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Zeus System W/ 3D Editor - MP Issue - RC Branch
nullrick replied to nullrick's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE Found a workaround. Instead of using the neutral Zeus entity game logic, use a normal player unit and rename it Bis_CuratorUnit1. You'll be able to load into the game fine, but will have to press the Y key (or your equivalent key) to exit the unit and go into Zeus mode. -
nullrick started following connorwarman
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connorwarman started following nullrick
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Zeus System W/ 3D Editor - MP Issue - RC Branch
nullrick posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've managed to work out which Zeus modules to use as well as in what manner they need to be synced. Testing it in singleplayer works fine. But when I take the mission to multiplayer I get this; http://i.imgur.com/Z7qCsqM.jpg upon selecting the Zeus position and hitting continue. The link below is a copy of the mission file. It's done in the RC branch. The password for which is; Arma3Update156RC http://www.mediafire.com/download/3x9vr3hy5824cc1/mission.sqm -
Modded PvP Sector Control w/ ACE3, RHS_uaf3, RHS_afrf3 @ 173.56.118.217
nullrick posted a topic in ARMA 3 - MULTIPLAYER
Disregard. Thread for deletion. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
nullrick replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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ACE3 - A collaborative merger between AGM, CSE, and ACE
nullrick replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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I'm trying to figure out a script I can use in the init field of a unit so I can automatically go into spectator mode on an MP server. this exec "camera.sqs" works perfectly. The only thing I don't like about it is the letterboxing that comes with it. If there's a way to disable the letterbox that'd be great.
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Script for high prone stance?
nullrick replied to nullrick's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have a script for the "setUnitPos" command? -
Looking for a script to make a unit take the high prone stance. (sat down with rifle drawn)
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Just thought it'd be constructive to discussion to leave this here. This video details the new enhancements to weapon audio affected by varying environments and distance. Made it because I thought that the devs in the stream had their voice to where it overtook most of the game audio. Spoilers: Supersonic bullet cracks are really f%#$ing awesome.
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Despite the excess of "no bolt-action rifles" comments as well as implying that the ArmA universe is non-fictional and therefore needs to conform to weapons that are used by actual militaries in real life, at least people are being tame about their wording instead of going for a moderator punishment. Can't wait to get my hands on that EMR. MAR-10 looks sick as hell too.
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Making multiple assets spawn (together) randomly?
nullrick posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know how to make a unit/object spawn randomly using map markers. However when trying to make, for instance, a fireteam spawn at a randomly location using the same method, different units will spawn at different locations. In this case I'm trying to spawn 3 different objects (trigger, map marker, object) spawn on a few different locations while still keeping them in the composition that I originally placed them. Please note that the map marker that I included in the list of objects I'm needing to randomly spawn is not one of the markers I'm using for a random spawn location. For example - I've placed a trigger about 15 meters away from a marker which is on top of an object in an east-to-west fashion. How do? -
New modded TvT/PvP/adversarial sector control scenario I'm working on in Zargabad. Looking for players to help gauge MP performance. PM me if interested. Looking for around 10 players. Watch the "walkthrough" video on this scenario for more details.