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About Rhaonoa

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    ArmA, six-string bass, furries

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  1. Funny I thought of including that originally but I went straight to the point haha. I am making non-Zeused missions for my unit, aka I will script a mission to work entirely as it is on it's own without needing to go into Zeus unless something goes critically wrong, someone DCs or glitches out. I run other scripts and such to make the mission flow interesting, have things a bit more intricate than with Zeus, and randomised so even I don't know exactly what's going on. Nonetheless, I realised that an issue happens if a player disconnects, or crashes - that when they rejoin, I'd have to go tab out and get into Zeus and teleport them in. I wanted to be able to have an addAction synchronized to my unit (my player character) so that when this happens, I could teleport said person to me in a quicker manner, since Zeus also takes a while for me to load. I thought that the best way to go about it was to make a "ready for TP" or "go there if you're ready" area in the base or respawn so that once they get their kits ready and can be TPd, I just trigger that addAction and if they're within that area, they'll get teleported to me.
  2. hello! I'd like to know how I could make an addAction so that when a player is within X radius of an area (e.g. within a house, or inside of a trigger area), if a player uses the addAction command it'll teleport that player, or any within those conditions, to them. This addaction shouldn't be for everyone but only for specific units. How would I go about doing this? Thanks!
  3. Yup can confirm this is still happening to me. I am back cause now it's started happening to one of my friends aswell. It was working fine for him by August since I had him host our games since I couldn't anymore, but today we realised he has the same issue now. We can't host private games anymore.
  4. Thanks a lot for your help! This works like a charm and was exactly what I needed. Cheers!!!
  5. Ignore the "rf" part - I was messing around making an asset remain hidden that shows up after they're ambushed. But other then that, I want that trigger to be activated when any BLUFOR/players in vehicle go thru that trigger in any vehicle, and then for whatever vehicle it is, for it to take an X amount of damage to disable it, without needing to specify or name every single vehicle and then make an array for all of them. So no matter what vehicle they take, the one that is within the trigger's area at the time of it's activation will take the damage. So basically - how do I make the trigger detect the vehicle that is currently within it, in order to edit it's properties? e.g. it's damage, fuel, hitpoints, visibility, anything of the sort. Just that in this case, it's the damage in specific.
  6. Hello! I am trying to make a mission in which once a vehicle passes thru a certain trigger, a landmine/explosion goes off - but I don't want it to kill the players nor the vehicle, just cause them the inconvenience of being unable to move and then getting ambushed. I know I can name the vehicles and so on, but there's a lot of different vehicles that can be used optionally for this mission, so I wanna know if theres a way I can make it so that when any vehicle activates that trigger, it'll damage the vehicle within the trigger area. I have everything for the trigger/effect/waypoints and all set up, I just can't find a way to detect what vehicle is going thru the trigger unless I specify it, to damage it, so no matter what vehicle a player chooses, that trigger will damage/disable it. How would I go on about doing this?
  7. Many years later and everytime I forget how to do it I still keep googling this same thing and I end up always finding the solution on the very own post I made myself 4 years ago, lol. Always find out how to do it from here! Thanks everyone for all the replies.
  8. Hey, this is a few years after, but I suddenly had this issue happen to me today. No updates on my PC happened, I haven't restarted it, I opened all the ports mentioned above aswell and I'm getting the "check UPnP/IGD on your router" error, anyone knows something to do about this these days? P.s: Love goko--'s picture, big fan of that album from Faith No More, lol.
  9. Rhaonoa


    Hey everybody. The new islands of Fuegian, Nasua, and Warrah are now live! Check out some pictures of what I've been up to with them: I've also made other extra object placements changes and minor details around some of the map areas, like adding more scenery and a bit more life to a few cities, like adding timber piles, wood crates, cargo shipments, and more, around the map - and I plan to keep giving some life and lived-in tone to the map in following updates. Thanks and feel free to check it out, it's now live on the STEAM Workshop and I hope soon on Armaholic, hope you guys like these three new locations! Have fun! Cheers.
  10. Rhaonoa


    WIP! New islands are in development. I have been requested by a few people to make a few of the islands around Djalka to be more accesible, and to get populated. I've added 3 new bridges that connect to 3 islands, islands which were previously empty. These islands will be to the north of the towns of Correa and Soto. I've started to add a few houses, a radio station, and a factory to these newly populated islands, alongside roads and dirt paths. Will be adding more buildings and maybe more factories, I just started working on this idea, will likely be released in the following updates! This is a very early in development upcoming update. Some early teasers: Some early in-game screenshots of the bridges and early object placement: Stay tuned!
  11. Rhaonoa


    Hotfixes: -Signatures and keys added -Optimized loading times -Replaced some assets for better ones
  12. Rhaonoa

    [WIP] Djalka

    Hey everybody, Djalka has been released into the STEAM Workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1990519900 Further updates and development will now be posted on the BI forums release post. Visit the BI forums release post here: A little teaser video, launch trailer!
  13. Djalka is a fictional 32.6km^2 ArmA 3 terrain version of the South Georgia Islands, located to the further east of Argentina past the Falklands / Islas Malvinas and were part of the conflict at the time. It is a snow-covered tundra-like terrain, with many mountain peaks, long roads and drives, many towns, military bases, factories, deep sea, and a lot of ocean and air environment for diverse encounters of all types. The map contains a lot of diverse areas ranging from populated cities to complete open terrain, alongside coasts and rocky mountains, vantage points on landmarks, and much more. There’s a few easter eggs and the maps is to be updated more in the future. https://en.wikipedia.org/wiki/South_Georgia_and_the_South_Sandwich_Islands Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1990519900 Launch trailer: Images: https://imgur.com/gallery/QtcMIGT Map: The goal was to make a fun, big, and distinct snow terrain that’d scratch the itch the ArmA 3 community had been having for a snow/winter-themed terrain. The map is also located in a location uncommon to videogames and ArmA 3, which is in South America, east of Argentina - the forgotten island that was part of the Falklands conflict. The map is by no means similar to the real-life location, other than the shape and structure of the terrain. All the cities, military bases, farms, landmarks, and so on are purely fictional for recreational purposes of the terrain. This was a personal project I embarked on when I was 16 in highschool. It was my 2nd map attempt and a more serious and big one at it. I ran into a lot of technical issues, a learning curve, and on and off work trying to juggle real life, my other hobbies, computer problems, high school, and college. Most of the work in this map was done around that time. This project first started in March 2017, and after lots of work, I am happy to release it for people to enjoy and have fun missions on. There is more to come, as I plan to upgrade and do more detail work on this map. I am open to suggestions, and if anyone wants to volunteer ideas or help with object placement, feel free to contact me. Requirements: CUP Terrains - Core Technical Details: -32km x 32km Size -Altitude range of 0 to 400 -Tundra/winter/snowy biome with falling snow (replacement of the Rain parameter) -Multiple settlements such as a large electrical plant, saw mills, farms, military bases, and many towns and cities made with vantage points in mind for missions. -Small deserted islands scattered around the island -Some open fields for mission makers & object placement License: CC BY-NC-SA 4.0: https://creativecommons.org/licenses/by-nc-sa/4.0/ Special Thanks & Credits: -M1lkm8n for very specific help fixing up errors and lending a hand into sorting things out and fixing issues, really awesome guy, I owe him one! -Rave for inspiring me and pushing me to keep working on the terrain, watching it's progress, tolerating my shenanigans on a daily basis! -BPS and PTR for their permission to use their winter vegetations -ArmanIII for his permission to use his winter vegetation and his helpfulness -Community Upgrade Project team for their conversion of the ArmA I and II assets to ArmA III -Snake Man, Lappihuan, M1lkm8n HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers and help throughout the #terrain_makers Discord chat to make this terrain possible! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -Bohemia Interactive for this opportunity to make our own content and express our creativity, making a welcoming environment for users to create wonderful things on, and for such an amazing game! Thank you! ANY REUPLOADS (STANDALONE OR PART OF MODPACKS) TO THE STEAM WORKSHOP ARE PROHIBITED AND VIOLATING THE STEAM WORKSHOP EULA SECTION 6D, REUPLOADS WILL BE TAKEN DOWN VIA DMCA NOTICE WITHOUT WARNING!
  14. Rhaonoa

    [WIP] Djalka

    Djalka will be released publicly for playing this Friday! On February 7th of 2020! Hey everybody. I've decided to settle on the first date for public playable testing, and release, of the terrain! The terrain will be made publicly playable on February 7th of 2020 thru the STEAM Workshop! Requirements will be CUP Core and nothing else! I want to thank everyone who has been interested in this terrain, whether long-time or recent! And everyone who has helped me sort thru all of the issues and hiccups this terrain had over time. I worked a lot on it whenever I had time, and it was entirely a one-man job. Started in highschool when I was 16, and worked on and off as I learned and had free time and the motivation and willpower to keep working on it. Stay tuned, and hope to see you guys playing! I am interested in all feedback, critic, suggestions, and tips. Hope it'll be of your liking, here are some more pictures before release! Can't wait to see what fun missions and game sessions you guys will have with it! Please do share with your friends or anyone who might be interested, this has been a passion project of mine and a way to give back to ArmA 3 and it's community which have brought me many moments of joy and fun, for many years, since 2014, and going on still today! Cheers and hope to see you soon! R.G., K9S.
  15. Rhaonoa

    [WIP] Djalka

    Updates: -Implemented Enoch/Livonia assets & buildings -2 New cities and started expanding already existing cities that had opportunities to get bigger and create interesting locations -Further object placements, adding more fences and walls to construction sites, villages and towns - sheds, trailers, glasshouses, and more are being added to further liven up the landscape -Added more landmarks, ideas for landmarks are also appreciated! -CUP winter snow replacing rain has been fully implemented (& rain sounds removed!) -New roads, and a few previously vast empty areas are now populated More to come, I'm planning on touching up all the details and making the most out of all the possibilities the terrain offers, but release gets sooner and sooner. There are a few things to be discussed with the community that I'm deciding whether I should do or not, but that will come with the release. Mainly, the two halfs of the island are aggresively separated by a big mountain - I've always liked when games forced you to switch vehicles, as crossing via ground would be very difficult here, and you'd either need a helicopter or a boat to go around it and reach the other side, alternatively, I could make a long highway road and work around the mountain to connect both halfs of the island, making it easier to travel between them - but I'm not sure about what people would like more, it's something I've been discussing in my head and with my friends, but I assume time will tell!