Search found 325 matches

by Black Mamba
Wed Oct 30, 2013 4:13 pm
Forum: ArmA 2: After Action Reports
Topic: [Tue] 29 October 2013 (Fist of God)
Replies: 12
Views: 14836

Re: [Tue] 29 October 2013 (Fist of God)

Of course you could have gone slower. Then again, considering that about half the enemy force had already died of boredom, it was probably a decent idea not to go any slower. Remember, the perfect winning plan is cool, the less-perfect-but-more-fun plan is better (which doesn't mean stupid-everybody...
by Black Mamba
Mon Oct 28, 2013 7:46 pm
Forum: ArmA 2: After Action Reports
Topic: [Sun] 27 October 2013 (Tractor Traitor)
Replies: 21
Views: 23838

Re: [Sun] 27 October 2013 (Tractor Traitor)

Hey Satire, I think I've noticed that in several videos of yours, sometimes you seem to have issues marking stuff on the map accurately: use the compass on the map screen, as it points out exactly where you're looking. You can move the compass around by click'n'dragging it so that the base is exactl...
by Black Mamba
Wed Oct 23, 2013 1:23 pm
Forum: ArmA 2: After Action Reports
Topic: [Tue] 22 Oct 2013 (The one without the name)
Replies: 13
Views: 15928

Re: [Tue] 22 Oct 2013

Poctalon A1 Grenadier, Indyfor We were slow, we knew the enemy had landed and was retrieving the data, yet we still were slow. We lost (but I almost took out the tail rotor, by the looks of the above video. That was a close one). That loss was partly based on bad luck (the enemy's LZ was almost rig...
by Black Mamba
Sat Oct 19, 2013 10:17 am
Forum: ArmA 3: Mission Making & F3 Development
Topic: Medical System (Testing & Feedback)
Replies: 7
Views: 10627

Re: Medical System (Testing & Feedback)

what about being unable to bind the menu to a key? First, thanks a ton for your feedback. I didn't hear anything about that one, except Wolfenswan that said it didn't work initially, but it actually ended up working. I'm quite afraid that would be linked to the hints at the beginning: basically I w...
by Black Mamba
Wed Oct 16, 2013 8:57 pm
Forum: ArmA 3: Mission Making & F3 Development
Topic: Medical System (Testing & Feedback)
Replies: 7
Views: 10627

Re: Medical System (Testing & Feedback)

Quick Update: A few bugs have been fixed. Namely, the Medics that couldn't heal people. That was an easy fix, as it was just a stupid mistake. There was also an issue with units getting in an infinite loop when the legs were broken, and on a surface non suitable for getting prone (e.g stairs). The s...
by Black Mamba
Tue Oct 15, 2013 11:34 pm
Forum: ArmA 2: After Action Reports
Topic: [Tue] 15 Oct 2013 (Bobcat does it best)
Replies: 8
Views: 9429

Re: [Tue] 15 Oct 2013 (Bobcat does it best)

Set up a thread to gather feedback on the medical system that was tested for the first time tonight. This way. Please provide any feedback you can think of!
by Black Mamba
Tue Oct 15, 2013 11:29 pm
Forum: ArmA 3: Mission Making & F3 Development
Topic: Medical System (Testing & Feedback)
Replies: 7
Views: 10627

Medical System (Testing & Feedback)

Hello. Hm, there was quite a lot of confusion when we tested this, (I intended to get a smaller test session and to write a post here before it got into a main session) but still, I'd like to collect any kind of feedback here. So, for those who didn't read the briefing or found it way too badly writ...
by Black Mamba
Sun Oct 13, 2013 10:32 pm
Forum: ArmA 3: Mission Making & F3 Development
Topic: Stuttering tractors, Agrarian Coops and headless Chicken
Replies: 9
Views: 13724

Re: Stuttering tractors, Agrarian Coops and headless Chicken

Well, it probably can't really be compared to UPSMON, as UPSMON does change quite drastically the way the AI behaves, but this is indeed a simplified solution to create all AI directly on the HC. The basic features are somewhat along the lines of UPSMON: randomization of placement, of numbers of ene...
by Black Mamba
Sun Oct 13, 2013 3:25 pm
Forum: ArmA 3: Mission Making & F3 Development
Topic: [script] Enemies detecting players only within some range
Replies: 12
Views: 15715

Re: [script] Enemies detecting players only within some rang

Another hacky way would be to check if the vehicle's empty, and if it is, spawn an enemy dude, hide him, and move him into the driver seat. Then why not even reveal him to be sure.
by Black Mamba
Sat Oct 12, 2013 9:02 pm
Forum: ArmA 3: Mission Making & F3 Development
Topic: [script] Enemies detecting players only within some range
Replies: 12
Views: 15715

Re: [script] Enemies detecting players only within some rang

Although it globally looks sound to me, I don't see the point in having that second trigger, given that it will fire basically at the same time as the first. Why no stick the setCaptive business in the first trigger? Did I miss something? Plus it would allow you to easily convert your two PV in one ...