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Found 4 results

  1. Hi, I just created this account (for now) to make some noise about this thing that i'm missing for so long. We need simple vanilla flashlights.. at least I really wish there were some... I remember the first time I started playing arma 3... at that time there was only one map to chose, wich was Stratis. I joined a server and it was night. It was pitchblack, except for that impressive lightbeam coming from the lighthouse. And the lights far away from some houses, I loved it. Well meanwile I tend to play a lot on Altis Life servers, which are really fun on their own way. I really like the roleplaying part of it. On these servers you start of as a civilian, doing what a "civilian" does,... farm, farm and farm. Anyways, after night falls, gameplay could be really interesting especialy because you can't see anything without light. But... alas, we only have two options when it comes to take a walk in the dark. Being armed with a gun equiped with a flashlight or wear nightvision goggles and there fades the ambiance... I remember when I was a kid, I had that old military flashlight that had like 2 or 3 levers, you could either go with full light and be seen by the enemies from far away or you could pull a lever so most of the light would be cut off, only a small lightbeam would go through a slit covering only a small area in front of you. Then there were the other levers in which you could put a red or green filter. I really loved this flashlight. I remember doing some mors code with it. :) I like to imagine a scenario where noone would have acces to nightvision and would rely merely on flashlights to be seen by the enemy if not carefull or see the enemy from far away. Or one having to use his flashlight with a filter in order to check his map for navigation. I'm sure this is feasable, consider this a wish to the devs team. Please make it happen!! :)
  2. Looking for some advice on what functions to use. Currently I have attached a "FIRED" event handler to each member of a recon team. Once the trigger fires, it assesses what the unit is shooting at, and if the target belongs to the WEST side, it has 'positively identified' NATO in the area. //player sideChat (format ["%1",_this]); _unit = (_this select 0); _group = group _unit; _leader = leader _group; _target = assignedTarget _unit; player sideChat (format ["Target: %1",_target]); //player sideChat (format ["Side: %1",(side _target)]); //player sideChat (format ["Qrf1: %1",qrf1Sent]); //player sideChat (format ["Qrf2: %1",qrf2Sent]); if ((side _target) == WEST) then { if (reconOnSite) then { if (!qrf1Sent) then {_aaq = execVM "law\dispatchQrf1.sqf";}; if (!qrf2Sent) then {_aar = execVM "law\dispatchQrf2.sqf";}; }; } else { if ((reconOnSite) && (!qrf1Sent)) then {_aad = execVM "law\dispatchQrf1.sqf";}; }; Hence; if the recon team is only firing upon local militia, a small QRF is needed. If the recon team is in contact with NATO forces, a large one. The problem is that assignedTarget appears to rely upon the group leader specifically directing one of the units to fire upon the target. If the unit simply sees an enemy and fires of it's own initiative, the target is returned as 'objectNull' and the script fails. In most cases, this isn't a problem. But the recon team is only small, and if the group leader is killed before this happens it might cause problems. Is there a better way of assessing what the unit is firing at without having a target assigned?
  3. Basically what I want to do is currently not possible through what is said on the wiki. I've also tried some alternatives which so far have proven to be more complicated than what it really should be. I'm wondering if someone has found a different alternative to the problem. The problem I basically want to use the same set of scripts over and over again however with passing different arguments that will be located in a file via #include. The current working solution I have contains 3 sets of the same script with the #include path changed. e.g. of the problem e.g. of one of my other solutions However, as you can if I was to add anything else to defines.h I would need to add in the new variable to every script which is quite time consuming when you have 15. Any suggestions?
  4. Hi everyone, We would like to let you know that certain entries in the Multiplayer and Addon categories may now also be submitted to the Make Arma Not War Dropbox. What’s changed? Over the past few weeks, we received several e-mails from contestants in the Multiplayer and Addon categories who - for technical reasons - were not able to submit their work to the Arma 3 Steam Workshop. As a result, we've decided to allow for certain exceptions in the Multiplayer and Addon categories. If contestants are not able to submit their work to the Steam Workshop (whether it's because of file size, complications with servers, or otherwise), they will now have the possibility to submit their work to the Make Arma Not War Dropbox. How does it work? If you are competing in the Multiplayer or Addon category, and cannot submit your work the Arma 3 Steam Workshop, please send an e-mail to support@makearmanotwar.com. In the e-mail, you should clearly state why you’re not able to submit your work to the Arma 3 Steam Workshop. Make sure to also include the link to your entry on the Make Arma Not War website (if you have it), so we know which entry is yours. If your request is accepted, we will set you up with a shared drive on our Make Arma Not War Dropbox. You can then use this to share your files with us, and a Steam Workshop submission will no longer be required for your entry. I still have questions. As always, if you have any further questions, please do not hesitate to contact us via support@makearmanotwar.com. Good luck in the contest! Note The Singleplayer category will still need to be submitted to the Steam Workshop. This is because, in this category, public voting will select the finalists - and we want to keep it as easy for people to install, play, and vote for these entries. (Existing contestants in the Multiplayer and Addon categories will also be contacted via e-mail. The application process on www.makearmanotwar.com has been updated to inform new contestants about this alternative possibility.)
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