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Yuval

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Everything posted by Yuval

  1. Bump, I also need to to access ListBox' slider position (and set it, too!)
  2. ConvertWRP / DeWRP should let you import as project. Just due note it will probably produce problems you'll have to figure out and tackle (mainly unorganized object template).
  3. Cypra Island, Baltic Sea - Approximately 8 days and 14 hours after the 2935 event. Photos taken by Agent Keller while wandering around in his travel. (Addons: CUP Terrains - Core, Cypra Island)
  4. Yuval

    Town & Country-Side of Ilovaisk in Ukraine

    Heh, well map creation isn't something you just dedicate a month to complete. It's a very long process.. the most remembered maps were under development for a year or two, spanning across multiple ArmA titles. There are a lot of eastern European maps around, either for ArmA 3 specifically or ArmA 2 converted to ArmA 3. I myself am working on an eastern European map currently. If someone is willing to pick up on your idea that would be great, but I think the best of your chances is to either pick up your unit and create a map together (Today with XCAM it is possible to place objects together with friends in a multiplayer session), or adapt your gameplay to existing maps. -yuval
  5. SQF is supposed to be easy to learn. If you practice things, you can learn how to use it quick. Start by making simple init scripts in the editor and then maybe some code in init.sqf and from there you can do whatever! There are a few short guides on how to start on the wiki and also on the internet. The first time I learned programming was by simply taking a code and changing it.. making small changes until I was confident enough to do bigger adjustments. At a certain point the code was all different. Even today when I write some scripts, they go through alot of iterations. That's really the best practice of scripting.. writing and rewriting code haha!
  6. Well if you're planning something simple you sure can just use the editor. But it limits the dynamic aspect of your mission by a whole lot. I too work on what I guess you can call "open world" missions. Infact I have one in the works right now. I can tell you as much as you wanna either drop the idea or learn how to script. I am an old time programmer but I tell you, the only reason I come back to arma every other project is purely for the scripting. It's a whole other fun. While you sure can use MCC and a whole bunch of other modules, it happens quite often you'd want to tinker script behaviour. I highly urge you to consider learning SQF. It is also super useful combined with the usage of the 3d editor.
  7. Hello! I am working on a system that replaces the current task, map and marked waypoints. Currently it works all very well, but one thing that is missing which is drawing the waypoint icon on the edge of the screen when the position is not visible on the player screen. I've searched and haven't found and answer, therefore I believe there is no engine solution to this problem. If you'd be kind and help me solve this problem and/or be able to give me an idea for a possible solution I'd be very thankful. - Yuval
  8. Welp. Solved. Might aswell see a professional doctor, have my awareness checked..
  9. Woah. Since when the drawSideArrows check in. If I had a penny everytime I viewed this particular page..
  10. [CO-10] Assault on Zargabad 3 Assault on Zargabad 3 is a remake of the missions of the same name by Dj Otacon. Assault on Zargabad 2 is a mission me and my friends had played for a long time, several times. It is, infact, perhaps our favourite mission for PvP. It has its ups and downs but it was fun never the less. This remake is supposed to bring the action in Zargabad back, merging all the new systems of End-Game and the newer CUP mods. Features The new respawn and revive system updated to the Apex' DLC standards (Apex is not required). Respawning vehicles in main base and in several key locations around the map. AI framework that uses VCOM AI (and Driving) and a revised version of EOS to spawn and manage AI behaviour. Zones system that represents whether an area has hostiles on it or not, and notifies you once you've liberated an area. Required Mods CUP Addons (Units, Vehicles, Weapons, Maps, Core) CBA_A3 Special Thanks Dj Otacon - Creating one of the best missions in ArmA and inspiring me to make this mission. genesis92x - Making great AI behaviour mods that helps improve the AI realism in missions. BangaBob - Develop an amazing system for spawning AIs, that provides a base for the AI spawning system in the mission's framework. Our Crew: Yuval, Nir, Yaniv, Matan and Nick for helping me test the mission and giving me a player's perspective. Me, Yuval: Putting the pieces together, creating the framework and the mission. License for Content All authors of content used in the mission file are aware of the usage of their content. The mission framework is provided to you by me (Sidney) with additional content made by genesis92x and BangaBob. The content of the framework (Inside the folder - "Framework") currently is a work in progress and will be updated in future missions. Therefore, the framework is not to be used from the files of this entry. This subject may change according to newer entries using my framework and to contributors of this workshop who may want their content out of the framework. Download Links Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=765001958 Armaholic - http://www.armaholic.com/page.php?id=31636 Mediafire - http://www.mediafire.com/download/rb5on39moexc0c3/AoZ.Zargabad.pbo Changelog Version 1.X (Ongoing fixes) - Disabled console for all (Was left enabled) - Fixed 8 player slots instead of 10 (Thanks Tuskegee_99th)
  11. Yuval

    [CO-10] Assault on Zargabad 3

    I'll check this out and see, perhaps I've accidently disabled or removed 2 player slots. Expect an answer tomorrow! Edit: Thanks, I've updated the mission. Mentioned you in OP ;)
  12. Ever since the new update came out, me and my friends experience ALOT of crashing in whatever is not Altis or Stratis! Be it Chernarus, Esseker or Panthera we crash! It doesn't have anything to do with Exile because I tested everything without exile and it still crashes. Funny thing is it always crashes at certain point of the map (If I take a littlebird from the east airfield in panthera and fly west in the valley I crash exactly when the river starts). This is some really tough bullshit to deal with for over a week. I don't even know whether my mission scripting causes crashes or it's just the game being the game. (And yeah, I tested without any mission or anything. Plain editor preview mode) Please fix this ASAP.
  13. I am looking for voice actors to fill up 6 roles in a mission I'm making. I am posting this in general chat rather than editing because this subject has nothing to do with actual editing but rather people who wish to record some spoken text. I've opened a discord channel for whoever is interested in participating here - https://discord.gg/mfnZE I am going to present you a little background about this project: The mission is yet to be named, it is in Tanoa (therefore requiring the Apex DLC to play). The main idea is to have cutscenes in the same quality of the Apex Protocol campaign. Alot of the UI elements of the briefing intro is based on Call of Duty Modern Warfare satellite-like intro screen. The UI elements and intro is done (except for the voice-acting), an expanded version of BIS subtitle including timed conversations with audio is done. A whole lot of intro functions are done (optimized camera movement). Except for the intro and outro - the mission itself is basically done. A few final adjustment do need to be made though: Dynamic spawning of enemies in areas with alot of custom parameters - done. Mission flow sequence is properly scripted with complete separation from client to server. All respawn templates and their respective configurations are finished. Basically, voice acting is the only subject that wasn't even touched yet. The discord channel includes all the info you need to know regarding roles, number of lines for each, etc.. The full script (which is already done) will be released once all slots are assigned. Regarding credits - credits will be given at any description of the mission (workshop, etc..) and in the mission's outro.
  14. Yuval

    ArmA 3 Mission Voice Actors

    Replied back. Hope to speak with you soon
  15. The things I did to fix it and didn't help: - Validated - Switched to DEVBRANCH and back Didn't help. I didn't load any mods please help! I have a folder in the game directory called "Expansion" in it there's a folder called "Addons" and in them there are all the apex files, but it doesnt load them. EDIT: The only way it does work is if I load the "Expansion" folder as a mod, but it feels hacky.. Is there a way to fix it to load properly?
  16. It says the DLC is installed in steam but when I run Apex I get an Error, something needs F_Characters_Exp or something
  17. I have spent alot of time in the past couple of days making a COOP framework and a mission. The framework is finally done and the mission is gonna be finished soon. The mission could really use some minimal voice acting. The mission itself is not done just yet and once it is done, I'll actually give out lines and etc... What I am looking for: - 2-5 people to voice act as pilots (Airstrike stuff such as "Missiles out!", "Target neutralized", etc...) - 1-2 people to voice act as the playable squad members (Just shout some random excitement stuff like "Ooh", "Yeah!" etc) - 1 main voice actor to be the main base command and give order for tasks. - More might be added (Mission not done yet) The MBC role (Last role) is the most important role. I'd like to clarify that I am asking for a volunteer work. The voice acting will be used in the mission I'm making only and in sequal missions with the actors permission only! The mission will be available for free on the steam workshop once it is finished. The voice actors will be credited in the mission description and during the mission itself using UI assets.
  18. Yeah as a modder I make some modules for my (upcoming) missions. Today I'm trying to complete my AI framework and... I forgot to remove an AI group from the spawning queue once it is spawned.. 66 to 5 frames per second in an instant.. Thought it would be nice to share this one.
  19. I want to create a weapon that is naturally superior in damage from all other weapons that take the same ammo type. is it possible to do so from an addon and not a script?
  20. FAP units... couldn't make that up
  21. I'm trying to make an AI Kajman Heli attack the player, while the player gets into a Tank. The heli's are 4km~ away and they are revealing, targeting and watching the player. I made a waitUntil to make sure the helis will only start firing (doFire) when their distance from the player is below 500m. Thing is, once the player gets into the tank - no matter where they are they just stop. This is the script I use to make them attack: _object = _this select 0; // The heli _target = _this select 1; // The player _fireDistance = _this select 2; // 500 _approachSpeed = _this select 3; // 300 _approachHeight = _this select 4; // 100 _units = (crew _object); { _unit = _x; _unit reveal [_target, 4]; _unit doWatch _target; _unit doTarget _target; _unit forceSpeed _approachSpeed; _unit flyInHeight _approachHeight; _unit allowFleeing 0; [_unit, _target, _fireDistance] spawn { waitUntil { (((_this select 0) distance (_this select 1)) <= (_this select 2)) }; (_this select 0) doFire (_this select 1); }; }forEach _units; Edit: I just ran another check, even if the choppers are close and they already started shooting me - the moment I get into the tank they go into some weird auto-hover on and stop shooting - just stand there. WHY?
  22. displayAddEventHandler seems to be what you want. I'm no genuis at this but I think music is layered like cutRsc and cutText. If it's not, and you can't stop a sound either any way you're in deep trouble to make it work. https://community.bistudio.com/wiki/displayAddEventHandler
  23. Yeah, that was my initial idea - but the helis won't move at all if I do so. I honestly gave up, and I removed the heli's part from my mission
  24. deleted. Nevermind, it's just impossible for the heli's to attack ANYONE inside a vehicle for some reason. It's hard for me to get footage. It's just the moment the player gets into a vehicle - the heli's get into an auto-hover on and don't fire
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