Fallout 4 is happening for me... and a full time job. But then again, getting burned out on modding is not a good idea, it's nice to step away for a while, get some fresh ideas and relax a bit. But I am only speaking of myself :)
Fallout 4 is happening for me... and a full time job. But then again, getting burned out on modding is not a good idea, it's nice to step away for a while, get some fresh ideas and relax a bit. But I am only speaking of myself :)
Video tutorial that covers editing new crafting menu configs in an upcoming patch. Please note that any current custom cfgCrafting edits you have for old system will break the server and requires to be updated.
Hoping to see some cool releases from you guys!
Enjoy!
Raymix, many thanks for your great contributions to a great game! Just a side note on showing/hiding the Snap Pro Tutorial: If you DO want the Tutorial to be shown, you should NOT put snapTutorial = true; in your init.sqf as it will disable the tutorial. The test is for NIL, not true or false. (See snap_build.sqf around line 182: if (isNil "snapTutorial") then { ...
Going back to lobby deletes all variables and loops and pretty much the whole mission namespace, then fresh cycle starts by loading new loops and initializing FSMs You are against quite a tough task my friend. Either way, as far as I remember it is the FSMs that initializes loadscreen, so start there.
Please vote up these issues: http://feedback.arma3.com/view.php?id=23677 < Stepover glitch through doors, Hescos etc. UI related: http://feedback.arma3.com/view.php?id=26433 < Request for new feature to rotate dialog controls.
Yes, as far as I remember they were running a structured text with new lines. I'd have to see the script again, can't remember. But the idea is the same for positioning, work your math off of percentages to fit all screens and simply remove new lines added (most likely by <br> or newline if composeText was used)
its just how character creation was designed for dayz, not entirely sure why we are still doing it in A3, but I was also curious about this actually, just never bothered to ask, lol I'd say there's a good reason for this, but I can't see why normal respawn shouldn't be possible in both games with a bit of elbow grease.
The bloodsucker lives! (well by lives I mean he is now moving around and performing his animations correctly)
http://i.imgur.com/n0Yraik.jpg http://i.imgur.com/CVj4COG.jpg Still got a lot of kinks to work out, this thing was poorly designed and I'm just not talented enough to rebuild the entire thing from scratch but it'll do the job there is no doubt about that. When the time comes, I'm gonna need to work with a more experienced scripter than myself, that sound issue is going to be the death of me but I'll cross that bridge when I come to it. More updates to come.
I'm not blaming you for having server mods (which I support 100%), its just that I can't confirm or deny that the issue is with mod. Normally I would jump on my dev server (unmodded) and try to reproduce the problem, but it's all working fine for me. Anyway, this seems like a popular issue that was already reported and will is fixed in next update.
Not at all, that's a great question. It's the engine thing because how proxy is handled, but that's about to change and will work as fast as vehicle locking does.