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Check these out
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
You can see the script (with some edits) in action in these missions also
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=919328329
At least, far as i remember, in first mission i used the script. You can pick up the script from there as well.
Thanks for heads up. My MP tests didn't have more than 15 players and was fine, tho the number of players and how long the script runs could be an issue. Far as i can remember the script can be stopped on the fly, that could solve the issue when shows up.
The script is "optimizable", one thing that could impact the performance would be to use game ticks instead of loops which can bring memory leaks, tho i don't think i will find the time to do it.
76 person mission crashed the server almost immediately due to the locality issues. After removing the script, same mission ran fine with no other changes with 76 players.
No, far as i know, sorry mate. There were people hosting the files but lost track of them.
Tho is pretty easy to get the files from STEAM.
Check these out, they should be useful still:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
I wish i had the time mate. Far as i remember there is a lot of room for optimization in this script, however i don't see myself having time to do it any time soon. :(
You can find them in the demo mission once you subscribe to it
DL is no longer available. i will remove it from description. Sorry for inconvenience and thanks for the heads up!
You should be able to hear them. Make sure you have the sound files under your mission folder and their path correctly set in your description.ext file
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Yup, you can use camshake on client side, however i wouldn't go as far as synchronizing the shakes between clients, that can cause unnecessary performance issues.
The effects from this script weren't made to be used in close proximity tho. I don't remember exactly but i don't think i made them to look good at close distance.
Check out Spearhead DLC, you might find what you want there.
Pick it up from STEAM/here. Subscribe and will be automatically downloaded to your comp.
Watch these for more info
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
It will stay down, since it didn't get support i've decided to stop spending money from my own pocket to sustain it. Anyways my work will be available on Steam as always.
Pick it up from STEAM/here. Subscribe and will be automatically downloaded to your comp.
Watch these for more info
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
https://aliascartoons.com/
Cant you upload the sqf files on Wetransfer or something so i can direct download them?
Are you planning on updating your script? I can fix this myself, but many can't or won't be able to. Would be great for the rest of the community :)
At the time i wrote the script createsimple object couldn't be localized, it had global effect.
Few Arma updates ago that was changed and now you can create simple objects locally. All you need to do is to add true in its array of parameters at the end
createSimpleObject [className, positionASL, local]
i think is the search light. At the time i wrote the script createsimpleobject didn't have local as an option, now i would create it on client.
Would be nice if you can test each SFX to see which one generates more lag
Is good from init.sqf.
What did you use from script? Flacks, artillery, tracers?..
Was it not supposed to be ran from init?
Files are provide in zip format.
https://aliascartoons.com/
From what i've heard the link below can be used to download the pbo files from steam
{LINK REMOVED}https://steamworkshopdownloader.io
I had that problem too, not sure why it happens, maybe you have subscribed at too many items, i really don't know, tho you should find under your user folder in your documents
I have a problem while downloading.
when i download your mod, it doesn't appear on my arma 3.
where could the problem come from?
The effects appear close to ground even when you place the source objects up in the air?
You noticed same problem in the demo mission?