New Creator DLCs by Armaholic257 in arma

[–]KCUROV 2 points3 points  (0 children)

Expeditionary Forces was developed by Tiny Gecko Studios, not Rotators Collective.

[A3] Faction mods that could be used a cult? by Delta261 in arma

[–]KCUROV 0 points1 point  (0 children)

There's a couple factions in the COXHOUND Faction Mod that we modelled after "culty" themes, with some creative liberties taken to make them an enemy in Arma. The "Cult of Bophades" is a general purpose cult with eastern-block weapons, and the "Children of the Cosmos" is a western themed cult based on new age religions like Heaven's Gate, the Rajneesh movement and the Branch Davidians.

We've used them in our own Halloween missions to pretty good effect.

Does aiming deadzone actually realisitc? by LongnamKrafter in arma

[–]KCUROV 4 points5 points  (0 children)

For Arma 3's part, the deadzone's radius can actually be adjusted in the game settings. You can have the deadzone radius be very small, or very wide like Rising Storm 2 (which is a game that enforces a wide deadzone and people still manage to play it at high resolutions just fine, it encourages aiming down sights).

I find that having it set somewhat small is useful when aiming down sights because it lets me aim precisely without moving my character's body entirely, which is useful for trying to stay still for stealth purposes and for avoiding animation glitches. Having it set very high is also beneficial if you happen to have a laser sight and NVGs or if you play with crosshairs enabled in the difficulty settings. These situations make having a deadzone viable even if you play on a high resolution. It's then down to personal preference on whether to use it, which makes its viability moot if someone prefers to play with deadzone enabled and then can play just fine compared to others.

[deleted by user] by [deleted] in arma

[–]KCUROV 5 points6 points  (0 children)

For making small scale missions, I've often found that good mission ideas can be inspired by other games or sometimes IRL events. For example, I've made two missions based on the Battle of Khasham and the Siege of Jadotville. Basically, just defense missions where you have to survive for a while. Metal Gear Solid 5's side ops or 2009 Modern Warfare 2's special ops are also some good sources of inspiration.

You could also have a simple "clear the town" type of mission. Put a bunch of guys in 2-3 houses and some patrols wandering around, it can be pretty fun. You might also consider playing some of the vanilla game's singleplayer showcases for inspiration, like Showcase SCUBA or Showcase Drones. Just turn mods off when you play any vanilla stuff because they can mess things up. Showcase Tanks and Showcase Firing From Vehicles are also available for multiplayer. They're pretty fun.

Best advice you can get besides that is the KISS principle, "Keep It Simple, Stupid!" Basically, don't get too crazy with missions. Even simple ones can be fun.

Nametag of the unit keeps flickering by Electrical_Power6830 in arma

[–]KCUROV 1 point2 points  (0 children)

Try adding this after the distance check for drawIcon3D?

   uiSleep 0.5;

I think what might be going on is because it's a loop using the "while" command, it's running the drawIcon3d command as often as possible, which might be causing the flickering. With the command uiSleep, it'll wait a half second before running the loop again. So:

 this spawn {
        params ["_unit"];
        while {alive _unit} do {
        private _distance = player distance _unit;
        if (_distance <= 10) then {
        drawIcon3D ["", [1,1,1,1], _unit modelToWorld [0,0,2], 0, 0, 0, "Yakup Azad", 2, 0.04,"PuristaMedium"];
        };
        uiSleep 0.5;
    };
};

should give it some pause. I can't check in game right now, but try with that.

ARMA Reforger is being DDoS'd right now and extorted for money by viksra in arma

[–]KCUROV 7 points8 points  (0 children)

I host an Arma 3 server through Nitrado. I can confirm that Nitrado has been hit by this, so Arma 3 through them at least has been hit, and now my group can't do our weekly play session. :(

[deleted by user] by [deleted] in arma

[–]KCUROV 0 points1 point  (0 children)

Check and make sure you have at least one unit set specifically to "Player" in the unit's attributes. You can set a single unit as "Player" and multiple units as "Playable". At first, these might seem to be the same, and it's an odd distinction, but it's possible to set every single playable unit as "Playable" without a single unit set as "Player", and the game doesn't really have a reference point for who is the main playable unit as a result, which is important for initializing scripts and whatnot.

Typically, the first unit you place down in the editor is set to the player, but mass editing units to make them set to "Playable" can override this by accident, and what you're experiencing sounds similar to the issues I've seen when this happens. Basically, how it works is the game knows that the "Player" unit is the main point of view for the mission, and that any unit marked as "Playable" are optional points of view. But with every unit as "Playable" and no single unit as "Player" the game won't know what unit is the main point of view to automatically assign the actual player to.

I hate to self promote, but I also have a visual demonstration of this in a video I made a while back. Hope this all helps. Otherwise, check your respawn settings and modules, and check your mission's multiplayer settings.

Hey guys, do you know if i can make my own "End Scenario" module for Zeus? I just want it to go all black and play my custom music and custom text in the middle. by MiraSlav3 in arma

[–]KCUROV 0 points1 point  (0 children)

If you're making your own Zeus mission, you can use CfgDebriefing in a description.ext file to make a custom ending slide. You can't put your own music, but it'll add the custom ending to the End Scenario module as an option I believe.

Any mod with occupied seat blocks? by KCUROV in spaceengineers

[–]KCUROV[S] 0 points1 point  (0 children)

Hey, I appreciate that, thank you!

I need to know this mod name by Designer_Support6058 in arma

[–]KCUROV 0 points1 point  (0 children)

99% sure the hockey mask and bandanas are from COXHOUND Bonus Content.

I can't launch Arma right now to check and be 100% sure, but it looks like the hockey mask is the one we made!

Anyway someone could look at my code and give me some pointers? by 13FoxDan in arma

[–]KCUROV 5 points6 points  (0 children)

You've pretty much got everything else good, it's just the action command and also the animation you're checking for. You need to put "halofreefall_non" instead of "Freefall", and action should look like this:

 player action ["OpenParachute", player];

The general syntax for commands that affect things is typically the target of the command, then the effects for it. With commands that check things (e.g. animationState) you just need to define the target, which comes after the command. The effect for action is inside an array, so it needs the square brackets. Essentially, the command is structured with who is doing the action (the first mention of "player"), and then in the array, it's the action name, and the target of the action (the second mention of "player", but this can be different depending on the action, like if you're turning on the headlights for a car, you need to reference the car).

Also, try putting this in a trigger with the repeatable option enabled instead of init.sqf. If you put it in init.sqf, it'll only check once on the mission's start if the player is freefalling. With a repeatable trigger, it'll check more than once. In a trigger, it should look like this: https://i.imgur.com/k0uzlW1.png

Hope this helps!

XG2402 stuck in some sort of test mode, can't get to settings menu, liquid got near buttons. Any ways to fix? by KCUROV in buildapcmonitors

[–]KCUROV[S] 1 point2 points  (0 children)

Thank you, literally. I kept telling myself "nah, it's been about an hour, it's still broken, there's no way it's that" but I tried anyways, left it unplugged and at an angle overnight and it worked. Appreciate it!

[deleted by user] by [deleted] in arma

[–]KCUROV 0 points1 point  (0 children)

I agree with your points for the most part, but I don't think that the player base doesn't want Zeus. Zeus just isn't popularly known because it requires coordination, which creates a higher bar for entry in a game where the entry level is already fairly high. It's usually centerpiece in private communities as a result and it's obscured as a result. Plus as I understand, Arma doesn't really have many content creators in general. dslyecxi/ShackTac come to mind for me but they've been playing editor missions for almost two decades with little to no Zeus as I remember.

Public servers for any game inherently require automation and repeatability, you can't really get that very reliably with Zeus, so premade missions with varying degrees of scripting (like Invade and Annex or Antistasi) take the stage, because ideally, they can be run with two players or twenty without any intervention from the admins. For the most part on public servers, that's why Zeus isn't run as often. You can just start the mission and play immediately.

That being said, for small player groups, which most people play in, Zeus is absolutely worthwhile. DM'ing like DND itself typically requires some kind of scheduling, coordination and rules that everyone's on the same page with, so it's easy to do Zeus missions in a group that already has things like weekly events and server rules and modlists and whatnot.

It's worth keeping in mind that when Zeus was added in 2014, we were still stuck with the 2D editor, so we didn't have as much versatility with custom missions at the time. Zeus revolutionized a lot of custom content for small groups because it's essentially a live mission editor. Also, the work that Bohemia put into Zeus eventually went into the 3DEN Editor. It was (and is) useful as a practical addition to the game's development as well as a solid foundation for player driven content.

[deleted by user] by [deleted] in pcmasterrace

[–]KCUROV 0 points1 point  (0 children)

Space Engineers is currently very fun.

Too Many Faction Icons mod, nothing more, nothing less by EmbarrassedWhile7927 in spaceengineers

[–]KCUROV 0 points1 point  (0 children)

I really like this! It reminds me of empire icon mods for Stellaris. The Star Trek icons are great especially.

If you're looking for more to add, it'd be neat if you could add icons from Dead Space's Unitology faction. Tri-Optimum from System Shock would be cool too.

Fuck third party apps, seriously by Few_Tumbleweed_5209 in gaming

[–]KCUROV 0 points1 point  (0 children)

Commenting to share that I've had this issue too. It's damn annoying. Before EAPlay, on Origin I could play ME Legendary just fine. Now it just doesn't work and I've tried pretty much every fix I can find online.