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  1. It will have the same rules as APEX with the only things locked behind the paywall are the use of the island and use of assets in a primary role (using dlc weapons, gear, etc) The map objects are part of a free update available for everyone, so map makers can utilize them freely. I don't think the map is worth ~25 dollars at this point honestly, just like Tanoa is not worth ~15 dollars to play on.
  2. I am bringing 3 Gamers ™ to play as citizens/wastelanders: Faux, Pansen, and Aero.
  3. I mean, this is basically a two line config edit, it can just be made into a UO mod addition, no reason to have a separate steam workshop subscription for it
  4. Sign me up as a non conformist (villager or wastelander)
  5. It helps if you sneak astern on a ship and fire your torpedoes in a wide spread at 300m and run away
  6. Dalltra Faux and I are interested. Faux claims he will not waste all our air when a destroyer is chasing us
  7. Woah SH nostalgia, looks great!
  8. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/co12-gulags-night-out-v2-r1290? No Player Slots
  9. 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)
  10. 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
  11. 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.
  12. 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.
  13. "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?
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