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10 GoodAbout TheBombDoctor
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Old? It's not that old, plus it's a development thread. I'm not allowed to ask of there are any updates? I should create a new thread to the other thousands that the mods have to filter thru instead of keeping the post localized?
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Any updates? Any thoughts of releasing what you have already done so that the community can test/contribute? No reason to go at it alone if you don't have to. We need this mod! It completely changes the game for Arma 3. Actual melee animations and a real fighting system! It doesn't even have to be SW. It could be baseball bats, we just need it!
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How to force AI to holster weapons?
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That did the trick. Thanks man! You're a god. -
How to force AI to holster weapons?
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I omitted the number completely and got an error expecting 4 args and only receiving 3. I added a zero, and nothing changed. Here is the entire init: this setBehaviour "Safe"; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "CUP_U_O_RUS_EMR_1"; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 2 do {this addItemToUniform "16Rnd_9x21_Mag";}; this addVest "V_Rangemaster_belt"; this addItemToVest "FirstAidKit"; for "_i" from 1 to 4 do {this addItemToVest "16Rnd_9x21_Mag";}; for "_i" from 1 to 2 do {this addItemToVest "Chemlight_red";}; this addItemToVest "SmokeShellRed"; this addHeadgear "H_Cap_oli"; comment "Add weapons"; this addWeapon "hgun_Rook40_F"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this action ["SwitchWeapon", this, this, 0]; I have already tried "Safe" as you can see above, and that effected nothing. Thanks though. -
How to force AI to holster weapons?
TheBombDoctor posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone! I have a bit of a dilemma that I tried to resolve myself, but have not been successful. I have created an AI to be an indoor guard, armed with just a pistol. My issue is I want his pistol holstered. He won't be a member of a group so I am not concerned with his squad leader giving him orders to draw it. I have just copy and pasted his loadout into his init at this point. No sqf made yet. I referenced these links but have not found my answer. https://forums.bistudio.com/topic/169677-weapon-on-back-script-for-arma-3/ https://forums.bistudio.com/topic/183316-keep-pistol-in-holster-when-unit-does-not-have-a-primary-weapon/ I have this in his init field right now, immediately following the last line of his loadout. this action ["SwitchWeapon", this, this, -1]; He just stands there with his stupid AI smug face and points his pistol at me. Do I have the syntax right? I'd like to have this resolved as soon as I can. Thank you all for your time. -
Sorry I didn't have time this weekend. Family stuff. I haven't forgotten about it. Have you figured it out?
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Assigning faces via config.cpp
TheBombDoctor posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey everyone, I have two two questions: 1. How do I produce random faces for units in my config? 2. How do I produce permanent faces for specific units? IE: I drop them I the editor and don't have to use the setidentity in every in it box every time? I have an identity set (face and voice) in the units cfg in my cfgvehicles.hpp, but it seems that A3 bypasses it or I've got something wrong. I've included a copy of the section of the config in question. -
No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yea I can definitely see that. I have found that although monotonous at times, writing an add-on like this is one of the funnest parts of arma. I spend more time creating than playing. -
This weekend I might have time to tinker with it and see what I can find out.
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No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I found the culprit. In my config.cpp, I define the macros for the lines that use mag_xx() to define the amount of that mag or item to spawn. I had called for mag_20("5Rnd_mas_762x51_Stanag"), but I only defined through "mag_12". After I defined it, everything works. The same goes for the hand grenade issue. I called for mag_1("HandGrenade" ), but I only defined from mag_2 through mag_12. Silly me. Thanks for the help guys. Locklear, I'm not going to need your help after all, but if you don't mind... I may use you in the future. -
You could try using a mod that has equippable and invisible nvgs. I can't remember what one I have. It's either mas weapons or pg services. You could reverse engineer the code they used and apply it to yours. Instead of giving the helmet those properties, creating the invisible nvgs
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No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Awesome I'll fix that. Thanks! Update: I got fighter 14 working. I tried to give him a hand grenade that wouldn't fit in his vest. Assigning that grenade caused this fiasco. I suspect a similar error in fighter 15. I'll update when I confirm. How did I find it? I went into the Virtual Arsenal to make sure the camo was working correctly. When I clicked on the uniform, I received an error about a hand grenade. I removed it and it worked. -
No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Absolutely! PM sent. -
No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I just tried using a vanilla model instead of the one saved in my data folder, and got the same problem. Is there no one on the forum that can help? A dev perhaps? Someone who works at BI? Can someone even just refer me to someone else? I'm really at a loss. -
No Entry '.model'
TheBombDoctor replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What would cause the model to work with the other units but not the new units? ---------- Post added at 14:59 ---------- Previous post was at 14:56 ---------- Sorry for the double post, but I can use the first 13 units before and after the error, in the same session. They all used the same model at first. Then I copied the model and renamed it to see if that would change anything. Nothing has fixed it. Anyone?