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kOepi (DayZ)

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About kOepi (DayZ)

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    Male
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    milonguero, armchair commander.

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  1. Hello mission makers, I hereby want to gain attention for a project of mine introducing a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention of the concept that I am going to propose, probably more than in most other contexts. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it.
  2. Yes, that project is too big for a single person, what he is not doing, I will have to do. Thanks for the link.
  3. Hello mission makers, I hereby want to gain attention for a project of mine regarding a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention and attitude of the concept that I am going to propose, probably more than in most other contexts. That is why I chose to post in this sub-forum. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it.
  4. kOepi (DayZ)

    Rifle in launcher slot. Possible?

    Thank for the answer. I guess I lack some communication skills, understanding you determine the subject to as-far-as-you-know ( indicating that there might be something that you dont know about this ) and saying with your last post, that if I can find the definition types ( which I probably cannot ), that I can redefine them. If I cannot find the definitions of the types, I will not be able to redefine them. And reyhards stating generally to where hardcoded things are, but not saying whether or not it is actually hardcoded. I guess the good old "It is hardcoded, nothing to do or understand here" argument hammered again.
  5. kOepi (DayZ)

    Rifle in launcher slot. Possible?

    yea, I understood that. But you did not directly confirm or deny that the subjects of the thread is a hardcoded one. That is why I asked two more questions - depending on your own knowledge in this field - that you can answer to confirm or deny the modifiabily of the actual subject of the thread. That I cannot change things in the arma 3 executable ( or any game exe ) is something I knew 20 years ago ...
  6. kOepi (DayZ)

    Rifle in launcher slot. Possible?

    @reyhard So you want to support my theory with this ( as long as I can see it, I can change it (.cpp, .hpp, .sqf files )? I can make another weapon type that combines rifles and launchers? I can make another displaytype that takes rifles and launchers?
  7. kOepi (DayZ)

    Rifle in launcher slot. Possible?

    @da12thMonkey I have troubles finding the class which defines the type of item, but: I have troubles believing that something is hardcoded that I ( me as an amateur ) can look into, which effectively means: Code is only hardcoded defined by its environment, if you change the environment ( dependencies ), they it might be softcoded again. Let us assume it is really hardcoded: Where would be the location of this hardcoded area? are these binarized files? In the folder "Engine_core"? In the years I realized the term "hardcoded" is used as an ultimate-monster-kill argument more often than it actually is. Would be nice, if you can share what you you know or assume about this, thanks.
  8. kOepi (DayZ)

    Rifle in launcher slot. Possible?

    @da12thMonkey what about making a new type and assigning that new type, that consists of rifle/launchers to the weapon class and reassigning the slot ID (931) to that type?
  9. @victruso thanks for pointing that, I am not legally sure if I am allowed though. Am I allowed to make a patch or can I even make a patch when it is forbidden to modify or extract content? Would be nice, if you can point that out.
  10. Great work ! are we allowed to do config changes? just out of curitosity, the magazine pouches are for single magazines. It looks like the vest - by appearance - cannot load that much of equipment. Is that a realistic kit? best regards
  11. I love those textures. Am I allowed to seperate the uniforms from the vests and the headgear? not a fan of the vests, but the rest is awesome.
  12. kOepi (DayZ)

    Recoil Overhaul Feedback

    class CfgRecoils { class recoil_zafir { kickBack[] = {0.02*1.4, 0.08*0.04}; muzzleInner[] = {0,0,0.0,0.1,0.1}; muzzleOuter[] = {0.5*0.2,1*1,0.4*1,0.3*1}; permanent = 0.1*0.4; temporary = 0.01; }; what do those * mean? Can the threadstarter explain this, please? Thanks
  13. kOepi (DayZ)

    Task Force Arrowhead Radio

    hey TFAR-team, I cannot find any information about using the handset of a manpack radio, which is carried by another person. Is that possible yet or planned in the future? saludos and thanks for this reliable mod.
  14. @Eogos dont get me wrong, it would be a nice feature, I just imagine another illness resulting of this feature. e.g.: a ww2 unit plays with acre and everyone has a megaphone so they can talk to each other from everywhere to everyone, always. circumventing the original intent of this mod. I wish there would be a orientation-dependent microphone volume function, in which people over longer distances actually have to face each other to hear and understand them shouting. if your car engine is running and you cannot hear someone shouting at you from 20 meters, your engine sounds are probably too high. I guess the only thing your really would want to cummunicate with them through a megaphone would be the phrase "Exit the vehicle" to see whether they cooperate.
  15. @jonpas thanks for the answer. this development build is essential to my efforts then. Is there a way I can get that and distribute it? @El Tyranos' I personally like to master the art of communicating and assisting to leadership essentials by filtering radio traffic to the important stuff and deliver that package to the leader, so he can focus more on his actual job.
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