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Posts posted by 王 rando 王
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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
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@Infamous [FULL SEND] programmatically make it so only 5 ghost hawks can be pulled during a week time span. then it’s up to captains to decide when they want to use them. if they waste all 5 early in the week then they suffer from poor resource management.
Infamous [FULL SEND] likes this -
What!?!? @DarkKnight spawning a Ghost Hawk and ruining events?? That would never happen.
Silver-Spy likes this -
this nigga ain’t got the vision
Gagss, Infamous [FULL SEND] and Donald like this -
new lockpicking is indeed cool. may be a bit too OP tho because i can definitely 1 pick everything within like 3 seconds.
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On 8/8/2024 at 3:53 PM, Fitz said:
Changed:
- Opening and closing doors via U key
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All types of doors can now be opened and closed.
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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
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Nearest door will no longer open but instead opens the one currently being looked at.
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:
- Player presses U on door.
- Get all doors within 2 meter range of player
- 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.
BlackShot, Lucien, Infamous [FULL SEND] and 2 others like this -
boutta finesse this niggas money with inspect element
Louie likes this -
Can they increase turtle spawn rate? That shit should of been done years ago if they can.
davethediver2014 likes this -
survival of the fittest
Gagss, phoenix., UberGaming and 1 other like this -
ive been staring at the purple ifrit pic. what the fuck am i looking at. can u give some close ups or different angles or something
Iuke likes this -
lol
Mi Hung Lo, Ronald and Sikorsky like this -
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
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hey bud i make the suggestions here
Ronald and Infamous [FULL SEND] like this -
bring back 5 house slots
Good houses were scarce not because people owned 5 houses but because people owned the same houses for 8 years and only joined for a collective 30 seconds every month to keep them
RingOfF1re, .Max and luke110 like this -
On 7/20/2024 at 1:17 PM, Patato said:
Spent 30mins looking at it, need to spend more time on it
From the wikiObjects 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
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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. -
facts. on myasylum on v2 i had 35% lockpicking success. now its 17%.
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6 minutes ago, cactusg said:
if we had a second one it would be a ton of players main source of income cuz of a 20min cap cooldown and be a main spot rebels rob
nigga... no
@Patato lock this shit
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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.
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roleplayer at heart
Padrinos likes this -
Tachophobia likes this
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this is why we need to bring back lynchings.
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the edits didnt make it better
.Max likes this -
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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see and thats why i said he should of been chief of police.