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[WIP] Von Quest Industries - H.A.L.O. System

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@Tom.Tucka

Just press the far right Enter key.

@a8325811 (what the hell kinda name is that?)

Very Cool! There will likely NOT be any cool updates with this until October.

This is part of a bigger package that will be entered into the MANW Contest.

Please Vote for me! :p

Yes! Those features were already on the books for future releases. Lights,

Flares, Options, EFXs, C-17 and other cool stuff is Oscar Mike. Classified!!

-------

That's one hellava spooky HALO! Are you sure that's red smoke pouring out their pants leg? :Oo:

Edited by Goblin
chuckles

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@Tom.Tucka

Just press the far right Enter key.

@a8325811 (what the hell kinda name is that?)

Very Cool! There will likely NOT be any cool updates with this until October.

This is part of a bigger package that will be entered into the MANW Contest.

Please Vote for me! :p

Yes! Those features were already on the books for future releases. Lights,

Flares, Options, EFXs, C-17 and other cool stuff is Oscar Mike. Classified!!

-------

That's one hellava spooky HALO! Are you sure that's red smoke pouring out their pants leg? :Oo:

Really excited to see the Dive system feel like diving could have a lout of potential in this game if someone put the time into it.

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New update v1.1.1 available at withSIX. Download now by clicking:

@vqi_halo.png

@ Goblin; fixes released with new version number to avoid confusion :)

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Hey, love the mod, just been getting a lot of script errors when I launch my game though;

Error in expression <icVariable "R3X_Number";

pAlt_Number = _pTempX;
publicVariable "pAlt_Number";

>
 Error position: <_pTempX;
publicVariable "pAlt_Number";

>
 Error Undefined variable in expression: _ptempx
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 41
Error in expression <n_Sphere25cm_F" createVehicle (position VQIHALO1); 
hideObject _demonPortal; _de>
 Error position: <VQIHALO1); 
hideObject _demonPortal; _de>
 Error Undefined variable in expression: vqihalo1
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 70
Error in expression <;
_dir  = _this select 2;


if(typename _pos == "OBJECT") then {_pos = getpos _p>
 Error position: <_pos == "OBJECT") then {_pos = getpos _p>
 Error Undefined variable in expression: _pos
File A3\functions_f\geometry\fn_relPos.sqf, line 21
Error in expression <terPos; 

sleep 1;


_jumpPos = [getPos _demonPortal, (random (_half*0.75)), ran>
 Error position: <_demonPortal, (random (_half*0.75)), ran>
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 80
Error in expression <ndom 360] call BIS_fnc_relPos;
sleep 1;
_demonPortal setPosASL _jumpPos; 




sl>
 Error position: <_demonPortal setPosASL _jumpPos; 




sl>
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 82
Error in expression <= "C130J_Cargo" createVehicle (position _demonPortal);
publicVariable "VQIHALO2">
 Error position: <_demonPortal);
publicVariable "VQIHALO2">
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 89
Error in expression <O_WpsSpecial_F" createVehicle (position _demonPortal);
_floorfix2 = "Box_NATO_Wp>
 Error position: <_demonPortal);
_floorfix2 = "Box_NATO_Wp>
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 105
Error in expression <"B_Helipilot_F" createVehicle (position _demonPortal);
_jumpmaster setIdentity ">
 Error position: <_demonPortal);
_jumpmaster setIdentity ">
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 114
Error in expression <ter addHeadgear "H_Cap_red";

sleep 1;

_jumpmaster attachTo [VQIHALO1,[0,-13,-5>
 Error position: <_jumpmaster attachTo [VQIHALO1,[0,-13,-5>
 Error Undefined variable in expression: _jumpmaster
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 127
Error in expression <6]];
_crewmaster setDir 160;

sleep 1;

_jumpmaster switchMove "AmovPercMstpSnon>
 Error position: <_jumpmaster switchMove "AmovPercMstpSnon>
 Error Undefined variable in expression: _jumpmaster
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 133
Error in expression <_supplyCrate_F" createVehicle (position _demonPortal);
_jumpCrate attachTo [VQIH>
 Error position: <_demonPortal);
_jumpCrate attachTo [VQIH>
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 144
Error in expression <';", "hint 'X';"];





sleep 1;
detach _jumpmaster;
sleep 1;
detach _crewmaster>
 Error position: <_jumpmaster;
sleep 1;
detach _crewmaster>
 Error Undefined variable in expression: _jumpmaster
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 287
Error in expression < 1;
detach _jumpmaster;
sleep 1;
detach _crewmaster;


sleep 1;

lightC130 = "ch>
 Error position: <_crewmaster;


sleep 1;

lightC130 = "ch>
 Error Undefined variable in expression: _crewmaster
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 289
Error in expression <chemlight_blue" createVehicle (position _demonPortal);  
lightC130 attachTo [VQI>
 Error position: <_demonPortal);  
lightC130 attachTo [VQI>
 Error Undefined variable in expression: _demonportal
File vqi_halo\VQI-DemonDropper\vqi_demondropper.sqf, line 294

This was in my log. I've tried reinstalling the mod a lot of times but with no success..

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Just turn off the ShowScriptErrors, I guess?...

Where do I find this log? Its been mentioned before but I do not now where/how to find this.

I just saw a few YouTube vids also with the black box on the screen; is this the 'script errors'?

When I play/test at home, I see none of this.

Being an amateur, I expect all kinds of kookyness. Will try and fix/update soon. Just let me

know how to see these 'errors' and find this log that I heard about. The RTP log? :confused:

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I know this has been mentioned, but just to add one more tick to the report:

My GPS no longer works after "CLEARED for TAKE-OFF" is selected. Reloading gear through VAS and/or un-equipping then re-equipping the GPS does not fix the issue. I lose my map abilities sometimes, too, though not every time. By this, I mean the game will infrequently act like I do not have a map equipped and behave exactly like the GPS.

Also, is there a way to prevent music from playing? I'm a no sound-track kind of guy.

Otherwise, I'm really enjoying this mod. I look forward to seeing some of its kinks worked out so the mod can go from "pretty good" to "hell yes!"

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When i put down my own c130 everything works as normal except I don't get the chatter in the plane the depressurization sequence or any lights. Is that supposed to happen or are those just effects you put in your mission for added immersion? If so how can I add those effects for when I play?

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When i put down my own c130 everything works as normal except I don't get the chatter in the plane the depressurization sequence or any lights. Is that supposed to happen or are those just effects you put in your mission for added immersion? If so how can I add those effects for when I play?

After further testing, I have to report the same issue. Sometimes I get chatter and the all-important countdown to jump in the day, and more often at night, but this information isn't given all the time. All too often, I have to wait inside the C130 over the jump target for quite a long while with no green light or signal just to make sure I won't end up on the other side of the map when I jump out.

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Hi thanks for the mod first of all. I've searched this thread but couldnt find my problem, but if I've overseen it sorry.

I've tried this mod with a friend as we were making a mission for our group and it worked very well. but next day during the mission only our squad leader was able to get an inspection and the rest of us couldnt get a parachute. We've checked everybody was using the right modes and versions. Any ideas or help would be much appreciated. Thanks.

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Also is there a way to edit the supply box? I kinda deliver to each guy in my group certain weapons and they go crazy trying other stuff which is in the box :))

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I've used this mod before without issue, however now whenever I try and use it, even with no other mods installed (apart from CBA and the c130 mod of course) it will not spawn the cate with the HALO gear inside. It spawns the two NPC's but not the crate, and I'm not doing anything differently than I was before. I thought it might have been the new version of CBA (as that's really the only thing I can think of that's changed) but then again, it's spawning the two NPC's... just not the crate. What am I missing?

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So sorry guys. I think my brother said the same thing. Kinda busy with real-life issues

right now. Will look into this and respond to other posts this weekend if time permits.

Also, if you have special requests, I can probably modify and do some custom work

for private DL in a PM or something as long as its not a complete re-write or anything.

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The gear is still showing up in the VAS box, which is a good workaround for it at least :) This has simply stopped me being lazy so now I've learnt more about triggers and things like that, which makes the mission actually more immersive the way I've altered it now (get on board civillian plane 'in disguise', plane takes off for another country and flies off map, just happens to fly over your halo target :))

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V1.1.2 UPDATE:

DL on First Page of course.

v1.1.2

=====================

-Map Supported: Fallujah

-Map Supported: Afghan Village

-Map Supported: F.A.T.A Pakistan

-Map Supported: Thirsk

-Map Supported: Thirsk (winter)

-Map Supported: N'Ziwasogo

-Map Supported: Dariyah

-Map Supported: Kalu Khan

-Map Supported: Wamako

-Map Supported: Sturko

-Map Supported: Everon 2014

-Sound: Tweeked

-Added: HALO Equipment into C130

(crate is NOT showing up)

------------------------------------------------------------

I Have NO idea why the Crate will NOT show up! Zeus related?

I added the HALO Equipment into the bird itself. Just grab it inside.

Also, if you want, here is most of the code for the Crate that has

been slightly altered for use in the Editor if you want to use your

own custom crate instead. Add this into the init box of the crate:

this addItemCargoGlobal ["Helmet_VQI_HALO",12];

this addItemCargoGlobal ["Vest_VQI_Stingray",12];

this addItemCargoGlobal ["Uniform_VQI_Slipstream",12];

this addItemCargoGlobal ["U_B_Wetsuit",12];

this addItemCargoGlobal ["U_B_GhillieSuit",4];

this addItemCargoGlobal ["U_B_CombatUniform_mcam",12];

this addItemCargoGlobal ["V_PlateCarrier3_rgr",12];

this addItemCargoGlobal ["Vest_VQI_Rhino",2];

this addItemCargoGlobal ["V_Tacvest_blk",12];

this addItemCargoGlobal ["H_Booniehat_khk",12];

this addBackpackCargoGlobal ["B_Carryall_khk",12];

this addBackpackCargoGlobal ["B_Bergen_blk",12];

this addItemCargoGlobal ["SatchelCharge_Remote_Mag",4];

this addItemCargoGlobal ["DemoCharge_Remote_Mag",12];

this addItemCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag",24];

this addItemCargoGlobal ["APERSMine_Range_Mag",24];

this addItemCargoGlobal ["APERSBoundingMine_Range_Mag",24];

this addItemCargoGlobal ["APERSTripMine_Wire_Mag",24];

this addItemCargoGlobal ["SLAMDirectionalMine_Wire_Mag",12];

this addItemCargoGlobal ["ATMine_Range_Mag",6];

this addItemCargoGlobal ["HandGrenade",96];

this addItemCargoGlobal ["SmokeShell",48];

this addItemCargoGlobal ["SmokeShellRed",24];

this addItemCargoGlobal ["SmokeShellBlue",24];

this addItemCargoGlobal ["SmokeShellGreen",24];

this addItemCargoGlobal ["SmokeShellYellow",24];

this addItemCargoGlobal ["SmokeShellPurple",24];

this addItemCargoGlobal ["SmokeShellOrange",24];

this addItemCargoGlobal ["Chemlight_Red",48];

this addItemCargoGlobal ["Chemlight_Blue",48];

this addItemCargoGlobal ["Chemlight_Green",48];

this addItemCargoGlobal ["Chemlight_Yellow",48];

this addItemCargoGlobal ["arifle_MX_Black_F",4];

this addItemCargoGlobal ["arifle_MX_GL_Black_F",4];

this addItemCargoGlobal ["arifle_MX_SW_Black_F",4];

this addItemCargoGlobal ["arifle_MXC_Black_F",4];

this addItemCargoGlobal ["arifle_MXM_Black_F",4];

this addItemCargoGlobal ["srifle_EBR_F",4];

this addItemCargoGlobal ["srifle_LRR_F",2];

this addItemCargoGlobal ["hgun_PDW2000_F",6];

this addItemCargoGlobal ["hgun_ACPC2_F",12];

this addItemCargoGlobal ["launch_NLAW_F",2];

this addItemCargoGlobal ["NLAW_F",6];

this addItemCargoGlobal ["30Rnd_65x39_caseless_mag",96];

this addItemCargoGlobal ["100Rnd_65x39_caseless_mag",96];

this addItemCargoGlobal ["20Rnd_762x51_Mag",96];

this addItemCargoGlobal ["7Rnd_408_Mag",24];

this addItemCargoGlobal ["30Rnd_9x21_Mag",96];

this addItemCargoGlobal ["9Rnd_45ACP_Mag",36];

this addItemCargoGlobal ["3Rnd_HE_Grenade_shell",96];

this addItemCargoGlobal ["3Rnd_UGL_FlareWhite_F",96];

this addItemCargoGlobal ["muzzle_snds_H",12];

this addItemCargoGlobal ["muzzle_snds_L",12];

this addItemCargoGlobal ["muzzle_snds_ACP",12];

this additemCargoGlobal ["acc_pointer_IR",12];

this additemCargoGlobal ["acc_flashlight",12];

this additemCargoGlobal ["optic_Hamr",12];

this addItemCargoGlobal ["optic_ACO",12];

this addItemCargoGlobal ["optic_SOS",4];

this addItemCargoGlobal ["optic_DMS",12];

this addItemCargoGlobal ["optic_TWS",2];

this addItemCargoGlobal ["optic_NVS",12];

this addItemCargoGlobal ["optic_MRCO",12];

this additemCargoGlobal ["itemMap",12];

this additemCargoGlobal ["itemWatch",12];

this additemCargoGlobal ["itemCompass",12];

this additemCargoGlobal ["itemRadio",12];

this additemCargoGlobal ["itemGPS",12];

this additemCargoGlobal ["MineDetector",6];

this additemCargoGlobal ["NVGoggles_OPFOR",12];

this additemCargoGlobal ["LaserDesignator",2];

this addItemCargoGlobal ["LaserBatteries",2];

this additemCargoGlobal ["Binocular",12];

this additemCargoGlobal ["FirstAidKit",48];

this additemCargoGlobal ["MedKit",4];

this additemCargoGlobal ["ToolKit",4];

Tweak how you like! :cool:

Edited by Goblin
Update and Crate Hotfix

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Guest

Thanks for sending us the newest version :cool:

New release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Great mod, one issue I have found is that backpacks arent saved and it occasionally will lose your vest. Thanks again.

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@Warden_1

So are you saying that you're packing a Backpack inside another Backpack?

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Awesome Goblin, thanks a lot for that update!

I'm unable to try this just yet because I'm at work, however it'll be the first thing that I do when I get home tonight in a few hours time. I will post an update then, but the fact that you took the time to also give us all the appropriate classnames in the box... yeah, amazing. The entire world could benefit from being in a community like this - for your efforts, I can't thank you and all the other people out there who make this community awesome, enough.

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I thought that Backpack_ception was only possible in DayZ SA lol

Joke aside, great to know more maps are compactible with you HALO mod, Goblin! Hope to see more mission designers using your mod and scripts!

cheers!

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Quick update: everything fully working for me now, I get gear out of the C-130 :) Thanks for the update!

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@vagrantauthor

The Map, GPS, and Compass are NOT supposed to show up after you are geared up. I did this to simulate that everything is packed away. The soldier (or leader) needs plan the mission ahead of time and execute the HALO jump accordingly. Also, note there is a GPS & Compass built into the Altimeter.

I turned down the music for the transition phase while you transported up into the airborne C-130 with last update. I hope that helps. Was a tad loud. Note: If you really insist, I can remove for a custom DL. Let me know. But I can not keep updating 'custom' files for each and every update.

@ghostnineone

Sorry. It sounds like a glitch or mod conflict maybe. Are you re-routing the flight? Or using the Random START location built in? There may be a few 'issues' with the re-route option. I wrote that file kinda quick and didn't have much time to test since it was a high-demand feature. Keep me posted.

@scooterperpetual

Thanks. The Dive System may be out of reach for the summer. Almost finished with the Sniper mod, then moving onto EOD stuff. Thinking of just doing a simple readout for the re-breather and limit the dive depth. Then get into modeling and make some SCUBA tanks/system for deep dives. Still in the brainstorming phase...

@DenzelW

Looks like the break worked in your favor! No Crate now. grrrr. I added Editor-friendly code in my post. Just modify what you want and how many, then Copy & Paste into your Map/Mission. Enjoy!

@drunkenjawa (awesome name btw)

Awesome. Thanks brother! And welcome to ArmA. Your new addiction! Expect to lose your wife/girlfriend, never see the sun, and put on a few pounds.

@Sonsalt6 (still haven't had a chance to peruse PW6, but will soon)

Fantastic. Thanks.

@Foxhound

And a huge shoutout to Mr. Foxhound! Thanks for all you do brother!

@Anyone?

Did I miss anyone? Thanks for the feedback. Keep me posted fellas... ;)

Edited by Goblin

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@vagrantauthor

The Map, GPS, and Compass are NOT supposed to show up after you are geared up. I did this to simulate that everything is packed away. The soldier (or leader) needs plan the mission ahead of time and execute the HALO jump accordingly. Also, note there is a GPS & Compass built into the Altimeter.

I turned down the music for the transition phase while you transported up into the airborne C-130 with last update. I hope that helps. Was a tad loud. Note: If you really insist, I can remove for a custom DL. Let me know. But I can not keep updating 'custom' files for each and every update.

@ghostnineone

Sorry. It sounds like a glitch or mod conflict maybe. Are you re-routing the flight? Or using the Random START location built in? There may be a few 'issues' with the re-route option. I wrote that file kinda quick and didn't have much time to test since it was a high-demand feature. Keep me posted.

@scooterperpetual

Thanks. The Dive System may be out of reach for the summer. Almost finished with the Sniper mod, then moving onto EOD stuff. Thinking of just doing a simple readout for the re-breather and limit the dive depth. Then get into modeling and make some SCUBA tanks/system for deep dives. Still in the brainstorming phase...

@DenzelW

Looks like the break worked in your favor! No Crate now. grrrr. I added Editor-friendly code in my post. Just modify what you want and how many, then Copy & Paste into your Map/Mission. Enjoy!

@drunkenjawa (awesome name btw)

Awesome. Thanks brother! And welcome to ArmA. Your new addiction! Expect to lose your wife/girlfriend, never see the sun, and put on a few pounds.

@Sonsalt6 (still haven't had a chance to peruse PW6, but will soon)

Fantastic. Thanks.

@Foxhound

And a huge shoutout to Mr. Foxhound! Thanks for all you do brother!

@Anyone?

Did I miss anyone? Thanks for the feedback. Keep me posted fellas... ;)

That sounds great I would like to suggest dont know if it is possible but a Combat Dive Navigation Board (http://s291.photobucket.com/user/TomekR/media/Misc/SV600171.jpg.html) would be really awesome most of the information from it can obviously be found in other methods but would add a lot of immersion for combat diving.

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Hello. Thanks for your job though. But i've got some problems.

First of all, your uniform isn't good coded, certainly cause arma update, i've seen this problem with others mods. You want para or cqb uniform but now the code is for batlle uniform, i don't know where is the probleme but it seems to be here. http://puu.sh/9TzRQ/2773649c8c.jpg

Maybe i don't know well the mod, and i make wrong things or it's not... Sorry for my english.

I stay in the worner. Thx for your answers.

EDIT :

I found that :

class Uniform_VQI_Slipstream : U_B_CombatUniform_mcam_vest {

displayName = "VQI Slipstream Thermal";

author = "R. Von Quest - aka Goblin";

scope = public;

picture = "\vqi_halo\images\icon_uniform_vqi_slipstream.paa";

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_DIVER";

class ItemInfo : UniformItem {

uniformModel = "-"; // ?

uniformClass = "VQI_HALO_Cadet"; //Who wear? Assigned? A3 Default?

containerClass = "Supply60"; //Cargo Space

mass = 30;

};

};

With my changes

class Uniform_VQI_Slipstream : U_B_HeliPilotCoveralls {

displayName = "VQI Slipstream Thermal";

author = "R. Von Quest - aka Goblin";

scope = public;

picture = "\vqi_halo\images\icon_uniform_vqi_slipstream.paa";

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_PILOT";

class ItemInfo : UniformItem {

uniformModel = "-"; // ?

uniformClass = "VQI_HALO_Cadet"; //Who wear? Assigned? A3 Default?

containerClass = "Supply60"; //Cargo Space

mass = 30;

};

};

No changes, the games stay on Soldier Uniform, and i think your pattern look like a Heli Pilot Uniform.

Can i talk with you on Skype, if you agree, you can find me : Lëgend Raz0r.

Thx for your help. Bye !

Edited by Raz0rLëgend

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