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Posts posted by yourstruly
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Do we have any news on this addition to CUP? Before people go up in arms about me asking. There hasn't been a post in ages.
I'm actually glad that you've asked. Was wondering myself about the status.
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hej EricJ
I've noticed an error when using your mod in specific setup. Error says:
No entry 'config.bin/CfgGlasses.NVGoggles'
I searched for the reason and found out that in /u100/items/config.cpp, line 155 you include external class reference NVGoggles which is not needed and causes the warning message.
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... and sorry to modpack makers
No problem. Steam Workshop makes it so much easier to update mods now :)
BTW. Any chance on having squad.xml picture on the side of the chopper?
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Realism settings, besides if the community had any issue over (I did bring up the issue a week ago) me removing weapon cursors via game coding they would have said something. And most of the time I do take in community input but they're not my boss either. Sometimes I'll accommodate, sometimes I won't.
But the final point is that other than various donations of models and texture work, I'm doing the work, so I'm always open to input, but I make the final decision.
That's understandable. You can shape your creation the way you want it. I was one of this users that didn't follow this thread and was surprised by this change, so if you asked the community, it's only my fault that I wasn't here. Thanks for the quick answer :)
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RC69
[...]
- Disabled Cursors for ALL weapons, regardless of server settings.
What's the reason of that change? Wouldn't it be better for people/communities to choose what they feel is best?
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No answer from Cifordayzserver for almost a month worries me...
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The project is fully public, and anyone who's willing/able to join is welcome.
Do you have GitHub setup somewhere? Or something that many people could contribute into, not overwriting their work?
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So.. Today I have the problem with getting on any https://community.bistudio.com/page. Is there some maintenance going on? I know it's not just me.
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This is excellent news!How would this pack work with ALIVE, especially with the terrains that would need to be rebuilt to fix terrain grid issues? Would this break their map indexing and missions that use the terrains?
It's a question for Alive team, but IIRC coordinates used in setPos/getPos/etc are different from map coordinates (you even have command mapGridPosition to translate one into another).
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Try to use setSlingLoad command.
So if a cargo that you want to lift has a name of 'box', you put in choppers init:
this setSlingLoad box
That will start the mission with box already attached to your chopper.
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No, it doesn't. It's only compatible with them, which means that you can run any of this mods with TFAR without a problem.
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It's bad to see you leaving. Thank you for all your work and I hope to see you back in Arma 4 ;)
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Hey,
I'm trying to modify behavior of default in-game compass. To be more precise: I'm trying to make it show exact bearing faster.
What I know is that:
1) there is a RscCompass object defined as a child class of RscObject
2) there is p3d model of it in A3 Data
3) there are 3 animation sources: compassArrow, compassCover and compassPointer
4) you can influence compass behavior with setCompassOscillation command, but it only controls its precision
What I'm missing:
How do I get compass object itself so I can animate it? Or where is the function responsible for moving the arrow/pointer around? Is it even possible to change it or do I have to create compass object from the scratch with my own functions?
Cheers
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That's what I thought. Thanks anyway :)
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Is there any way to add slingloading to objects that we can't add memory points too? (Like old, binarized content)
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It's a real git of a bug which only occurs on a dedi server and then, it only happens on the odd occasion... So it's hard to know how to fix. My only clue is that it doesn't seem to happen on the first play through. I've played the mission a fair amount recently and we've not seen it for ages. But, of course, that doesn't mean it's fixed. ARGH!Here's the line from the script that adds it in when the comm centre is being built:
[[_generator, "Hijack", "Scripts\Escape\Hijack.sqf"], "a3e_fnc_addHijackAction", true, false] spawn BIS_fnc_MP;
_generator is obviously now a satellite phone.
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Any ideas very welcome.
The reason it doesn't work IMHO is JIP. Last parameter in adding the action says if you want to call this script (a3e_fnc_addHijackAction in this case) for people that JIP. So when you change
[[_generator, "Hijack", "Scripts\Escape\Hijack.sqf"], "a3e_fnc_addHijackAction", true, false] spawn BIS_fnc_MP;
to
[[_generator, "Hijack", "Scripts\Escape\Hijack.sqf"], "a3e_fnc_addHijackAction", true, true] spawn BIS_fnc_MP;
it should work :)
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First post says:
IMPORTANT NOTE:The new version is a full update. Delete the old @AllInArmaTerrainPack[Lite] modfolder first.
..which isn't true in case of current version.
Also thank you for working on this project :)
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I'm pretty sure that .kju is working on downloads and he'll let us know when everything's ready. A little bit more patience fellas ;)
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Yes, but it is a private beta at the moment. Waiting for CBA to release a fix to the keyhandler system then I will be pushing 563.What's the ETA on CBA/ACRE2 release as of today? I don't know if I should distribute current ACRE2 version within my unit or should I just wait few days. This radios volume is really low ;)
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I've tweaked the mod for internal use so that pretty much all uniforms (except of few from A3 Alpha) work. It's not optimal but it works. If someone wants it and author agree I can post it here or send via PM.
EricJ Release thread
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
You forgot to remove NVGoggles class reference in Items/config.cpp :)