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Everything posted by gippo
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Seriously? Quicker stamina regeneration AND no animation slowdown? What is going on guys? Can we even use the fatigue (previous) system after the update? I don't think so. About Advanced Flight Model: You still cannot force the subsettings on the server, so that is also a half ready stuff. Not like a lot of public servers would use it... but if they want to use it, they cannot use it "correctly".
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Honestly I don't have a problem with the current fatigue system (stable branch). I think the weapon resting and deployment made it pretty acceptable. Tried the current one, not sure how it affects the actual gameplay, but to be honest, instead of reworking the whole system, adding different fatigue difficulty levels would've been a good solution. What I'm still concerned about that the player can still rotate with unlimited speed while being in prone positions. That is just silly, and should be addressed.
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[FEEDBACK] Do you use BIS_fnc_xxxxx functions? If you do....
gippo replied to killzone_kid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just a quickie here: http://feedback.arma3.com/view.php?id=25091 Easy bis_fnc_returnChildren optimization and 3rd parameter, "true to return only the last tier, false to return all classes leading to it" is reverse. Would it benefit from a dedicated scripting command? hell yeah! -
Just dropping this here as a suggestion, as I see now BI is focusing on infantry improvements. http://feedback.arma3.com/view.php?id=912 Basically limiting the turn speed in prone (and crouch/kneel?) positions. I could imagine a system when it depends on your gear's/weapon's weight. Assuming it's easier to turn in prone position with lighter weapon/gear.
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Yes, others still need to download those addons you've used.
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In my experience it is not resetting the rotation values if you use the Translation widget arrows. If you just grab the object however, it resets. I'm pretty sure they are aware of this Yup, here you are: https://forums.bistudio.com/topic/184942-eden-questions/?p=2916457 Anyways, I have some questions/suggestions too, posting it here instead of creating a new thread for this: 1. While placing objects "snapped" to each other became quite easy with setting the object's grid and copy pasting it into the original position and moving it with the translation widget, I think users would appreciate an even faster solution like this, when you just select the object axis you want to "draw" the object along and while simply dragging your mouse (or even pressing a key), you could place perfectly aligned objects in no time. 2.Kind of related to the previous point: as we have the opportunity to perfectly align these objects next/on top of each other, will we see any more objects designed just for building custom structures? Kind of similar to the VR boxes, but with different textures and maybe even in different sizes/shapes. 3.I hope we will see more objects in general in the editor. There are still some which are not available in the Eden. (pretty sure it's already on your list though :D) 4. While others already brought up editing the ammobox contents, separately placeable magazines/(unarmed) mines would be awesome. 5. Rather engine/scripting: an option to make wrecks from vehicles. Tried KK's workaround, although I would love to see a feature to create them already in editor without any explosion/fire.
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Good news: it will be updated soon. :)
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I already contacted him;) Waiting for reply. Edit: I would post the fix, but I do not think that would be the best decision without permission. At least I want to wait a bit for the reply.
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I solved it with switching to the simple Listbox. Now the magazine icons are not visible and also had to place the counter before the magazine name. Unfortunately this doesn't support multiple columns, so still waiting BIS to fix it. http://i.imgur.com/B5cmipv.jpg
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Yes, the update broke the ListNbox drag (http://feedback.arma3.com/view.php?id=24736).
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Thinking about releasing an updated version of this addon/script, as it is not maintained anymore, but we use the it on EUTW servers, so we update it every time BIS changes something. Although, I'm not familiar with addon creation and CBA.
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Bornholm, Denmark [Terrain]
gippo replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The terrain and also the server key were version 1.3 on the server, with 1.4 installed on the client, I could join. Haven't tested it with the other way around, but it seems that the server key is the same for the 1.3 and 1.4, so that might just work as well. Although, I'm not that familiar how these server keys work, all I can say is I could join the server with the updated terrain. -
Bornholm, Denmark [Terrain]
gippo replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Our server is still running the previous version, however I can connect with the updated one. (I guess it's working the other way around too) Is there any solution to this? edit: the serverkey is the same, that's the problem -
Same with "Ghost Hotel" on Altis
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Can we get some explanation? Is it disabling/enabling both text and VON ? How does it (enableChannel) work? Tested it on a local LAN session alone, didn't do much.
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VhC, Vehicle Customization (dev branch)
gippo replied to Tom_48_97's topic in ARMA 3 - DEVELOPMENT BRANCH
Let us customize (or at least enable) the radaaaaars, BIS please :D- 47 replies
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So... Is it supposed to be working?
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Greetings, Can anyone (BIS) explain how this "Try before you Buy" feature will work? Right now it's opening a VR Virtual Arsenal session. Will this stay this way, or will it be a trial period or something?
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So, what's the solution? Make more content, then release it in one package and all players will buy it and they won't complain? I wasn't an Arma player when OA came out. Just looked at the features and yeah... it is far more content (maybe they are doing the same with the upcoming A3 expansion) IMO, everyone will complain about something, people don't understand that BIS is not an EA which sells to million of gamers and ALWAYS introduces first day DLCs which just means another pile of money in their backyard. Soon, my hours in the game will be over 1000 hours, and I'm not even done yet. I'm even scripting (kind of learning) apart from playing, I'm also member of a community which just keeps and keeps updating their mission (and we do have more and more plans), but I can't wait to see who will be the next who comes up with a great mission / mod. I haven't even tried private groups... So for that experience, I would gladly give some money to support th developers and get a "smaller" dlc which may or may not fragments the community. Yeah, the game may have serious half / 1 year old bugs (fix the VON pls BIS) and some other stupid things (you discover more if you are scripting / running server), but it's still giving players more and more enjoyment. Bottom line: While I agree the Helicopter dlc ( could be better, and DLCs are kind of ruining the gaming industry, I must say, BIS's method is maybe the greatest of all IMO.
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iniDBI - Save and Load data to the server or your local computer without databases!
gippo replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Damn, never thought of that. Will try it asap. edit: Solved it... Thanks man! As a "weekend scripter" I do miss these things :) -
iniDBI - Save and Load data to the server or your local computer without databases!
gippo replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know what's happening, 1.0 functions works fine, except from a moneyArray="[500000,245.764,GUER]" entry can't read out GUER (it's saved though), but can read EAST or WEST. Is it a bug in the first version? I tried to use 1.4, but still can't save arrays. tried these methods: ["myDatabaseFile", _playerUID, "moneyArray", [_money, _servertime, _side]] call iniDB_write; ["myDatabaseFile", _playerUID, "moneyArray", _moneyArray] call iniDB_write; _money and _servertime is number, _side is a string. In the second one: _moneyarray: _moneyArray = [_this select 1, _this select 2, _this select 3]; which is (should be) the same as [_money, _servertime, _side] both giving the error: "IniDBI: write failed, 76561197983934018 moneyArray data contains object should be ARRAY, SCALAR, STRING type" Am I screwing something up? -
iniDBI - Save and Load data to the server or your local computer without databases!
gippo replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So what's up with saving arrays? in 1.0 arrays saved, in 1.4, they are missing. I try to save like this: ["myDatabaseFile", _playerUID, "moneyArray", [_money, _servertime, _side]] call iniDB_write; The local variables are defined ofc. Tried to save the array in one variable then insert that, same problem... Or am I missing something? -
Yes. However you need to reduce the tank's weight. But, because there are no vanilla slingloading attach points on these vehicles, you need a workaround: thera are 2 alternatives. 1) Adding the attach points via mod (vehicle configs) -> you still need a script which reduces the weight for the lifting, then sets it back edit: you may need to edit the capacity of the helicopters too, because you won't "see" the tanks as a slingloadable object because of the heavy weight 2) Basically what I'm working on.. attaching a hidden supply box on the vehicles which serves as a trigger, a script attaches the ropes to the actual vehicle from the box (and reducing weight). You need the box to be hidden, invincible but get destroyed if the vehicle is destroyed. Basically this is it in a nutshell. Pretty easy mechanism btw. In this scenario you still need to define custom attachpoints for the script, but you don't need to make a mod, it works as a mission script.
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Hey! Use this command to add the weight of the attached pod. https://community.bistudio.com/wiki/setCustomWeightRTD
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Here's a new one, just discovered: http://feedback.arma3.com/view.php?id=21865
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