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Everything posted by alexcroox
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After playing a game with TFR, whenever people join the server the next time, 7/10 times they are locally muted for me still. How do we stop this from happening? It used to happen loads in the early days of TFR, then stopped for a while and recently it's back.
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Fantastic gamemode, we were the 5R guys in your EU 3 this evening. By far the best Arma TvT gamemode we've ever played! Would be good to put some of the huge assets like sounds into the downloadable mod so people don't have to download 20mb (!) for a mission file at the end of each round. Great performance too, which is rare for me in MP! Not sure if you know about the new commands for extra TvT performance added in today's update: disableRemoteSensors and getRemoteSensorsDisabled commands. Keep up the great work guys!
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Great gamemode! Feedback; Night time + NVGs + that fog you put in = unplayable :(
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How do I close these doors on mission start?
alexcroox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
My current code on a game logic placed ontop of it: 0 = [getpos this,100] spawn { sleep 1; { private "_b"; _b = _x; for "_i" from 0 to 7 do { _b animate ["dvere",1]; _b animate ["dvere_" + str _i,1]; _b animate ["dvere_1_" + str _i,1]; _b animate ["dvere_2_" + str _i,1]; _b animate ["Door_01",1]; _b animate ["door_1_rot",1]; _b animate ["hatch_1_rot",1]; }; } foreach ((_this select 0) nearobjects (_this select 1)) } As you can see I've tried every door variation I could find online! -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
alexcroox replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you set units to FORTIFY, will they stay in the building when there is a fight outside or will they run out? Trying to get them to stay in so I can force some building clearing exercises. -
[WIP] Lockheed Martin's F35B Lightning II STOVL
alexcroox replied to randomslap's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What a shame :( -
Deltas Mega Release Thread [Github]
alexcroox replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fancy taking over the F35 like you did the LHD Delta? https://forums.bistudio.com/topic/175699-wip-lockheed-martins-f35b-lightning-ii-stovl/?p=2915980 -
Community Upgrade Project - CUP_Terrains
alexcroox replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://bugs.cup-arma3.org/my_view_page.php -
Thank you very much!
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Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The radius feature will be very handy thank you! Would still be useful to set a max number of zombies that can spawn from a single spawner (so certain areas are more difficult than others for example). Can imagine it would be tough to keep track of where the zombies spawned from I guess. -
Nice update thank you!
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Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great update! I've built a fun mission around this and keep holding out playing it with our unit because every new addition you post here looks too good to miss! -
Helmet Mounted Displays MOD
alexcroox replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you! ---------- Post added at 00:13 ---------- Previous post was at 00:06 ---------- Kimi with certain helis that don't have radar there isn't a compass at the top, would it be possible to add one for N/E/S/W that's always there? Like you see in this video: -
Helmet Mounted Displays MOD
alexcroox replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank's Kimi! Is there a video/screenshot of the changes before I get home from work? :D -
Arma 2 AV-8B Harrier II Port
alexcroox replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If it's disabled doesn't that mean I should be able to lock with T/R using the vanilla mechanics? -
Arma 2 AV-8B Harrier II Port
alexcroox replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone else having issues with ACE3 and locking with the AGMs? Tried out the AGM variant and couldn't lock AGM's with R, T or zoom + tab. -
Arma 2 AV-8B Harrier II Port
alexcroox replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Am I correct in saying the latest update removed all cannons from the harrier? -
Community Upgrade Project - CUP_Terrains
alexcroox replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Definitely modular, units are struggling with ever increasing modpack sizes (think new players to a unit, not existing), and modular would definitely be the most flexible way to help combat this. -
Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could you provide a scripting example for creating a horde spawner? And for enabling jumping? Basically I want to ramp up the difficulty as the mission goes on, so I will start with slow spawners, then delete those and create medium, then medium with jumping etc. The logic for jumping is ryanzombiesjump Medium spawner is Ryanzombieslogicspawnmedium3 -
Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm guessing like normal AI they will prioritize targets, attack choppers are pretty high on that list. -
@Ares - Modules expanding Zeus functionality - Release Thread
alexcroox replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://github.com/astruyk/Ares/wiki/Extras#user-content-using-the-example-reinforcement-pools https://github.com/astruyk/Ares/blob/master/bin/%40Ares/extras/Ares_AddRhsReinforcementPools.sqf -
@Ares - Modules expanding Zeus functionality - Release Thread
alexcroox replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
%appdata% in Windows Explorer, go up a level to local/Arma 3, order by last modified, it'l be in one of those .rpt files. No idea what to do with it though... -
Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yer I guess if I can create them via scripts it should be a fine way to enable/disable the spawner. The reason for wanting limiting on individual spawners is because the Demon's are very powerful and I don't want too many coming out in comparison with the normal horde. -
Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha very cool! Would it be possible to change the number of zombies alive from a single spawner via scripting? And enable/disable spawners via scripting. I'd love to build a mission around this but I want to be able to start and stop certain spawners in reaction to certain events etc. -
Zombies & Demons 5.0
alexcroox replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really excited to try the new version with spawn count limiting and rising from the ground!