• ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
    5,000 replies, posted
[QUOTE=Cypher_09;49840020]I wish I were good enough to join you guys, I've recently just started playing a lot. I'm still finding my way around the keyboard, but it's not going too bad. I made this today fucking around in a zombie mod. :v: [/quote] You don't have to be good at all, just gotta get stuck in and have fun.
Coming soon™ to ACE3 [video=youtube;Gu4P2rhyXiI]http://www.youtube.com/watch?v=Gu4P2rhyXiI&feature=youtu.be[/video]
[QUOTE=Cpt.Funkymonk;49837719]I want guns, cool obscure guns that fit perfectly into niche CDs.[/QUOTE] How much money do I need to give toadie to make a VHS-2?
[QUOTE=IrishBandit;49840203]How much money do I need to give toadie to make a VHS-2?[/QUOTE] Message him and ask, he seems open to doing sponsored models as long as he can publicly release them after.
[QUOTE=Thomo_UK;49840189]You don't have to be good at all, just gotta get stuck in and have fun.[/QUOTE] [QUOTE=litmeuplol;49840103]Don't worry, feel free to join. You don't need to be "good" to join, so go ahead.[/QUOTE] Awesome, cheers guys! Got a heavy week of presentations ahead, so I'll probably join up with some of you guys if you're playing next weekend.
[QUOTE=Cypher_09;49840798]Awesome, cheers guys! Got a heavy week of presentations ahead, so I'll probably join up with some of you guys if you're playing next weekend.[/QUOTE] I mean I've called airstrikes on my own team and I'm still here.
[QUOTE=Cpt.Funkymonk;49840848][B]I mean I've called airstrikes[/B] on my own team and I'm still here.[/QUOTE] You've already beaten me :v:
[QUOTE=Holt!;49837845]Swap Reshmaan Province and Aliabad for Panthera and CLAfghan[/QUOTE] Aliabad actually isn't that bad, I'd say if we get Reshmaan province out of the pack we could probably keep Aliabad and get Panthera at the very least. CLAfghan would have to be fixed first.
[QUOTE=Destroyox;49840197]Coming soon™ to ACE3 [video=youtube;Gu4P2rhyXiI]http://www.youtube.com/watch?v=Gu4P2rhyXiI&feature=youtu.be[/video][/QUOTE] I wonder how well this is going to integrate with FP_grenades Some of you will probably try dropping a No. 73 off a building and have it collapse under you
[QUOTE=Tinter;49838504]Anyone with experience in voice acting? Got a concept for a mission and it'd be nice to be able to have someone I can ask if needed.[/QUOTE] Only if you need people with a shitty italian accent :v: Who's that guy that can sound like fucking Mr Plinkett tho?
[QUOTE=Mallow234;49842436]I wonder how well this is going to integrate with FP_grenades Some of you will probably try dropping a No. 73 off a building and have it collapse under you[/QUOTE] Maybe Redgord will stop missing his AT nades thanks to the indicator. [editline]1st March 2016[/editline] [QUOTE=H4b4sch;49842454]Only if you need people with a shitty italian accent :v: Who's that guy that can sound like fucking Mr Plinkett tho?[/QUOTE] I think that's me. Email me a pizza roll at my address if you want to hear a vocaroo. [editline]1st March 2016[/editline] Also here's secret leaked test footage from a top secret CSAT test location. [vid]https://my.mixtape.moe/rrcmlg.webm[/vid] Early tests have proven the system to be perfectly safe except for the pod, which becomes unusable but whatever. Its expected to come into service in my next mission... wait what? Here let me explain. Fill in the gaps: Deep ______, Steel ____
[QUOTE=Essante;49842056]Aliabad actually isn't that bad, I'd say if we get Reshmaan province out of the pack we could probably keep Aliabad and get Panthera at the very least. CLAfghan would have to be fixed first.[/QUOTE] I don't get this, Aliabad is small and mostly sand. It's so boring to me, Reshmaan has potential for tank ops or roaming in the mountains/reallymorelikehills.
[QUOTE=Tinter;49842980]I don't get this, Aliabad is small and mostly sand. It's so boring to me, Reshmaan has potential for tank ops or roaming in the mountains/reallymorelikehills.[/QUOTE] More like MountainHills. But we got Aliabad because it was very light on memory space, and has plenty of cover/concealment.
I don't like sand. It's coarse and rough, and it gets everywhere.
[QUOTE=Whitefox08;49840175]Anyone got an new link?[/QUOTE] CHANGE LOG SUMMARY ADDED: Config options for auto downloading ACE from the Steam Workshop (#3336, #3396) 3DEN integration of various modules ( #3359, #3288) Fastroping (#2904) Advanced Mortar interaction and ammunition handling (#3043) Trench digging (#2104) Tagging with spraypaint (#3210) Interaction with portable lamps (#2230) Model for the fuel nozzle (#3249, #3262) Deadman switch can now trigger explosives in inventory (#3272) RHS Compat: Add PSO-1M2-1 windage adjust (#3179) Sandbags are now placeable in the editor (#3102) Optional colorblind wind speed indicator (#3126) Events for missionmakers added to ACE_Explosives (#3106) Function to detonate explosives via script added to ACE_Explosives (#3146) Add action to detonate all explosives attached to a detonator (#3119) Refuel actions to fuel bladder objects (#3162) Setting to enable Medical Locations to Boost medical Training (#3138) Spectator text chat (#3154) Add Dynamic AI Group Tranferring to Headless Clients (#3107) Added new "Get Out" action that will eject selected civilian from a vehicle (#3070) Added an option to show player names on the BFT module (#3415) CHANGED: Medical Improvements (#3174) Add adenosine to replace atropine effects Add option to enable / disable epinephrine for medics or everyone (basic medical) Add option to allow treat everyone as a medic in medical facility Fix various bugs Fix bandage configuration Improved mission load time by recompile on game start (#3389) Optimized load time of various modules with displayLoad XEH (#3369) Darken and improve sandbag texture (#3358) Better flashbang effects (#3346) Change the name for wheeled apc 01 cannon from Patria to Badger IFV (#3275) Optimized ACE_Nametags (#3290) Remove Swag Walk Fix, now fixed in Arma itself (#3267) Remove old ragdoll tweaks, now fixed in Arma itself ( #3278) Optimized various function replacing filter and map with select and apply (#3276) Overhaul and optimization of ACE_Hearing (#3082, #3200, #3279) Optimized fire handling with the unified fired event handler (#3280) Overhaul and optimization of ACE_Overheating (#3337) Reloading no longer unjams weapons by default (#3371) General cleanup and optimization of the interaction menu (#3132) Optimized the interaction menu inside vehicles (#3312) Reserve parachutes are now steerable (#2237) Optimize ACE_Frag and make explosion reflections optional, default off. Greatly improves the performance of ACE_Frag (#3129, #3283) Various improvements to the FCS (#3190, #3187, #3189, #3193, #3218) Tourniquets now block medication until released (#3255) Free looking in no longer forced while jumping (#2339) Various explosives enhancements in ACE_Explosives (#3151) Move the detonator actions outside the "Detonate" submenu (#3120) Remove VehicleLock Items from Virtual Arsenal (#3223) Unloaded cargo position greatly improved with a custom function (#3228) Can no longer refuel a vehicle with its engine on (#2954) Default font replaced by Roboto (#3402, #3406) FIXED: Fix empty callbacks in medical/repair (#3384) Handling disconnect and removal of fuel truck (#3018, #3347) Make wound assignment consistent for dll/sqf (#3326) Remove ace fake weapon from 3den cargo editor (#3325) Don't allow passing mags when not in same vehicle (#3318) Fixed wrong damage when shooting at units mounted in static weapons and cars (#3299) "setAllGear" - abort function and print warning when used on remote units (#3268, #3274) Fixed error when flashbangs were thrown to the water (#3257) Fix typo in ACE_Hearing config (#3195) Fix Handgrenade DisplayNameShort to M67 (#3204) Fix ACE_Scopes capturing native adjustment keys for the PSO scope (#3244) Fix ACE_Goggle changing the tint on the 3den camera (#3259) Fix damage for passengers during vehicle crashes (#3323) Do not add or remove earplugs if gear should be preserved (#3181) Scopes: Don't show adjustment or play click sound if the adjustment doesn't happen (#3178) Flashsupressor not compatible with .338 rifles (#3345) RHS Compat: fix AB for subsonic ammo (#3130, #3343) Fixed ACE_Weather producing wind inversions ( #3126) Prevent Tactical Ladder interaction if unit on ladder (#3079) Fix some spectator errors (#3155) Fix the amount of backblast received by the firer via reflection (#3148) Fix module settings for medical litter (#3164) Reduce the chance of interacting through walls (#3293) SwitchUnits conflicts with MenuPosition respawn template (#3142) Fix rearming vehicles with no remaining ammo(#3245) Fix locked vehicle inventory not being locked (#3173) Wounds are now shown as integer numbers (#2949) Fixed backblast effect when firing from a vehicle (#3172) Fix dragged object been moved to random locations (#3230) Fix corpes not been able to be bagged while the player is respawning (#3354) Fix Javelin conflict with Zeus Remore Control (#3177) Fix unit showing duplicated in the spectator mode unit list (#3147) Removed "Get Down" and "Get Away" actions for civilians in vehicles (#3070) Prevent the interact menu collapsing during animations (#3445) Fix mines orientations for JIP players (#3398) REMOVED: Remove BWA3 compat pbo, now included in BW mod (#3390) Disabled ACE_Laser for the Comanche, so DAGR missiles can work with vanilla designators (#3305) DOCUMENTATION: Improved documentation (#2571, #2711, #3030, #3036, #3059, #3185, #3149, #3341, #3135, #3182, #3271, #3408) CODE MAINTAINANCE AND TOOLS: Code Cleanup laser Self Designate Module (#2168) Fix some undefined functions / strings (#3368) Replace some ace_common_fnc_X with CBA_fnc_X (#3366) Replace execRemoteFnc in ace_medical (#3333) Use location hash for ace events (#3282) Update cba files under tools (#3277) Changes for CBA 2.3 (#3214) Unified status effect handler (#3163) Add subfolder support to importantFiles and versionFiles to make.py (#2264) Code cleanup of Gforces module (#3183) Cargo Cleanup, Add makeLoadable (#3191) Use Function Caching in CBA (#3133) Remove deprecated functions (#3131) Rewrite ace_common_fnc_getTargetDistance to use LineIntersectsSurfaces (#3192) Delay captivity until 0.05s after settings are initialized (#3362) Use new selectRandom command (#2893) Overpressure cleanup (#3172) Remove extra PREPs in the ACE_Zeus (#3265) Added the correct preprocessor macro for parse_imagepath (#3232) Swap execRemoteFnc for ace events in doAnim (#3382) Update fnc_treatment_success.sqf (#3313) Reimplement old parameter syntax for (Un)LoadCargo events (#3403) Remove unused non API functions (#3405) Cleanup old cba SLX_XEH_COMPILE_NEW code (#3395)
Do we know when its being released?
[QUOTE=Holt!;49843178]Do we know when its being released?[/QUOTE] It's in release candidate right now, so probably very soon
So can I hit up buildings with my name or is it just restricted to simple Xs
Currently writing a cheat sheet for advanced medical. You will read these words a lot: "You will kill them", "Yell at them", "You are a murderer now" [IMG]http://diwako.net/snaps/chrome_2016-03-01_13-34-18.jpg[/IMG]
[QUOTE=Thomo_UK;49843244]So can I hit up buildings with my name or is it just restricted to simple Xs[/QUOTE] IIRC, Restricted to X for now. Or atleast I haven't seen anything else when using those sick spray cans.
Finally [QUOTE=Dev]Fixed: The “Ban” button would not work for logged in admins on their servers[/QUOTE]
Some people expressed interest in playing smaller ops on off days so I made 2 MP missions made for 10-30 people + optional zeus. First ones a kinda-scale mock up of the CIA's actual scale mock up of Osama Bin Laden's home in Abbottabad, Pakistan used by DEVGRU to train for Operation Neptune Spear. [IMG]http://i.imgur.com/s5DQbbT.jpg[/IMG] You can use ACE Self Interact while the helicopters are hovered to Fast Rope in this op (like the real DEVGRU team was supposed to before a freak weather accident caused their modified stealth Black Hawks to crash) thanks to SHK_Faskrope script. ACE Zip ties and M84 stun grenades are added for detaining Osama and his unarmed family memers. The second ones an assault on Saldhig Hooyo Oilrig off the coast of Africa using minisubs, speedboats and/or helis to find and defuse 10 bombs within 45 minutes. You can Fast Rope in this op also in the same way as in the other op, using ACE Self Interact [IMG]http://i.imgur.com/OCKML7x.jpg[/IMG] Theres also 2 TvT versions of this op that I made, one with respawns and one with out respawns. I will get them added and hopefully people can enjoy them later. ALSO do the M84 stun grenades actually do anything to AI?
Holy shit. Those look great.
Those are quite nice, though I worry about arma collisions getting fucky on that oil rig.
[QUOTE=IrishBandit;49843952]Those are quite nice, though I worry about arma collisions getting fucky on that oil rig.[/QUOTE] I tested that as much as I could on my own, ran around the whole place multiple times and ran into walls and fucked around with ladders and I didn't get weird ARMA collision/floating/"stuck in falling animation" issues and never sank underneath objects. I also never OBSERVED the AI running off the oilrig or moving through walls, so I'm gonna cross my fingers and hope all my testing holds up.
I like the look of those! Would love to give it a play, the oil rig mission looks like it would be a nice change of pace from what our usual missions consist of.
Alright, so a new Comfy Downtime Version has been pushed to the server, that hopefully fixes all those EDEN Issues. It was quite annoying to find the right place for the configs and remove Custom Attributes from the mission.sqm, since certain stuff gets overridden in the mission.sqm and some stuff doesen't get saved properly due to bugs in EDEN, but I think everything is getting applied correctly now. I also added it to all the new maps we now have in the modpack, and besides that, there's also a few new things. 1. you now have a Viewdistance script (AddAction), which you can use to adjust your viewdistance in various vehicles.ö You can also change your object viewdistance and even turn grass off if it gets annoying. 2. I included the script version of the Advanced Slingloading mod, which is quite awesome. It basically lets you slingload any kind of vehicle with any kind of chopper (As long as the vehicle/object is light enough to be lifted). [URL]https://forums.bistudio.com/topic/187696-advanced-sling-loading-mp-sp/[/URL] (Also Advanced medical versions for all maps)
CD will be playing at the 19:00 GMT, or an hour from this post.
I absolutely have to play whenever that oil rig gets put to use, that is fantastic. [editline]1st March 2016[/editline] [QUOTE=Whitefox08;49844742]CD will be playing at the 19:00 GMT, or an hour from this post.[/QUOTE] Is there anyway it could be pushed back an hour? Best case scenario I'll be getting home as it starts, if anything comes up I'll miss it completely. Would like to join for once.
[QUOTE=Doctor Zedacon;49844845]I absolutely have to play whenever that oil rig gets put to use, that is fantastic. [editline]1st March 2016[/editline] Is there anyway it could be pushed back an hour? Best case scenario I'll be getting home as it starts, if anything comes up I'll miss it completely. Would like to join for once.[/QUOTE] You can join as we're playing you know, all of our missions have JIP
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