Ulfgaar
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Everything posted by Ulfgaar
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Community Upgrade Project - CUP Terrains
Ulfgaar replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Im primarily using PW6 to keep my mods in order, as my clan does as well. Now, the odd chance that it "might" work when downloading it somewhere else, doesnt make it alright that it doesnt work through PW6 - as its actually something that a large part of the arma community is using for mod management. -
Community Upgrade Project - CUP Terrains
Ulfgaar replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its not, the AIA pack was removed from the list before i added the CUP maps. No idea why its showing there, as its really not there. Here, i started it again just now - here's a screenshot from my list in PW6 just before i launch it. Its sorted alphabeticly. You can clearly see that the AiATP is not part of the list (and the CUP one is now at the top, due to the **WILL BE DELETED** mark - but its still there). https://www.dropbox.com/s/clhuxpo00d2uxs9/List.jpg?dl=0 And here it is again, exactly the same as last time - with AiATP still showing as "on the list". Arent you guys using the files from the AiA dude in this CUP pack as well? https://www.dropbox.com/s/g501mbvxab9vont/2015-12-29_00001.jpg?dl=0 No idea what causes it - but annoying, it really is. -
Community Upgrade Project - CUP Terrains
Ulfgaar replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@rekkless Already did, still the same - acts like its A2 starting up rather than A3 - showing completely scrambled UI with error message once it starts up. -
Community Upgrade Project - CUP Terrains
Ulfgaar replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is how Arma 3 looks when i start it up using your "Complete" (@CUP_Terrains on PW6) version together with my clans modlist. https://www.dropbox.com/s/l9xvz113a5tq85u/2015-12-27_00001.jpg?dl=0 Interesting...isnt it? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Ulfgaar replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, i have the same - tho, i'm using a modset which includes ACE from "Play withSIX". It happend today for me as well. I've had a mission i've been working on for weeks now - and now i cant preview it in editor, nor test it in multiplayer - as both get interrupted wby this error message, saying that "Ace_Advanced_Ballistics.dll" is not installed. It seems to be a problem with battleye, as its "blocking" it by the little "DOS window" thats open in the background. Hoping this will be fixed soon so i can get back to finishing off my mission :) -
@JOnes Thanks for the reply man, hopefully the wast knowledge of the Arma community can Macgyver something together to make this mod even better :)
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Hello! First of all, thank you for a great mod! I have some question tho, conserning AI helicopter landings on this craft. Im making a multiplayer mission where the AI helicopters will fly the players to their drop-off zones and return to the ship. Now, this spesific part works really well. The helicopters fly off once the full team is inside, drops em off, returns and lands again on the LHD and turns off their engines. The problem occur when im using the BIS support module for helicopter transport. I've tried with both actually AI helicopters starting on the deck as providers of this heli transport service, as well as the virtual ones. Both of them come and land and let us get into the choppers from the locations on the landmass. Once we're in and i tell it to land on the LHD deck, it flies back and does everything as it should do it - untill it touches the deck. It emediatly takes off again, rises 10-20 meters, before going down for another landing - barely touches the deck and lifts off again - rince and repeat. Im using invisible helipads at the hight of the flight deck (16.5 meters) - the same as the AI helicopters that fly the players to their missions. They land nicely and are done. But the choppers working with the support module for heli transports, they touch and go continously untill i eject myself just as its about to touch the ground. When i used actuall AI helis to provide the service, they rose once more before landing as they should at their spots and turned engines off after i got out. I dont get it, its really anoying and actually the only part missing for my mission to be done. The mission starts on the LHD carrier, and i'd like it to end with the players returning to the carrier with a mission success. However, we're currently forced to time our ejects and it wont stop landing/taking off again untill all players are out (when we use the support module for heli transports) Any tips on how to get those helis to land, and stay landed till everyone has disembarked? Kind regards, - Ulfgaar
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--------------------------- Open doors --------------------------- <Vehicle> animateDoor ["door_R", 1]; <Vehicle> animateDoor ["door_L", 1]; --------------------------- Close doors --------------------------- <Vehicle> animateDoor ["door_R", 0]; <Vehicle> animateDoor ["door_L", 0]; <Vehicle> = name of given helicopter. "door_R" or "door_L" = fairly explainatory for right and left door. Open door codes are placed in the "on activation" field of the trigger, while the close door codes are placed in the "on deactivate" field of the triggers (opening them as the unit enters the trigger area, while closing them when its leaving the trigger area). If your using both in the same trigger, remember to set it to fire "repeatedly" and not only "once". Setting it to "once" will fire the "on activate" and leave the doors open, while the "on deactivate" field wont trigger, thusly keeping them open.
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SquadSync - Launcher and Addons Synchronization software for ArmA
Ulfgaar replied to SwordfishBR's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I just downloaded and installed the clientside part of it. Once its installed and i try start it - this is what i get: Anyone with similar events with advice on how to overcome it? -
How to make helicopters sling load vehicles??
Ulfgaar replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im placing the code in the choppers init field. Also tried for the sake of it to put it in the designated cargo's inits field. Both turn up the same. When i used the code you linked here, it worked. Thanks alot. nul = H1 setslingload Veh1; THIS WORKS! Whoopey! -
How to make helicopters sling load vehicles??
Ulfgaar replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im using this: H1 setslingload Veh1; The chopper being H1, and the mini-sub being Veh1. I still end up with the message "Type Bool, expected nothing". This is sort of frustrating... Any thoughts on whats wrong, or advice on getting this to work? -
Eject/GetOut codes and scripts - For paradrops and insertions over water.
Ulfgaar replied to Ulfgaar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey mlamp89! Using the eject script should throw the squad out of the plane more or less in a line. The default AI opens the parachute at a given heigh automaticly and they fall fairly straight down to my knowledge (with some movement ofc). In my tests the AI seem to find you as a leader by themselves in time. So once on the ground, they will try to form up with you again (which any kind of paratroopers would do, as they wont be landing togther at the same spot as such). You can possibly try giving them a waypoint command during flight, which they then "hopefully" will move to once they reach the ground - or possibly steer towards in their parachutes. I dont know this for certain, but its something i'd try if nothing else. My best advice here is to do some testing and see what happens. Conserning that you and your brother need to manually "jump" into each AI in your squad to equip them with parachutes, i'd highly advice using preset loadouts which you can make in the "Arsenal". Equip the soldier with all the gear you want him to have, export the loadout (which will save it as code to your clipboard) and the paste it in the "init" box of the units in question. Once you save the mission then, the AI troops will spawn with the saved gear equiped. Its a nice way to save yourself alot of trouble with having to manually change between each AI soldier and manually equip the gear. I am no professional scripter, but who knows - someone more competent than me might answer you here as well :) Best of luck! - Ulfgaar -
TFAx - International Units
Ulfgaar replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First of all - very nice job with the uniforms. Feels really good, if for nothing else than the looks, to play in something European and not only US. With that said (and being former norwegian army myself) - i'll back Tsark up on his comment that the camo pattern texture of the Norwegian woodland/desert uniforms are too small. It makes them look bit messy. Tho, you i'd say you have the coloring and shapes quite perferct. Its just the small size of it that makes it messy. I'll try to help out tho, here are some links that might work as a point of reference: Norwegian Desert Camo: http://balswick.no/wp-content/uploads/2012/10/afghanistan.jpg http://www.cato-ringstad.no/contents/media/l_10139.jpg Norwegian Woodland Camo: http://miltrad.no/autoweb/bilder/Ny-fleece-nyhet.jpg http://www.miltrad.no/autoweb/iprod/M09-helfig.jpg Not trying to be rude or critical to your work, as earlier stated - i really enjoy the work you have put down into this addon. But, this is the only feedback i can come with conserning the uniforms of my nation - if for nothing else than polish to make the addon as good as it can be. Thanks, and looking forward to what you bring next :D -
Eject/MoveInCargo Howto
Ulfgaar replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alternatives for force ejecting AI/Players out of Planes/Helicopters (for what i've used this). {_x action ["Eject",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>; // Placed in a trigger, this will eject AI/Players at said location as long as they have a parachute on. Will not work without parachute (with regular AI flying hights without modifications). {_x action ["GetOut",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>; // Same as the one above, except this will throw AI/Players out at said location, no matter if they have parachutes on or not. Do note that this will eject everyone at more or less the same time. I have a mission where i have both paratroopers dropped from a C130J, and a diver team that will be dropped off by a chopper hovering over the water. For the paratroopers i use an Eject.sqf script similar to the one mentioned by the OP. I do however use what i've written here, the "GetOut" version, for ejecting AI/Players from the chopper and into the sea at a spesified location. The divers are dropped from 5m, by using an invisible Helipad set to 5m, and with a "Transport Unload" waypoint on it from the chopper transporting the divers. -
High altitude flying
Ulfgaar replied to anessen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know this is a very old thread, but it popped up when i was working on something and looking for a way to get the AI to fly at altitudes (stable as such). I've used the "unitCapture" and "unitPlay" functions, which work epicly on singleplayer, but causes the plane to studder/desync around like mad in multiplayer. It works and it will still fly the route you've made in multiplayer, but in multiplayer the "unitCapture" and "unitPlay" will give less than pleasent results. -
CSSA3 - A Spectator Script for Arma 3
Ulfgaar replied to cyrokrypto's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Im using your script, and it works nicely - getting accustomed to the assorted customizations such as only being able to follow players, and only in 3rd person and such. When testing the mission im creating with a friend however, when i died and was in spectator mode - its like TFAR was cancelled out or something, as then we could hear each other, alive and dead, just as if it was directly from the TS client (no TFAR sound effects). I checked your readme file, and it only has customisation for the camera itself, not the sounds. Have you heard of this issue before? Know any tricks or some option to tweak to make it so that dead people can speak without hearing alive ones, and vice versa for alive ones? Any help will be much appreciated, sort of the only thing left to tweak before the mission is complete. // Ulfgaar Edit: I think i found out, its a TFAR setting thing - we need to create an additional channel with a certain password to use TFAR in "Serious Mode". For anyone else wondering about how to do this, this is the website i found it on: https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/README_EN.md Check under the subtitle "Operation Modes". // Ulfgaar -
Open/Close Helicopter Doors
Ulfgaar replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys - i've been scouring the web now for some time and this is the thread closest to what i need. It didnt give me the answer i needed tho, but in hopes that some of you might know, i'll ask here. Im trying to get a UH-60 blackhawks doors to open by trigger. It does have the animations as an option when your sitting in it, but i want them to open before "the divers are dropped off into the sea" as part of an insertion in a mission im making. I know the code is the same as for the ghosthawk as you have shown us in here, but i cant for the love of god find any place naming the exact name for the doors. I've gotten a modded version of the Merlins doors to open, i've gotten the Ghosthawks doors to open - but i cant get the bloody doors to pen because i dont have the correct name for them. Help anyone?