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houldendub

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About houldendub

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  1. houldendub

    STALKERGB's British Infantry

    Anyone else getting hard crashes when creating a mission with these units? Happened to a few people I know now, myself included.
  2. Basically, I'm a little bit tired of the flares being as bad as they are in A3. I've done a little bit of poking around the internet, these forums and the wiki to see if anything's there. I've found a number of things which may help, but basically I need a nice big helping hand (or lots of little ones) to get going, I've only really started looking at proper scripting thanks to this need for better flares and my addon knowledge is verging on the "well I know how to install them" mark. Firstly, in the Event Scripts page of the wiki, there's a reference to a "onFlare.sqs" file, with a description of "Executed when a flare is lit after being fired from grenade launcher.". Now, this looks like a big win here, but a question for you gurus; does this automatically load when a flare is fired? Or does it require something to execute the file? It's also an .sqs file, which I thought was outdated and .sqs files didn't work with Arma 3, yet the tick is there that it DOES work? Would it literally be a case of adding the relevant commands such as "setLightFlareSize", "setLightFlareMaxDistance" etc here into this onFlare.sqs file? Another idea I had was to attach either (number pulled out because it seems you need a metric ton of flares to have any sort of effect) 15 additional flares on to a flare that has been spawned, or attach a simple light source on to that flare and then control the light source's parameters using the relevant commands. The problem with this, would be to either create a script that detects what colour flare is being fired using arrays and such, and then attach the relevant colour flares/lightsource back on to the flare, or create a bunch of individual scripts for each flare colour (this seems bad, running scripts on the offchance a certain colour flare is used). Basically I've got a vague idea of what needs to happen (potentially, as I say I'm an extreme novice): 1. Get position and colour of the flare being fired 2. Attach additional flares/light source on the fired flares position 3. Tune the flare/light source so as to match up to the flare that's fired But yeah, that's basically the ideas I had. I'll update this as and when I can confirm any of this works, or whether it's a wild goose chase. Any ideas or other help would be awesomeeeeee. -Houlden
  3. It not only works, but I believe what you're describing is exactly what UPSMON (and in the in-development UPM) does. It'd be worth cracking it open and looking at the scripts involved if you're even just interested. See the thread over here: http://forums.bistudio.com/showthread.php?170803-UPSMON-Updated-to-ArmaIII Note that it's apparently a little broken at the moment in regards to some aspects.
  4. houldendub

    [WIP] Urban Patrol Modification

    Nice! It appears if you guys read my mind haha, only recently been working on ways to spawn UPSMON units on a trigger (using a number of scripts held together by mud) and praying to the heathen gods. Awesome to hear it being integrated within UPM. You're fighting the good fight oscar, seriously hyped!
  5. houldendub

    [WIP] Urban Patrol Modification

    Looks interesting, always use UPSMON in my missions, such an easy to use and fairly powerful tool for smaller communities when using all the different commands and such in conjunction with each other. What would this branch bring to the table? Just like optimisations, AI improvements or additional parameters to muck around with? Looking forward to it ;)
  6. Your last point about the grid weirdness has already been mentioned by soju on the page before! Also referenced this: http://feedback.arma3.com/view.php?id=15629 Seems to happen on a lot of maps, I've noticed it on Sangin and IIRC Thirsk as well.
  7. houldendub

    Bornholm, Denmark [Terrain WIP]

    God damn I'm looking forward to dropping a crap load of bombs on this!
  8. I think people are just asking as it's been a wee while since tpM has posted here (or anywhere on the BI forum actually), especially considering the number of posts that say "it's coming in Q1/Q2/Q3, etc". Hell I'm still very much looking forward to this; JSRS is great but I (and some people I guess) don't really like using it that much, SoS seems dead unless you never use the standard rifles, and some people just don't like using the stock sounds. With this and DF sounding so absolutely amazing you can hardly blame the impatience for something more up to date!
  9. This looks great, a great thing for mission makers to scare the hell out of the players haha, already looking forward to the "oooooh shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit" VODs. Part of me thought that this was a fix for the helicopters-made-out-of-dynamite syndrome, I hope BI fix that 'cos its not fun exploding if you lightly brush past a thimble. Still, great script, I can see this being a lot of fun!
  10. houldendub

    SpeedofSound - Missing Files

    Yeah I don't believe SoS has been updated for the new sound engine, and by the looks of it won't be. Best to either use default or JSRS at the moment, or just wait until DragonFyre or ACSE come out. However, if you don't use default rifle sounds that much, go ahead and use it or simply delete the relevant .pbo files that relate to the rifles.
  11. houldendub

    Arma 2 Mi-8/Mi-17 Port

    Looking great, thanks for the mod! Question though, as I can see a few posts up you mention it uses the A2 flight model, does this mean it has the same sliding bug found with the US Imported Helos? The A2 flight model would explain the odd pitch rates and such, same weirdness again happened with the US Helos.
  12. houldendub

    Advanced Helicopter FDM Feedback

    Love it love it love it. Flying feels so awesome with this model, never played ToH but this seems fantastic. I think one of the only gripes I have is with how sensitive the collective raising and lower is (as in, not that sensitive). Not sure if people would agree, but due to the more arcadey feel of Arma, would it be worth (at least for keyboard + mouse users) making the collective raising and lowering instant? As in, when you press Q (or whatever you use for raise collective), it notches it up a point instantly, instead of having to hold it down for a second or so for it to raise it. Would make landings much more precise and stop the landing bouncing (raise collective to counteract dropping altitude, but due to having to wait for the collective to START lowering, by the time I hit the ground it simply bounces off and goes a couple meters in the air). Also, is it worth having gauges for air speed and height AGL? These are already present in Arma's UI, I mean would it be possible to allow the user to select which gauges they want and where? But yes, apart from those, very very impressed.
  13. houldendub

    A2 Island Lighting Fixes

    Does this fix the stars and moon on Bystrica? Even after looking up lunar cycle tables for around that region, I can never get a moonlit night to display stars and the moon, looks really weird considering how bright moonlit nights can get. *edit* Only curious because of this line in the 1.1 patch notes:
  14. houldendub

    UPSMON Updated to ArmaIII

    I've noticed that too now and again, a patrol group will stop even when other patrol groups in the same marker zone are still going. I wonder if using the "NOWAIT" function in their init field would help? Might be that the group finishes a patrol route and gets stuck waiting on that end, as if one of the group hasn't caught up yet. Just a thought (can't try at the moment, and hard to replicate).
  15. houldendub

    ShackTac Stamina Bar

    Another mod from ShackTac that you just know is going to be the standard. Sometimes it's the little things that make the experience much more enjoyable, thanks!
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