they are wearing certain garb. I would like to avoid using careless or setCaptive unless there is a way to trigger it off in the event they remove their uniforms or act in hostility. Thank you in advance. -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
RC Ironside replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm liking the premise of this mod! I've got it downloaded but when I try to run it, I'm receiving a crash and this error: Include File A3ResourceWarCl\Diaglogs\hpp\ResourceCost.hpp not found. I get this error when I select my slot and attempt to play on the server. EDIT: I used the download link in the post above (version 0.1.11) rather than the Armaholic link (0.1.5) and it let me on the server without a crash. -
Authentic Gameplay Modification
RC Ironside replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Firstly, thanks for everything you guys do, great mod. Secondly, I apologize if this is a double post but I can't find anything in searches. I have some inconsistencies getting the scope adjustment interface to show up. I've tried with vanilla scopes, as well as scopes from a few different modpacks. Sometimes, the adjustment shows up just fine and works great. Then, I'll do something random like swap weapons or optics and it will disappear even when I bring the same weapon with the same optic back up. And on some occasions, certain scopes will have the adjustment interface every time while others won't, then on a separate occasion they both will. If I'm missing something, shame on me, but I've been trying to figure this out for a couple days and hoping I can get some help. Thanks a lot.