Somoo
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14 GoodAbout Somoo
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Thank you Zeealex for keep on updating this mod, my other friends that are female like playing female characters in arma 3. BI needs to get on the simulation train for female veterans as more and more countries are allowing females into combat roles (EG USA).
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I would buy this for myself and for the female arma 3 gamers I know. In my opinion, The Laws of War DLC, which focused on humanitarian aid, should have had women in it representing the work they do in the real world. It brings another level of immersion to arma 3, if its suppose to reflect many sides of war (Especially the humanitarian part). The USA is now starting to allow women in combat roles, so if arma 3 is a reflection of the future it is a disconnect to not have them in the game, as the mission designer can choose not to include them in his or her mission.
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I am having a error in dev branch that is causing a complete system shutdown, including OS (win 10 64 bit). MY computer is put together myself and no other game is having this serious issue. I have 2 r290's installed and have the driver 17.7.2 installed and will try the option 17.8.2 update. I will add my dixdiag on this post Humanitarian aid accompanying the laws of war, historically women have been involved, let us not diminish their work by not including them in the scenarios for what aid they devoted to the causalities of war. In my own opinion, I know women that have served in the infantry and would enjoy playing this game. Just because being a women while serving their country of origin, does not make them of less value in the military nor invisible to the country they have served. This is just my personal opinion, but at the very least add civilian women as characters in the scenario as humanitarian aid NGO's to acknowledge their history and sacrifice in it (as BI is awesome in its way that it is donating profits to humanitarian organizations with this DLC purchases).. for Clara https://en.wikipedia.org/wiki/American_Red_Cross Agree with the quote below... EDIT found the error it was my mistake, I had 3den Enhanced and CBA_A3 on. Have no clue why I mod would cause a full system crash. Doh my bad!
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Please add female civilians into this DLC as part of the free platform update. It would ruin the immersion if civilians were to be added but no female civilians were put into this. If it is truly showing the brutality of war on a civilian populations the female population needs to be represented (since arma 3 is rated for adult audiences), I can understand not showing younger ages though (teen, child etc)...
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Hello, I would like my email hidden (for arma 3 Units) when the unit I am in shows up ingame. Is the email shown ingame on the map screen from the Arma 3 units feature, or does it show it from my BI account? Should I make a separate email from my personal one and tie it to that for now? THank you This can be done if the person creating the unit, edits it and removes the email. Problem Solved. Crossed out but kept post incase anyone stumbles on this in the search function.
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Camera defined but script returning camera undefined
Somoo replied to Somoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the script is starting with no errors, but the view doesn't change from the objects its initializing from. Do I need to put in a game logic or pass information from the [] so that the view changes to the camera?. Do I need to add something similar to 0 = [Global_variable] execVM 'movie.sqf'? I have it set to run during the intro part of the mission, is that effecting it? I also added a initPlayerLocal.sqf in the mission folder and put in that script [] execVM ' movie.sqf'; Also should I be using initPlayerServer.sqf instead if I plan to make it co-op mission or is the local version fine? https://community.bistudio.com/wiki/Event_Scripts https://community.bistudio.com/wiki/Initialization_Order Edit, I made a error in the script to be sure it was, it is as the test error came up. Awesome Arma Community. http://foxhound.international/arma-3-sqf-cheat-sheet.html for newbie scriptors like me. -
Camera defined but script returning camera undefined
Somoo replied to Somoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you again! -
Camera defined but script returning camera undefined
Somoo replied to Somoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this ... [] execVM 'movie.sqf' .. in the initialization field and error window popped up "Init;Type Script, Expected Nothing" https://community.bistudio.com/wiki/execVM Wiki page says the syntax is "ececVM filename" so not sure what is giving the error. Also thank you for mention comment in SQF without the VM/compiling is considered a command. Did not know that. -
Camera defined but script returning camera undefined
Somoo replied to Somoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you, trying this now! -
Camera defined but script returning camera undefined
Somoo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have no idea why this is returning undefined when the local variable is defined in the beginning... Also can I execute this script with [] execVM ''movie.sqf' and then change all the comment lines to "//"? I used to use C++ a long time ago... Script is named movie.sqf and is called by a player object in the intro mission, in its initialization [] exec 'movie.sqf' comment creating the camera _camera = "camera" camCreate [0,0,0]; _camera = cameraEffect ["Internal","back"]; comment First Town shot 1 comment "7:59:56" _camera camPrepareTarget [79725.52,69842.55,-53003.29]; _camera camPreparePos [17094.00,12853.57,196.39]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; comment Testing text to show with camera shot. 2 is the layerName 2 cutText ["hello", "BLACK IN", 5]; comment First Town shot 2 comment "8:00:26" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-40110.32,74663.16,-53153.27]; _camera camPreparePos [17656.16,12923.88,187.99]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Second Town shot 1 comment "8:10:01" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-16932.93,93873.49,-51854.81]; _camera camPreparePos [16901.25,15391.02,50.24]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Second Town shot 2 comment "8:11:36" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-59899.50,-21901.39,-51860.80]; _camera camPreparePos [16975.53,15526.53,85.56]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Airfield Shot 1 comment "8:34:11" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-52177.98,-51170.37,-27093.76]; _camera camPreparePos [15596.15,17275.54,198.93]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Airfield Shot 2 comment "8:35:32" waituntil [CamCommitted _camera]; _camera camPrepareTarget [76018.16,-56610.74,-27241.64]; _camera camPreparePos [14231.29,17067.23,203.10]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Third Town Shot 1 comment "8:41:07" waituntil [CamCommitted _camera]; _camera camPrepareTarget [26101.99,-66991.84,-53729.01]; _camera camPreparePos [12251.52,16027.06,230.16]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Third Town Shot 2 comment "8:59:52" waituntil [CamCommitted _camera]; _camera camPrepareTarget [36499.64,103810.88,-38133.16]; _camera camPreparePos [12204.57,15132.74,243.54]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Fourth Town Shot 1 comment "9:00:23" waituntil [CamCommitted _camera]; _camera camPrepareTarget [55905.19,-66228.55,-38304.55]; _camera camPreparePos [12240.17,15006.19,245.78]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Fourth Town Shot 2 comment "9:00:56" waituntil [CamCommitted _camera]; _camera camPrepareTarget [71533.55,-55741.11,-38345.58]; _camera camPreparePos [12108.46,14806.93,241.51]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Fifth Town Shot 1 comment "9:02:07" waituntil [CamCommitted _camera]; _camera camPrepareTarget [16127.70,-81817.60,-33060.99]; _camera camPreparePos [9110.91,12273.77,101.28]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Fifth Town Shot 2 comment "9:02:47" waituntil [CamCommitted _camera]; _camera camPrepareTarget [49571.91,-72867.36,-33049.85]; _camera camPreparePos [8859.06,12267.63,82.21]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Sixth Town shot 1 comment "9:04:13" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-58452.14,-36891.79,-59774.79]; _camera camPreparePos [5311.72,11389.89,152.61]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Sixth Town shot 2 comment "9:05:01" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-37900.85,-55846.24,-59761.53]; _camera camPreparePos [5191.67,11540.25,179.88]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Seventh (last) Town shot 1 comment "9:06:27" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-65054.63,75459.00,-34828.32]; _camera camPreparePos [4149.58,12516.21,299.00]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; comment Seventh (last) Town shot 2 comment "9:07:02" waituntil [CamCommitted _camera]; _camera camPrepareTarget [-83915.73,44417.55,-34880.71]; _camera camPreparePos [4097.28,12894.55,233.94]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; camDestroy _camera; Thank you! -
Mission 1 So I am trying to make a mission that involves killing a virtual character. Here is my setup when testing it out simply in the VR map Made two characters Blufor named joe Opfor player, is not named -Using the module system created a task for all opfor units, variable name is "task1_v" and task ID name is "task1_ID" in the single module -Made a trigger that the condition "!alive joe" and in activation "task1_ID setTaskState "Succeeded" Cannot get the to complete the task after joe has been killed by anything, player of otherwise Mission 2 Player needs to steam intelligence documents... "unt_player1" is the actual player... forgot to add Module Create Task, Variable name "task1_v" and task id "task1_ID" Module Assign Task syncronized to "task1_v" Module Set Task State Syncornized to "task1_v" Trigger1 is syncronized to Module Set Task State. The condition in that trigger are "Intel_File2_F" in (items unt_player1 + assigneditems unt_player1) and the activation is "task1_ID setTaskState "Succeeded" Why is none of these task being completed when the action happens, where in my coding is the errors? Sidenote... If I wanted to make the player steal a laptop I would use this code and call it on the laptops intialization ingame.. laptop ingame has the name laptop1 addaction ["Pick up Laptop",collect.sqf] and this would go into the sqf file... "Player SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AÂmovPÂercMstpSrasWrflDnon"; delete laptop1; sleep 0.5;" Edit: I think I just figured out the first mission, used " nul = [] execVM "test.sqf"; " in the activation field of the trigger when joe died. In the the script "task1_ID setTaskState "succeeded" when the script was called. Is their a list of functions that can be filtered that only work in a SQF script? I know of but their is no filter currently? https://community.bistudio.com/wiki/Category:Scripting_Commands