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kelgram

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Everything posted by kelgram

  1. All, I have been testing out the following unit spawn scripts for my counter terrorism missions. Unfortunately all of them don't appear to suit my needs so was wondering if anyone can recommend another script (I've search Armaholic and BIS), failing that I might need to implement my own. UPSMON - Good for patrolling but not very good for garrison and defence. SHUKOs patrol - Good random placement but not ideal for CQB (dumb AI in buildings) Supriyos Garrison script - Very cool unit placement, but it cannot spawn units directly, they have to move to locations (takes around a minute for them to get into position), which is not ideal if the player is already in the AO. EOS - Nice dispersion but I dont care about respawn / despawning I want persistance as its a small AO , not a large a battlefield also it doesn't have building garrison (I think?). I like the scripts, they are great for regular operations but for my Rainbow Six inspired missions it is not ideal. If anyone could suggest alternatives, also would like to hear inputs from the script writers. Maybe I could have permission to modify and create a new purpose made script for CQB operations.
  2. Looking at Jdawgs tutorial here http://forums.bistudio.com/showthread.php?100564-Beginners-Guide-to-Event-Handlers I am able to place an event handler for when a unit is hit addEventHandler ["hit",{playSound "hit"}]; However I want to have all my team members play that same sound if they are hit also, I have pasted that code into all there init's but I was wondering if there is a better way to do this? Thanks
  3. Those are nice vending machines, very old school. How easy would it be to model a server rack? http://www.creativecrash.com/system/photos/000/050/831/50831/big/serverrack1.jpg?1251175312
  4. Will it be as playful as a puppy?
  5. kelgram

    [WIP] Modern Tactical Thompson

    How about an M41A1 pulse rifle? :P http://avp.wikia.com/wiki/M41A_Pulse_Rifle?file=M41A_Pulse_Rifle.png The weapons designers in Aliens based it off the M1 Thompson gun.
  6. silola, if there is space I would like to try testing this out. I am interested to try this as it seems to be the solution I need to make immersive CQB maps. Thanks
  7. For what was originally going to be missions I've decided to start modding ArmA 3. What I am trying to achieve is the following: -Disable player being able to swap weapons / inventory -Disable players being able to pick up weapons from ground (I am just worred that this might break interaction with other objects) It must not affect Virtual Ammo system when the user picks their loadout at the start of the mission. Is this possible through config editing, and if it is would you recommend doing it? Why am I doing this? Well in Rainbow Six and Ghost Recon games you aren't allowed to pick up enemy weapons as it is against standard operating procedures.
  8. Good job poolpunk, it is always small things which I think add the most immersion to ArmA. 10/10
  9. kelgram

    Arma 3 , project the cave

    What I would do is when a player enters the cave system, set the localDayTime settings to night and then when they leave set them back to whatever is the correct time.
  10. Hi all, Just out of curiosity for the time being as I am busy with Mission making. Is it possible to make a very very small square terrain like 500m x 500m that would be for CQB, or would it still procedurally generate terrain after it? Also can you cut and make a smaller map out of a large map e.g. if I loaded up Zargabad and cut out a 1km x 1km section, could I then make that into a new map? If no to either of these questions, then I will stick to mission making :)
  11. Hey SpeedyGonzalez, I was wondering if I could have permission to use one of the hooded uniforms for my Rainbow Six mod. I would be using my own texture for it something like this: Kind of like this picture:
  12. kelgram

    ARMA 3 Addon Request Thread

    This is not a normal request. To anyone reading this, I am requesting if you have made any Uniforms in ArmA 3 if I could use some in my mod (with full credits). The problem is some mods have one uniform in particular I want to use, the problem is I don't want users having to download many different mods. So I am wanting to make a new mod package with the following uniforms: -US Desert 3 Colours -Olive Green -Navy Blue -Black -European Forest (Flecktarn) -European Forest 2 (DPM) -US Urban 3 Colour Scheme -US Artcic 3 Colour Scheme
  13. I have almost finished my first Rainbow Six mission and I was wondering if any of these ideas I have are possible? They are not necessary but would be nice to have as additional functionality. For the time being I have used pseudo code to describe them. Hopefully that will be helpful as a starting point. AI sees a Frag grenade being thrown near them / in room, shouts "Grenade / Granata" If (Grenade fired from West && Grenade < 10 metres from enemy Soldier) play2dsound "Grenade"; AI hears soldier running outside or shooting If (Player is not walking && player is < 10 metres from enemy Soldier) play2dsound "What was that?"; If (Player is firing && player is < 10 metres from enemy Soldier) play2dsound "Holy crap. get ready for them"; Team approaches building door, says over radio "Stacking up" If (Player is < 2 metres from building door) playSound "Stacking up"; Player presses binded key "H" all teams stop on their waypoints if (Player presses keybind "H") stop all teams on side of Player; playSound "Holding"; Player spots enemy, radios in (overrides the ArmA 3 e.g. "I saw a Chicken at 007989 , next to that Tree" if (Player sees enemy) do not radio position; playSound "Contact Spotted";
  14. Dude, words cannot express my thanks. Would you mind if I credit you in this Mission pack?
  15. Hey Poolpunk, I am working on a Rainbow Six themed mod. Would be great if you could model the following: Police / SWAT Privacy screen (stops snooping News crews) http://i.ytimg.com/vi/OsL5lc-vs_g/maxresdefault.jpg Some themed Police / SWAT barricades http://i.cdn.turner.com/trutv/trutv.com/graphics/photos/serial_killers/predators/erno_soto/Police-barricade200.jpg
  16. I am doing a kit loadout at the start of my mission. There is AI in the same team who have waypoints, they start to follow these waypoints immediately when the mission starts. I tried adding a delay to the first waypoint but this is not reliable as the player might take a long time in kit loadout. Any ideas how I can halt the game (not technically pause it) until the player comes out of Virtual Arsenal? Thanks
  17. Hi all, I've created the following config class which is included in my description.ext class CfgUnitInsignia { class RainbowWhite { displayName = "RainbowWhite"; // Name displayed in Arsenal author = "Test"; // Author displayed in Arsenal texture = "rainbowlogowhite.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; I have checked the file path for the .paa file (which is in the root of the mission folder) and tried renaming the class several times but I does not show up in the Virtual Arsenal. Is there something missing that is not detailed on the Wiki? Any other things I should try? :confused:
  18. Question 1 : how to go from Intro to starting the mission? I tried "endIntro" but no success, and couldn't find any mention of it in the BIKI. endIntro; Question 2: how to make BIS_fnc_establishingShot behave synchronously? I am wanting to play an audio file after the established shot has been loaded, however the sound keeps cutting in before it finishes loading the UAV and you miss some of the audio. I tried doing a waitUntil but not luck. introShot = [ markerPos "uav", // Target position "Operation Ebony Horse : The remnants of Vezirhade and his terrorist cell have been tracked to this old fortress, elminate them.", // SITREP text 350, // 300m altitude 100, // 300m radius 40, // 90 degrees viewing angle 0, // clockwise movement [ ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _rainbow, markerPos "insertMrk", 1, 1, 0, "Rainbow Insertion Point", 0], ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _tango, markerPos "towerBaseMrk", 1, 1, 0, "Stronghold", 0] ] ] spawn BIS_fnc_establishingShot; playSound "briefing"; waitUntil {scriptDone introShot};
  19. The solution for this is to simply do endMission "END1";
  20. The fortress walls in ArmA 3 which are represented by grey rectangles in the editor map seem to completely screw up AI waypoints. I am wanting a Officer to escape to a helicopter that is sitting on a wall in the Kavala fortress (south west Altis). However as you can see from the screenshot, he will stop outside the area of the wall. http://i.imgur.com/qYNFDUQ.jpg Any ideas how to solve this?
  21. I think there is a bug with CfgUnitInsignia in Description.ext I decided to create an addon with my patch in it and then test it with Virtual Arsenal and it was visible. Then I recreated the same, but added the .paa file and config to the Description.ext file and removed the addon from ArmA 3 startup params. The patch was not visible, could someone try and test at their end? Thanks
  22. This isn't working, I am still stuck in the Intro part of the mission. I have to manually click "Skip" in the game menu to then proceed to the briefing and start the mission. Any ideas what to do?
  23. Thanks, that worked the trick (sleep 5 seconds) Now how do I move from the intro stage to the actual mission? :)
  24. Currently I am playing sounds when BLUFOR shoot an enemy , where they say something like "Got him" or "Tango down". The only problem is that anyone else whether they are friendly or enemy on the map can hear it, even if they are miles away. Is there any way I can restrict communication of the sound to one side? if (side _killer isEqualTo WEST) then { _sound = ["tangodown1","tangodown2","tangodown3"] call BIS_fnc_selectRandom; _message = ["Got him", "Tango down" , "Threat neutralized", "Hostile down"] call BIS_fnc_selectRandom; _killer sideRadio "T"; //not working playSound _sound; //everyone can hear this even if they are 5km away };
  25. Yea I've tried that but the problem is that it reduces flexibility of the mission for players, if I place enough AI for 8 players then it will make it harder for 2 player Co-op. I am already using JShock redressing. I think the strategy here is I have three spawn scripts, one that spawns patrols, another for garrisons and finally one for static units.
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