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  1. It helps if you sneak astern on a ship and fire your torpedoes in a wide spread at 300m and run away
  2. Dalltra Faux and I are interested. Faux claims he will not waste all our air when a destroyer is chasing us
  3. Woah SH nostalgia, looks great!
  4. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/co12-gulags-night-out-v2-r1290? No Player Slots
  5. UO Framework addon was updated and the NATO briefing setting (was previously just "UO_FW_Briefing_*teamName*") is now "UO_FW_Briefing_*teamName*_NATO" which requires a simple text replacement in the mission file, or opening it in the editor again and enabling the setting and saving. For any compatibility issues in the future I will try and keep track of them. There should be very few in the future (Framework has gone through a major rewrite recently that will be pushed to server in the next week or two)
  6. I would definitely make some 'nam missions. The 'nam missions we had back in A2 were some of the best we played, and with firing from vehicles we have some pretty cool opportunities now
  7. 1) The entire array: if ((random 1) <= 0.4) then {["arrayname"] call HC_fnc_SpawnonHC}; For individual units/vehicles the presence parameter and conditional parameter are taken into account when spawning the array. 2) If you have more than one waypoint for the AI they are not overridden by the module and will activate as normal, so conditions and waypointactivation will work as intended. edit: I will have a newer version out later this week, I have redone the info sharing and coordination system for the groups which allows for more realistic and aggressive reinforcement and mission maker customization of ai group combat responses. If anyone has suggestions for some core functionality or some specific AI functions they would like to see I would be glad to hear it.
  8. Has someone asked specifically if we can put it in @UOMods? I miss the ArmA 2 days when people didn't have a legal team on each of their mod teams.
  9. "The TFAR Radios are optional. If you are not using TFAR you can just delete the pbw_radio.pbo." On the armaholic page. Did they say something contrary when asked?
  10. The NVME drive is worth it. An internal soundcard will be as good (bad) as a nice motherboard's onboard sound. You probably have some realtek ALC variant which is just fine for 99% of stuff. Check the ohms rating on your headphones. If your pair of cans is good enough then again, opt for an external DAC and AMP. No one worth their salt buys an internal sound card anymore. Almost all of the limitations on an onboard solution are found on an internal sound card. I hate to be the guy recommending more expensive stuff, but if you only care about gaming and care not about audio production, and you are a complete madman, you should get this: https://mayflowerelectronics.com/arc-overview/ The output is extremely clean/flat, it has a toslink input, it's own microphone input, has a good volume dial, and can power resistant headphones.
  11. It's something fucky with the module I made, Start_in_Vehicle (meant to alleviate initialization and JiP problems with simply using init moveIn commands) Apparently didJIp counts people who join in briefing as Jips, which is not intended behaviour. I've changed the initialization checks in the module and sent it to the mission maker.
  12. That's what you get for ripping a random version from someone's mission! Also you are evil for placing bunker AI in those buildings
  13. The module will spawn in the initial arrays and any arrays called with HC_fnc_spawnonHC if it is in singleplayer. It spawns them on the client's computer (just for testing, has no effect in multiplayer) If you are still not getting the function defined after checking recompile functions and reloading the mission try previewing the mission and returning to the editor. 3DEN is just really bad at doing the recompiling function. If I turn this module into an addon, we can not only move the large scripts from the missions to addon functions for space but we can also add custom buttons in 3DEN under tools, something like "Export Selected AI to Clipboard" without having the mission maker deal with the debug console. I'm working on redoing the AI scripts from the ground up instead of using a VCOM base so that's where my attention is right now.
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