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Everything posted by Vectif
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terrain Bastek - A middle east terrain with Arma 3 assets!
Vectif replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some more pictures! So far I have not done any surface painting so all of the ground looks the same, but there'll be concrete and grass patches in a lot of these areas. I've also tried to keep in mind having vantage points, lots of ladders and stairs to get up to buildings you normally wouldn't be able to, and trying to also be creative with object placement in general. -
terrain Looking for DESIGNERS! "Create-Your-Own-Billboard!" to be featured in my Terrain.
Vectif replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've also ran into this interesting video while researching some refference material for my own billboards and for the people interested in participating, so I thought it'd share! I found this very cool and interesting. It's also the same billboards from Chernarus. I've also delayed the submission deadline to June 1st for my terrain, since I plan to release it a bit later than I originally announced. So if you're still interested, it's your time! -
Hello! I'm Vectif, and I'm the developer of an upcoming unreleased Arma 3 Terrain called 'Straya', based loosely on the australian outback vibe. You can find some WIP pictures here: https://imgur.com/a/aA5AWyd I am looking for any graphic designers that would interested in a project solely for fun. I am soon to release an Arma 3 terrain and I'm looking for designers interested in making textures (fictional ads!) for billboards. You do not have to do anything other than the image, I will handle the .p3ds/models myself. You will be fully credited for your work, and are allowed to sign your own creations visually. Images must be of your own intellectual work, and shall not contain anything other than in-game screenshots (unmodded unless you made the mods or contributed with explicit permission!) and/or any art/design you might do upon it or standalone. Images are to be done in 2048x1024px. If you are interested please contact me over at Discord: Vectif#6895. Consider this the same idea that BI had for the Malden billboard contest some years ago! You can also find some inspirations and refference on their winners post or just look at some billboards in real life or throughout the Arma series! Cheers and looking forward to any designers interested!
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In the US, Prairie Fire and Cold War Germany cost about the same price (without discounts, 22.99 USD). but in Argentina, Prairie Fire costs TRIPLE the amount that Cold War Germany costs, without including any discounts. I could buy Cold War Germany three times at full price for the price of Prairie Fire. Does the cDLC team or BI get to choose the regional pricing? Is this intentional? Can or will this be fixed?
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The regional pricing for Prairie Fire is off.
Vectif replied to Vectif's topic in ARMA 3 - CREATOR DLC
What exactly are you talking about? I am also speaking about FULL PRICE WITHOUT ANY DISCOUNTS in the original post. If you compare the price of the cDLCs in my currency you'd clearly see the difference when converted to U$D. Please clarify what you are reffering to. If you take the time to compare both products in both currencies you will easily see what I'm referring to, even on that website you linked. GM U$D: 22.99 / Prairie Fire U$D: 22.99 GM AR$: 320 (full price, 2.75 USD) / Prairie Fire AR$: 1000 (with the 15% discount even, otherwise 1100, 9 USD) There is a 1:3 difference. Either GM should raise to be the price of Prairie Fire, or Prairie fire should lower to be the price of GM. I am talking about FULL BASE PRICES. Please do not confuse this since it's a mistake everyone who reads on this issue is making. And last but not least for any future replies, the semantics of what is cheap for each individual or not is not relevant! This is a matter of proper pricing in relation to the other product and other currencies, not about what that pricing is. Both products cost the same in U$D in a 1:1 ratio but they have different values in another currency with a 1:3 ratio difference. -
terrain Bastek - A middle east terrain with Arma 3 assets!
Vectif replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
worked on a few more things today! A factory, a military outpost, and a slum town! -
US Embassy Building and compound - WIP
Vectif replied to a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow! You are incredibly talented. This building is GORGEOUS, and I am sure you will achieve your goal of helping the community make more interesting missions and scenarios, and of course to tell more stories through such! It looks very good and the quality is astonishing. Reminds me a lot of PAYDAY 2's "Hoxton Breakout, Day 2" or "Breakin' Feds" map, inside the FBI area/building/offices. Very neat!!! Awesome work, thanks for taking the time to work on this! -
terrain Bastek - A middle east terrain with Arma 3 assets!
Vectif replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Day 3 of total work! I've been doing some basic road layouts for the whole map, plus I also thought I should share a view of what the overall view/shape of the terrain looks like! This is all while assisting my virtual college classes and mechanically working on my terrain in auto-pilot mode 😅 (Kind of how I've done all of my terrain work since 2020, I can point to certain areas of Straya and be like; "Oh, I was in my programming class when I made this area!" lol.) anyways, without further ado, here's the pictures! They're very WIP and basic (and ignore the aiport runway marker!) but just to give a initial notion of what things are looking like. The main islands with bridge connectors and then the artificial islands at the middle top of the map (inspired by Dubai's Palm Tree Islands). I was planning on adding an atoll in the bottom right but I haven't yet decided upon that. And then an overview of the only city area at the moment. iI've also included Livonia Lighting for the time being until I figure out what to do for the custom lighting I'd like for the terrain. Among other ideas I'd like to have a standalone port of the A2 mosque, maybe to keep as it is or to try and retexture it in a reddish tone, or otherwise a custom building resembling the Haghia Sophia - though I can not guarantee these for the future but they're just wishful thinking. I'll otherwise improvise with in-game assets. I also want to make some areas look extremely commercial, industrial, and wealthy (such as the north with the Palm Tree Islands) while other areas being either regular towns or completely empoverished towns. I don't yet have ideas where exactly I'd like some more cities, military bases, airports, towns, military camps/FOBs, and other landmarks to be at, so I'm open for suggestions of that aswell! Cheers! -
Hello! I'm Vectif (Rhaonoa on BI forums cuz no name change!), and I'm the developer of an upcoming unreleased Arma 3 Terrain called 'Straya', based loosely on the australian outback vibe. You can find some WIP pictures here: https://imgur.com/a/CrLMXss I am looking for any graphic designers that would interested in a project solely for fun. I am soon to release an Arma 3 terrain and I'm looking for designers interested in making textures (fictional ads!) for billboards. You do not have to do anything other than the image, I will handle the .p3ds/models myself. You will be fully credited for your work, and are allowed to sign your own creations visually. Images must be of your own intellectual work, and shall not contain anything other than in-game screenshots (unmodded unless you made the mods or contributed with explicit permission!) and any art/design you might do upon it or standalone. Images are to be done in 2048x1024px. If you are interested please contact me over at Discord: Vectif#6895. Consider this the same idea that BI had for the Malden billboard contest some years ago! You can also find some inspirations and refference on their winners post or just look at some billboards in real life! Cheers and looking forward to any designers interested!
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help make players within vehicle & trigger immune to damage?
Vectif posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello. I have a script I made to trigger a 'big' simulated explosion (albeit using a real IED with setDamage), but to make the vehicle not take critical damage, by making it immune to damage, then applying damage through commands, and then making it immune to damage again - therefore using a big explosive to achieve a visual effect that does not damage the vehicle to destruction. However, the player within the vehicle, if the vehicle is light enough (and not an MRAP, e.g. an SUV), will still take critical damage. Is there a way I can make the player immune to damage as long as they are within the trigger & inside the vehicle at the time of activation? Can I somehow detect *any* players within the trigger area at the time of the trigger's activation and disable their allowDamage briefly and then turn it back on afterwards? The trigger detects *any* vehicle and unit that enters and not a specific one, please keep this in mind, as it is a variable situation. Thanks! -
help How to make a script of 'protesting' civilians that disperse?
Vectif posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I'm interested in replicating something as seen in this Arma 2 mission: https://youtu.be/y0RdVjhsgEk?t=286 How would I go about doing this? I had a sort of mental idea that I could make a group of civilians set as careless, with a waypoint synced to a trigger to make them flee somehow, but that trigger would need to detect when a smoke is in proximity or if a shot is fired at them or when standing in proximity/nearby them. How could I make a trigger detect either of these two conditions? Is there a way I can make that trigger set all the civs to flee? And how about syncing a sound to them to play within their vicinity up until that trigger is activated? I have a sort of idea but I'm not sure which snippets of code I could use, but seeing as it was done in Arma 2, I believe it could be possible. Thanks! -
help How to make a script of 'protesting' civilians that disperse?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What kind of value goes into the "_distance" parameter? e.g. if I want to reduce the maximum distance for which FiredNearEH will trigger. I know the maximum is 70m, but I want to lower it to around 5m-10m. I've tried setting it as "5", "5m", "_5", "_5m", "_distance 5", "_distance [5]", "_distance < 5" and none of these make a difference. Is it possible to change the maximum distance to be any lower? Or am I doing something wrong? edit: Got some help from R3vo on the Arma 3 Discord, the following code works for setting the maximum distance! I've also figured out a way around a variant of my own which makes some civilians pull out a pistol on the soldiers when they threaten them to go away for it to be a little bit more interesting! -
help How to make a script of 'protesting' civilians that disperse?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Once again, this is golden! I really appreciate your help with these. I've been wanting to work on some missions with objectives that are a little bit different compared to "just go there shoot some bad guys" and this definitely helps for making some interesting scenarios. Thank you very much!!! Much appreciated 🙂 -
help How to make map marker change colour based on enemy presence?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much for taking the time to do this! This is very interesting! I will be playing around with it, very nice of you! Once again, thank you! -
help make players within vehicle & trigger immune to damage?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
would this need to be added in the vehicles init field or in the trigger's? Since I want to make sure it works for -any- vehicle that crosses, without having to set specific variable names for each item that could possibly interact with it. -
help How to make map marker change colour based on enemy presence?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I figured out a way of doing it by using the setMarkerColor command, and using a trigger of the same size as the marker to detect OPFOR presence, changing the colours back and forth in the activation and deactivation fields. The annoying part is when I want to make multiple of them I have to consecutively change their init fields to fit the "_X" numerical suffix scaling names plus altering the sizes on both the trigger and marker area. I will however look into the Sector Module and see if I find that more efficient/intuitive and convenient. Keep in mind I want to do this mostly for roads, without tasks nor names assigned to them nor any other markers aside from the map, which I'm not sure if it's possible via the sector module. -
help make players within vehicle & trigger immune to damage?
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've already set up the explosives and classnames I want to be using, mostly for the visual effect, and to then apply damage manually. However it seems the explosion pierces thru light vehicles and injures the players. The vehicle has temporary godmode, the players in it do not. It works perfect in an MRAP as is, but not in a civilian vehicle for example. I could change the bomb type but it'd be a different effect, probably less astounding visually, but also an alternative. -
server Host server with UPNP suddenly doesn't work anymore.
Vectif replied to draoth's topic in ARMA 3 - TROUBLESHOOTING
Hate to necro, but months later, tried a few solutions as they came up on and off but the issue is just as it was, just as it's been. Been having to just have my friends host. -
Hey, yeah! It's something more for sure and it'd be really helpful! That would be very cool. Thank you! Hope you can implement this! 🙂
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Hello, thanks for the response and the interest! AFAIK 6-digit grid coordinates operate in 100m x 100m squares. On the second part, or well, the specific details; looking up how a 6-line CAS firemission line looks and works would help! Basically, when you have a 'qualified' player, there's a protocol for when you request an airstrike / firemission. This protocol is laid out in 6-lines of information that you relay to the pilot which would tell them how to operate, sometimes to more or less complexity, it depends on how serious the unit is. My preffered way of doing it is as follows, which is a simplified "more casual" version of it: 1 - Ingress (where the plane is coming from. This can either be a cardinal direction like North, South, East, or West. Or a marker on map such as "IP Alpha" (you can name it IP whatever), which would usually indicate where the plane is gonna be starting the airstrike from.) 2 - Target description. This is what the pilot is going to be attacking, this also includes the kind of marking you'd be using, whether that's laser designation, smoke, or the pilot's eye (this is only in a Type 3 control mostly, which is basically when the JTAC allows weapons free since they can not see or assess neither aircraft or target). 3 - Grid coordinates, although sometimes I'll use this in the 2nd line and skip this one instead for brevity. 4 - Friendly forces. To make sure the aircraft recognises what's friendly and whatnot, and so that they can argue back to the JTAC in case they believe the firemission could affect friendlies if the ingress/egress route is inappropiate. Usually indicated by description, or by Cardinal direction + distance in meters. 5 - Egress. Cardinal direction or bearing from which the plane will be exiting towards. The pilot would usually (prefferably) read back lines 1, 2/3, and 5 to confirm that there's no misunderstandings and then proceed to firemission. A few meters/mikes/seconds before dropping the bombs they'd ask for a final confirmation if they're cleared hot (free to engage) incase of any last second changes to either continue on with the firemission or abort. Also, to explain the mission "Types" - most of the time you'd use a Type 2 which is the normal / manual JTAC firemission, and the Type 3 is the exception in which you can not assess the pilot or you don't have eyes on neither aircraft or targets, so you let the pilot make their own decisions until further notice. The problem with this way of JTACing is that you need both a trained JTAC to be able to plan and coordinate proper strategies and firemission to guarantee the safety of both friendly ground units, sometimes civilians and civilian architecture, and most importantly the aircraft. Sometimes you either don't have a dedicated pilot in a group of friends, or with a unit, or sometimes you do but they're not 'qualified' to follow these protocols. Both the JTAC's orders need to be precise and efficient, and the pilot needs to be able to execute them by the letter aswell. Otherwise the firemission won't work as intended. Which is why having this as a standalone script would be super helpful! It'd be lovely if there'd be a way to include some of this into your Standalone script for when we just don't have that special pilot who likes to go along this process! But I suppose narrowing it down to: Ingress, maybe Target, Grid, and Egress would work well aswell - if there's any way you can set up an Ingress/Egress with Cardinal Directions/Bearings/Map Markers for defining what run the aircraft would make, and then either Laser Des/Grid Coords to define where the bombs would be dropped. I hope this clears it up! If not, feel free to ask further! Thank you once again. Cheers!
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Hello! This is an awesome idea for us JTAC/FAC enthusiasts playing in small units or with friends. However, I'd personally like a version with a few more added features if it'd be possible, or I'd love to know if they're already in use! I personally preffer other methods aside from the Laser Designator from time to time. It'd be very cool if we had some sort of menu in which we could input 6-digit grids while also adding ingress and egress routes for the aircraft, whether that'd be in the form of cardinal directions (N.E.S.W.) or bearings for both the way in and out (maybe also setting up IPs from map markers where the aircraft could begin the run/spawn from). Another thing that would be cool would be to set up the "run in" distance by meters that the aircraft would have to lineup the shots. It'd be interesting to see if there'd be a way to "choose the target" (like with Laser Designation) but I believe that'd be complicated to script, however I'd still adore this process since it's a bit more meticulous for the JTAC operator, and personally the logic and thought process behind the JTAC role is what attracts me to it the most over all other roles. I'm sure this is complicated to script, but thanks for checking out the suggestion anyway! I wish I knew how to make scripts myself 😛 Cheers and thanks so far for your work!
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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!
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How to make an addAction teleport player in radius to player that used the Action
Vectif replied to Vectif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
server Host server with UPNP suddenly doesn't work anymore.
Vectif replied to draoth's topic in ARMA 3 - TROUBLESHOOTING
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. -
Disabling/damage any vehicle within trigger area
Vectif posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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?