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nullrick

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Everything posted by nullrick

  1. I'm looking for terrains featuring sites like the Ghost Hotel in Altis in A3. That means a single large enterable building with multiple floors and a medium OR high complexity of its hallways, branching rooms, etc.
  2. I'm looking for A2/A3 terrains featuring sites like the Ghost Hotel in Altis. That means a single large enterable building with multiple floors and a medium OR high complexity of its hallways/branching rooms, etc. It's taking me quite a while to look through individual terrains. So if anyone happens to recall such terrains from memory I't be most helpful.
  3. Ah. Thank you very much. I didn't know those threads existed. This thread can be deleted. Apologies.
  4. nullrick

    scope removal feature.

    Being able to double click a weapon as you would a backpack on the ground in order to view its attachments sounds nice honestly.
  5. Has anyone had any issues with setting up tasks? Mainly for multiple factions. I'm creating a scenario with 3 sides; An attacking team, defending team and a team which makes up the defending team's objective. Are there any issues that cause tasks synced to one faction to show up for another faction? Am I using too many units? Am I putting too much information in a tasks "description" field? Below explains what steps I take to create a task so far: Place group > sync all members to team-lead > modules > intel > create task > group of synchronized objects > sync task module to team-lead.
  6. nullrick

    Problem With Tasks?

    Sorry, I'll try to be more clear. The problem is that when I set a task using modules for a civilian group, and then set a task for an independent group, the civilian group's task shows up for the independent group instead of their own task while the civilian task is still visible to the civilian group.
  7. nullrick

    Problem With Tasks?

    I'd love to learn how it's easier. Care to link any tutorials? ---------- Post added at 04:04 ---------- Previous post was at 03:50 ---------- Ok. I've looked it up, I see all the descriptions for BIS_fnc_setTask. But I still have no idea how to implement this. I've even looked it up in the functions list after clicking the "Æ’x" icon. I still have no idea what that stuff is used for, but I saw "fnc" in BIS_fnc_setTask. So I though I'd give it a shot. Could someone be just a bit more specific on how to use this "easier" method? ---------- Post added at 04:06 ---------- Previous post was at 04:04 ---------- And why can't I just use the intel/task modules? Isn't there just a workaround for whatever problem I'm having? You didn't really give me much information on that.
  8. Most of the XM8 series of rifles have permanently fixed scopes. Will this be made different by applying the same rails that the [Railed] version has to allow other scopes? Like the M320, SAW and Sharpshooter versions. A small bug I found; The K series of the G36 with the attached optics projects the LOS of the top optic as a transparent (barely noticeable) cylinder to whatever surface it's pointed at along with the reticle's position which shows up as a darker gray mark. Video demonstrating this below. The "transparent cylinder" may not show up very well in the video though.
  9. Oh no doubt at all about that. I should have worded that better. I was talking in terms of possibility. Which possibility is always an absolute if not still alongside uncertainty. Amazing work already nonetheless! Two more questions. -Will static weapons fall under "vehicles" as well as will vests and packs fall under "clothing"? (Saw the categories at the end of the official CUP video.)
  10. I can't wait for the technicals and SUVs to be added when they start working on the vehicles. That leads me to ask though - will different skins be made for select vehicles to utilize A3's random skin feature?
  11. nullrick

    [MP/Adversarial] Operation Hidden Spark

    Just goes to show what under-education and accidental misinformation can lead to. Laughed when I read that. I'm definitely leaving the video up though. Just so I can laugh at those who mistake both the language I used for the two insurgents as well as the title as being regionally correct as I did before you corrected me. Many thanks for the lesson! ----------------------- However an Armaholic Mirror has been set up and added to original post.
  12. The video is supposed to give just a small bit of story on the mission objective which will be met with more explanation in the in-game tasks. It's an adversarial (pvp) mission set in the Clafghan terrain. It utilizes six (6) mods in total. -All in Arma Terrain Pack -CBA_A3 -Clafghan ............................. (Just be sure to delete the "colum_vertical_pond.pbo" file within your Clafghan folder as it causes some graphical issues in select areas on the terrain.) -HLC AK Pack -Killoch's Multi-Nation Pack -Robert Hammer's M4/M16 Pack This mission consists of two teams. Force Recon operators (BLUFOR) and the native insurgents, where BLUFOR can be overwhelmed quickly. BLUFOR's numbers are 15 strong while OPFOR's numbers reach to 40. I love the idea of David and Goliath type instances. This is a dynamic mission in that BLUFOR's objective is randomized between three (3) different locations where the insurgents are defending weapon caches. BLUFOR must seek out, assault the location in which their objective has randomly spawn and destroy it before the defending team can fight against them and/or call in reinforcements. The OPFOR team will not know which of their three cache locations will be selected as the BLUFOR's objective. Thank you to alky_lee and Das Attorney for coding help. http://steamcommunity.com/sharedfiles/filedetails/?id=366679003&searchtext=hidden+spark Armaholic mirror: - Operation Hidden Spark (15 vs 40) (@)
  13. Whoops! Sorry - I misread where the actual 2015-01-01 notes were. ====Actual changelog==== Bug #75503: Aliabad and Esbekistan still have screwed up the sky textures. Bug #75706: No entry 'bin\config.bin/CfgFactionClasses.GUE' Task #75189: Replace door icon with the A3 one. Task #75502: Change underwater water color back to default again and leave custom only for Chernarus. Task #75917: Make AiA use CUP weapons.
  14. Sorry, but after seeing multiple posts with varied ways of asking for a changelog, I came to the conclusion that those after the original post which asked for a changelog were too worried enough so much so that they couldn't think straight enough to do a little research to find a changelog. Even though PWS has the roadmap tracker for mods, I know to look here as well for anything I may have missed because I also know PWS isn't the only place which either discusses or hosts ways to download said mods. This, along with a user stating they were indeed "confused" due to a lack of a changelog (for now) gave that slight tone of cynicism to my post. For that I apologize. Even though it's not a perfect world, things like that tend to irritate me. I.E those who post (more or less) the same thing over and over again without seeming to notice they probably already have all the information that they need at their fingertips.
  15. It never seizes to amaze me how easily people can be worried and "confused" when the slightest bit of info gets delayed instead of practicing patience. Oh well - withsix roadmap link is listed below. There you will find the change log. https://dev.withsix.com/projects/all-in-arma/roadmap?tracker_ids%5B%5D=1&tracker_ids%5B%5D=2&tracker_ids%5B%5D=3&tracker_ids%5B%5D=4&completed=1 However, so far I've come across two areas of the regular version of Chernarus that, when entering, cause the game to crash. Chernogorsk and Solnichniy. If someone could confirm this for me, it'd be appreciated. Instead of having to re-download the terrain pack.
  16. My man! This is much better! Just more for me to learn from. Thanks once again. Sorry for the wait, was fiddling with other script that I managed to work out to my liking. But that works perfectly, thank you!
  17. While being in a group (placed down by groups > blu/opfor > fireteam/weapons squad/etc.) and not being the squad/team leader, you cannot enter any vehicle/static weapon. How do I fix this without disbanding the group? Or is this a natural and basic feature that all scenario creators factor in and have to work with?
  18. At least I know I was on the right track with the change I made to your first version of that code! That put me in a good mood as well! Your's just worked better. I'd very much appreciate any help I could get tonight, when I find a new problem. But as far as I can see, this is the one big hurtle I've come across. About to try your new version of that code. But yes, I already see a lot of help that Logics can provide. But if this version works and lets any unit in a group get in or out of any given position in any given vehicle then I think I'll be good to go. Working on my first ever scenario which will be an adversarial. Hopefully it'll be done tonight with what help you've provided. ---------- Post added at 02:27 ---------- Previous post was at 02:03 ---------- And that code does work! But like you said, yes, the code does prioritize the driver and passenger (back) seats before any other seats can be taken like the FFV (passenger) seats and gunner seats. But as for singular static weapons, any unit can get in those at will. Which is great for my makeshift mortar technical I made with attachTo. Also I'm just now realizing how the front passenger seats in A3 are called (back) seats. While the seats in an offroad truck BED are called passenger seats. (Context options on an FIA Offroad) "Get In Offroad Ride In Back" = front passenger seat "Get In Offroad As Passenger [Right Seat 1]" = first seat in the bed
  19. Works great! Thank you so much! I'm going to mess around with it a bit more. See if I can't let it let a unit get into a passenger seat as well.
  20. I thought as much. Just needed to confirm. Thanks a lot. Are those the only scripts that came to mind? If anyone else has any other scripts for a unit's init field to simply override this it'd be quite helpful. But thanks a ton, alky. ---------- Post added at 01:03 ---------- Previous post was at 01:01 ---------- @Attorney I didn't see your post until after I replied to alky. Trying now.
  21. Is it a known issue to be able to see tasks that are synced to one faction from the perspective of another faction? I.e Seeing an opfor task as a blufor member. Maybe it's an issue with having too many tasks or something of that nature? I can post the mission this is occurring in if need be.
  22. I'm not using scripting in a large amount in this mission. Hardly any at all except for loadouts. But if this threads ends up being deleted, I'll go over there. Thanks for the advice. As for the setup, I'm using the intel module > syncing > etc. I'm using markers groups to a task for a way for the task to randomly spawn on those markers though. Might that produce problems? For instance, in this mission, the blufor task that randomly spawns on three different markers that it's grouped with is supposed to be the only visible task for any blufor member. But when controlling any blufor member, all you see is a task for the opfor.
  23. I didn't know where to put this. It's not part of an actual mission. Just for a trailer that somewhat details the mission. Anyhow, tell me if this needs to be somewhere else. Now - on to business. Would there be anyone out there who thinks their mic quality is good enough for recording decent quality dialogue and would be willing to actually record a few lines of Arabic dialogue? And for minimal pay? Actually,there's no pay at all. But for whatever it may or may not be worth, you'll have my undying gratitude. I'd consider it a bonus if you could actually speak Arabic semi/completely fluently. If you're interested, shoot me a pm and we can discuss it further. Oh - and the character you'll be recording for dies when all's said and done. Just keep that in mind. There's really nothing too flashy about this. But I think it'd add some nice character.
  24. Is it me or are there others who think a second variant of the AH-99 Blackfoot should be made for more forward engagements? The first would be lighter, great for quick gun runs and reconnaissance. The second would be heavier with better armor AND the addition of anti tank abilities. This would be made possible by adding two pylons as seen in the picture below. http://s30.postimg.org/schq99jsh/image.jpg (138 kB) With the current AH-99 as the "lighter" variant.
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