Jump to content
norrin

norrin's ArmA2 scripts ported to ArmA3

Recommended Posts

I thought this was probably an appropriate day to start posting these. Over the next few weeks I'm hopefully going to post some of my scripts from ArmA2 that I have converted to work with ArmA3.

***********************************************************************************************************************************************

1. Revive (version 0.61): http://www.norrin.org/norrin/ArmA3/portedScripts/Revive/Revive_4_ArmA3_v061.7z (ArmA3 Release Compatible)

I've had a couple of people request this so the old dinosaur is back. Its essentially the old ArmA2 Revive v05 ported to work in ArmA3. Its still a mess of code but as far as I can tell it seems to be working OK after the changes I have made. In the archive is the old readMe and howTo, the only difference is if you want to use the "respawn at base add weapons" option then the format of the array is different and currently undocumented in the readMe - I'll get around to updating it some day. Make sure you check the Thank yous in the readMe as they still apply.

***********************************************************************************************************************************************

2. Aerial Taxi (version 0.2): http://norrin.org/norrin/ArmA3/portedScripts/AerialTaxi/aerialTaxi_v02.7z

This suite of scripts allows you to jump on an AI piloted chopper and then command it to fly to a map point where it will land and you can disembark. The chopper will then return to base and refuel, where upon it can be commanded to extract you from another map click position selected by the player. They also allow for the possibility of an armed gunship escort for the taxi chopper. Once again the readMe that explains how it works is in the downloadable archive. My advice is to call the extraction chopper to the open area just in front of where you start the test mission. Then fire up the camera and watch the escort do its job before boarding the Taxi. Note both choppers and their crew have had their ability to be damaged disabled in the init.sqf in the test mission.

To use the camera scripts:

1. Start the camera in the action menu.

2. The "A" and "D" keys allow you to switch between camera targets.

3. The "W" and "S" keys allow you to switch between camera types - note: that for the "Top Down" Cam the mouse wheel allows you to zoom in and out and for the free camera you can use the right mouse button and the mouse wheel to rotate and zoom around your object of interest. Make sure you press near the centre of the screen to rotate the camera - press left of the centre and the cam will rotate to the left and if you press right of centre it rotates right, it works in a similar way for moving the camera up and down.

4. To go back into playable mode just press the "esc" key and the camera will stop.

***********************************************************************************************************************************************

3. Convoy (version 0.2): http://www.norrin.org/norrin/ArmA3/portedScripts/Convoy/norrn_convoy_v02.Stratis.7z (ArmA3 Release Compatible)

These scripts are designed to allow you to set up a simple road convoy that will stay in formation. If the convoy is attacked the foot units will dismount and will engage the attackers. Gunners will remain in their vehicles and will also defend the convoy. There is an option in the script call that allows you to restart the convoy once the encounter is over ie. any remaining units will mount their respective vehicles and continue on their way.

As always read the readMe in the archive for notes on how to implement the scripts in your own missions

Due to the paucity of vehicles in the Alpha the scripts have only been tested with the available hunter and ifrit vehicles. They will also work for quad bikes just be aware that the convoy will travel more slowly and makes sure you do not put a quadbike as the final vehicle in the convoy (unless its a convoy of quads :))

Note the test mission contains the same camera scripts as the aerial taxi script above.

***********************************************************************************************************************************************

Let me know if you run into any probs.

I think I'm done for the time being as due to the frequent update schedule of the alpha, scripts that work one day don't work the next and I think it is better to wait until at-least the beta arrives before I waste too much more time playing catch-up with the changes.

norrin

Edited by norrin

Share this post


Link to post
Share on other sites

Woohoo !! Excellent news mate. This revive is the mainstay of all my missions :)

Share this post


Link to post
Share on other sites

im gonna try and see if it's as good as it used too be =)

and thumbs up for the convoy script!

thanks

Share this post


Link to post
Share on other sites

Nice script, I even got a bonus life for reviving :)

Share this post


Link to post
Share on other sites

Script is a really good start. The troops roll on the back and front a little too much, but I like what I'm seeing :) Keep up the good work mate, and thanks for the release! Good to see you are still with us for Arma3 !

Share this post


Link to post
Share on other sites
Script is a really good start. The troops roll on the back and front a little too much, but I like what I'm seeing :)

Good to hear that you haven't run into anything too significant yet. To be honest I was thinking the same thing regarding the rolling around, will try and find a better way to do this but for the time being I may just slow it down a bit.

Good to see you are still with us for Arma3 !

Got no where else to go :)

@esham - all that sort of stuff is configurable in the revive_init.sqf - have a look in the readMe document there's heaps of features you can switch on and off.

Thanks Foxhound and I've said it before but always nice to see your smiling avatar Jman!

Share this post


Link to post
Share on other sites

Cannot get this working mate. I have done everything that you did in the example mission, I keep getting this message/error thingy as well...

Unit selected is unconscious please press escape, return to the unit selection menu and choose another playable unit

Haz

Share this post


Link to post
Share on other sites

Make sure you move the respawn_west marker away from the primary respawn area and create a marker (insertion in demo, mine is called Camp Tempest and is a hidden marker) which then acts as the respawn marker. Do not place the marker next to the respawn_west marker then it will work.

make sure you create the center and boot_hill markers as in the demo and add the includes to description.ext

norrin, everything is working fine except I cannot get the mobile respawn to work on vehicle. I have named the vehicle mobile_respawn_west, added that to the revive_init.sqf: http://pastebin.com/xjmTZE2k

When the player dies only an option for spawn at 'Camp Tempest' displays...

Share this post


Link to post
Share on other sites

Awesome! Thx, just one thing, respawn whitout NVG and all weapon attachment :)

Edited by Dysfonction

Share this post


Link to post
Share on other sites
Jman;2363903']Make sure you move the respawn_west marker away from the primary respawn area and create a marker (insertion in demo' date=' mine is called [i']Camp Tempest[/i] and is a hidden marker) which then acts as the respawn marker. Do not place the marker next to the respawn_west marker then it will work.

make sure you create the center and boot_hill markers as in the demo and add the includes to description.ext

norrin, everything is working fine except I cannot get the mobile respawn to work on vehicle. I have named the vehicle mobile_respawn_west, added that to the revive_init.sqf: http://pastebin.com/xjmTZE2k

When the player dies only an option for spawn at 'Camp Tempest' displays...

Thanks mate, its working now.

Haz

Share this post


Link to post
Share on other sites

See the first post for details regarding the Aerial Taxi script that is compatible with ArmA 3.

@Jman - I'm pretty sure the name of the mobile respawn vehicle is fixed and has to be "r_mobile_spawn_vcl", so try renaming your mobile spawn and change the _mobile_man variable to "objNull;" - if you call it anything else it won't work. I just tested and it seems to be working fine when I name the mobile spawn vehicle "r_mobile_spawn_vcl" in the editor.

@Dysfonction - I see the bug regarding the NVG but not for the weapon attachments. Have you got your weapon attachments in your vest or backpack and not attached to the gun? (Is this even possible?) When testing with the weapon attachments attached they seem to be respawning just fine, as they are defined as part of the weapon name in the config.

Share this post


Link to post
Share on other sites

When you start with the default loadout all it's fine with the weapon attachement but if you change your loadout you lost it when you respawn or be revived.

Share this post


Link to post
Share on other sites

Awesome Norrin! Thanks! This really adds extra spicy flavour to our missions! Looking forward to the convoy script also!

Share this post


Link to post
Share on other sites

@norrin

Thx I've got the mobile respawn working now by adding the r_mobile_spawn_vcl name to the vehicle and attaching the EVH's to the mobile vehicle so it can be deployed (as outlined in mobile\vcl_respawn.sqf) which I'd completely missed!.

When you start with the default loadout all it's fine with the weapon attachement but if you change your loadout you lost it when you respawn or be revived.

Yes norrin your newFnc\returnLoadOut.sqf and newFnc\currentLoadout.sqf appear to be the cause of this. I was also losing NVG and backpack contents as well as optics on the primary weapon. I have revised those files (I use the DEV A3 version) and also edited the respawn\respawn.sqf (just to rem out the removeWeapons and mags code since they get removed in the revised returnLoadOut.sqf.

Here's my revised code edits norrin: download

Share this post


Link to post
Share on other sites

nice to see you back norrin

Just like to report pos bug...in your sample mission when i respawn i'm no longer squad leader and able to command the 3 ai units!

also while waiting to be revived i tried switching view to top down and got a ctd with mem error,

but having looked at my rpt its probably a3 alpha issue rather than your scipts..not sure!

Share this post


Link to post
Share on other sites
while waiting to be revived i tried switching view to top down and got a ctd with mem error,

but having looked at my rpt its probably a3 alpha issue rather than your scipts..not sure!

I can view that camera angle just fine with no CTD so it might indeed be just you.

Share this post


Link to post
Share on other sites

is there a way to restrict who call the taxi service , I only want "s1" to be able to call it in ?

is that possible?

thanks

btw thanks for these , and looking forward to the convoy :0

Share this post


Link to post
Share on other sites

Anyway to restrict the helicopter to returning to a specific base? It keeps going back to the AirStation.

Nevermind, seemed to be a fluke.

I did notice a bug if you die while the helicopter is landing at an insertion point, the helicopter will be stuck in the air. You lose all commands to tell it to return to base or clear for take off.

Edited by zuff

Share this post


Link to post
Share on other sites

@ Dysfonction - Thanks for the repro mate, once I had that it was easy to reproduce the bug you described and to track down the problem.

@ Jman - thanks mate I was working on this before I saw your post and finally got it working myself but I'll have a close look at your changes and use whichever code seems to be the most efficient.

@ BiGGiBs - I've hopefully fixed that as well and will post this fix in the next version. As for the camera I find that on my laptop, which struggles a bit with ArmA3, that the same thing occasionally happens in Top Down camera, but on my much more powerful desktop the Top down camera works really nicely so it may be related to your pc specs - I'll see if I can make the code more efficient for lower end PCs as this will help my laptop testing as well.

@ psvialli - The Taxi script should only be available to the player group leader, if you have multiple playable group leaders there may be a problem - I'll try and look into it. For the initial extraction you may be able to limit it by replacing the line of code in the init.sqf that reads:

player setVariable ["NORRN_taxiHeli", slick1, true];

with

s1 setVariable ["NORRN_taxiHeli", slick1, true];

@ zuff - will look into it - thanks for letting me know.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×