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王 rando 王

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Posts posted by 王 rando 王

  1. 4 minutes ago, Infamous [FULL SEND] said:

    I feel like I could argue the same for you too, because you've constantly been pushing buffs for the APD while never pushing anything of the sort for rebels. To some extent you also care more about the APD's experience than ours. The difference is you actually have the power and ability to make a difference in our experiences, while we're hopeless in terms of power. You put you and the APD's interests above ours, we're just putting them right back at the same level.

    we're playing the game the way the game lets us play it. you're a CM why dont you push for a change so that this isnt such an issue; so we dont get the blame for making APD log off for just playing the game the way im allowed to.

    see and thats why i said he should of been chief of police.

  2. 17 minutes ago, Ken said:

    Limit your lockpicks to 10 a week 🙁

    with the new lockpicking system that’s all id need tbh

    22 minutes ago, Infamous [FULL SEND] said:

    this is a really good idea imo

    what can i say, a nigga got the vision.

    @Rogue still won’t make me CM tho

  3. On 8/8/2024 at 3:53 PM, Fitz said:

    Changed:

    • Opening and closing doors via U key
    • All types of doors can now be opened and closed.
      • Nearest door will no longer open but instead opens the one currently being looked at.
        • You can now open and close the infamous shed door within shed door

    i get it, i do. but can we change this. you definitely acknowledged the problem of not being able to choose which door you're trying to open. But always having to look at the door kinda sucks, especially in a house that there may only be 1 door to. I think it would be better to do a combination of the old method and the new method.

     

    Meaning:

    1. Player presses U on door.
    2. Get all doors within 2 meter range of player
    3. Check if player is looking at a specific door then if so, open that door. If player not looking at any doors then open the door with the shortest range from the player.
  4. 2 hours ago, william said:

    Not a fan of those scopes/guns being added and I would like to see insurance be added but if your vehicle is chopped it loses its insurance and you dont get it back, due to the fact if you buy an ifrit you can get it half price for the rest of ur life. Rest are good ideas though

    only being able to obtain higher power weapons from airdrops and events is better than being able to “buy the ability to always buy them at rebel”. as long as they’re super rare and can’t be purchased at rebel then i think it’s fine

  5. On 7/20/2024 at 1:17 PM, Patato said:

    Spent 30mins looking at it, need to spend more time on it
    From the wiki

    Objects of Church kind (simulation = "church";) have church bells sounds that are directly called by the engine and therefore the config for those will be different than the rest of CfgSFX. There are only 2 entries for large bell and small bell:

    class CfgSFX
    {
    	class Church
    	{
    		largeBell[] = { "A3\Sounds_F\environment\structures\church\bell_big", 0.891251, 1, 250 };
    		smallBell[] = { "A3\Sounds_F\environment\structures\church\bell_small", 0.891251, 1, 250 };
    	};
    };

    Despite it being in the "Environment" sub folder, Apparently its not considered a environment sound as we already have a option to turn those off?

    https://community.bistudio.com/wiki/enableEnvironment This is what is used when you use Phone -> settings -> enviro sounds -> Off, so we know the command works it just doesn't include church bells for some reason (Arma 3 bug?)

    In theory i think we can delete all the churches and replace them on the map with a church with simulation off. I still don't fully understand how/why or when a church bell sound effect is played. (No documentation) But standing in Sofia where we replaced the church with a Tanoa one I have yet to hear a bell. This might just be luck?
    Edit:  @zdeatsays it still plays so the above will not work

    Other commands ive tried to see the source to no avail
    getAllEnvSoundControllers
    getAllEnv3DSoundControllers

    I have to go for a bit, might invest some more dev time into this later, @Azehwill probably shoot me a DM 5mins after i turn my computer off with a way to do it because he is magic like that.


    The point of this post is that something that seems as simple as "Adding an option to turn off bell sounds" is frequently not that easy (Nothing is that easy in arma 3). 
    To @Chris Peacockpoint of not being in-depth enough on denys. Often its just a case of us not feeling our limited resources should be spent attempting things that might not even be possible. I don't really want to spend my Saturday figuring out how bell sounds work in Arma 3.

    If anyone knows the way to do this without modding the server feel free to send a DM. we have a contributor role for you!

    idk how its done but ik the olympus phone settings does have an option to disable it. i just looked and i must've imagined this
    not much help ik, but it can be done.

     

    edit:
    check if this works.

    {
        if (typeOf _x == "Land_Church_01_V1_F" || typeOf _x == "Land_Church_02_V1_F") then {
            _x setVariable ["soundAlarm", false, true];
        };
    } forEach nearestObjects [player, ["Land_Church_01_V1_F", "Land_Church_02_V1_F"], 10000];

    edit 2: yea this shit dont work

  6. On 7/20/2024 at 10:05 PM, Mitch said:

    define what you mean with "prompt" we already show a warning notification when entering a red zone

    the same message that comes up when you enter a redzone. he wants another message when you leave a redzone.

    but it'd probably never work 100% of the time seamlessly as i'm assuming there would be debounce when entering and exiting, so on the rare cases someone is playing hopscotch on the border of the redzone it will result in missed messages occasionally.

  7. okay retards. im tired of seeing notifications for this stupid shit.

    let me spell it out for you:

    gang fortress

     

    it's not meant for solo players.

    there could be 5 gang fortresses and not a single one of you retards no one has ever heard of will own it.

  8. 5 hours ago, Mi Hung Lo said:

    The first few weeks have been fun playing, with that being said I do wonder where does Asylum go from here. I understand that we should not expect content every few weeks but think we should have some road map or sense of what is to come. Also think it would be best for the community to have some voice on updates to come. When it comes to bigger updates maybe polling the topic would be the way to go. Love to hear back from a Dev on any progress or their thoughts.

    sorry, i’ll make some more suggestions soon..

    .Max likes this
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