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lordfrith

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Everything posted by lordfrith

  1. lordfrith

    I want to learn how to make new units

    do you have arma tools set up? i found it was best to have a look at the actual arma 3 files. Pick a uniform and find the config, rvmat and its file, its the best way to get an idea of what you're going to need to create
  2. hi folks i was making a scenario and rewrote an old patrol function that i had. it made arma 3 crash! so i tried isolating the function in a test scenario and while arma didn't crash the function did absolutely nothing. i've been staring at this for over an hour now trying to see what really stupid thing i've done wrong... anyone help? what the function is supposed to do: if no enemies are detected move either to random position or random building position. if there are enemies present group should move to intercept. In a loop. to test, create a new mission and place an AI group near any town. create an init.sqf and paste in: EDITED now working: hopefully someone can see what i'm missing here...
  3. YES!!! that does indeed work, thanks good sir also works if i put the 'sleep 0.1; inside the function so i don't have to worry about where its spawned from, OP will be updated accordingly. that was a simple fix eh, can anyone explain whats going on here so i can spot this in future? i never wrote a script that did that before!
  4. first off i edited the function (see OP) and have got it working but the problem above still persists: did you experience any lag at all on the loading screen? when i tested today i realised arma wasn't crashed (duh) it was just taking 3-5 mins to load stratis test mission. heres the experiment: https://www.dropbox.com/sh/b8x0o7f1hhoqw1z/AADdT6E8BIXMi1M5h-lXzBF3a?dl=0 run test scenario above as is, call function on tester unit from debug console. Everything works nice and fast no problem. No noticeable lag on mission load or on debug console function spawn. second test, delete the // on the bottom line of init so the function is spawned from init.sqf. mission takes 3-5 mins to start..... then works fine. if anyone else fails to replicate this then its not a scripting problem. EDIT: oh and if anyone else can replicate this sorry in advance
  5. cheers, i will do to be clear this scenario is a quick test to find whats broken in the function, in its original scenario i was calling (spawning) this from the server for spawned groups i'm gonna try rewriting that damn thing tomorrow, will post back results
  6. well... i think so... ;) the first 'this' should just be the group leader to give way points to, the second 'this' should be the ref object the group patrols around (for the test it was the group leader also), it was only used by BIS_fnc_findSafePos anyways, 3rd param is the range to scan for. i've had to head out so i won't be able to test more till tomorrow but the problem does seem to be something is stopping it from running at all rather than a part of the function generating errors. thanks for the ideas folks
  7. it didn't get a far as line 3 "hint 'stage 0';" (see script in spoiler bar) which is what was making me think i've done some monumental syntax fuck up... like i say it seems to fail to call the function at all hmm thats pretty interesting and i'll follow it up if i can get it working even a little
  8. lordfrith

    Welcome to Glasgow

    ah cool i saw this mentioned in a thread somewhere and had to check it out. Its looking ace, especially with the sullen skies. Theres a lack of.. well even UK style maps so this will be very welcome for many i think. Plus, maybe if i play this enough i won't get lost next time i go to glasgow irl ;) and for once i can play Opfor, as invading Aberdeen casuals. ;) oh yeah that was Bushlurker's Carraigdubh Terrain (Ireland) by bushlurker and Savage_Donkey, i fekin loved that map, did try to get it working in arma 3 back in the days of AllInArma but it never worked :(
  9. well there is this one, its got insanely fast ducatti's and all sorts but they look a showroom for this helmet i think :( yeah i second this, hows that for feature request delivered ;) fushty visor looks ace
  10. just to check... if you are calling the function with GOM's and are getting the error are you def using the right variable names? i.e. if your player is called 'player1' and the chopper is called 'chopper' then function needs to be called with
  11. lordfrith

    GF Missions Script

    cool script! nice variety of missions, challanging too. i wanted the missions to start when the player requests it i.e. by addaction from an officer/satellite phone at a base. If you're interested heres the results of my afternoons messing about :D if GF_Missions_Rolling is set to 'true' then script will function as before with missions automatically starting. create an object or unit and add this: create the script 'GF_Missions\Missions_call.sqf' and paste this in: then edit the existing file 'GF_Missions\Missions_init.sqf' thusly (edits in red) ...and it seeeems to work... EDIT: here's an example mission, it is just a direct edit of GF original example
  12. the problem, if you want to call it that, is that the arma series has a vanilla setting and users have an opinion on how well it works in arma 3 and the direction they're hoping for in future games. This is the BI forums so its likely a topic that will crop up repeatedly, if you're on here a lot i guess that might get old ;) still OP was pretty reasonable in his post and i tried to post a reasonable response... thanks for linking that thread in though, @goaz that is indeed the thread for dispelling the myth of arma 3's 'fantasy' weapons peace :D
  13. i was just thinking as i loaded up CUP the other day that its strange that i often play arma 3 with a mod to recreate the environment of arma 2! setting wise that's still my fravourite of the series (erm... excluding OFP that i never played). In a way i feel like they nailed the setting so well for arma 2 it was kinda hard to improve upon ;) that said i would offer a few points to defend the arma 3 setting: firstly the maps are awesome, Altis especially raised the bar for maps and is reasonably time period independent (i.e. doesn't look too futuristic), stratis and malden are ace and detailed small islands, tanoa is probably pretty cool too but for some reason jungles just don't it for me so i've barely played it... Secondly most of the vehicles, guns etc, although they use made up names, nearly everything is heavily based on real-world equipment that exists today, some of it is even pretty old now. As futuristic as some gear looks it is realistic to a very reasonable degree and personally i rather like the setting, i play often pure vanilla, from a purely sim point of view there is a nice range of tools at the gamers disposal to build and play scenarios. finally maybe it was a wise choice to base arma 3 in a neutral setting thus allowing mods like RHS and IFA3 to really get into recreating other time periods. Does that make sense? i'm trying to say the modding community is so core to the arma experience BI maybe intentionally gave it space to flourish. still i'm interested to see what setting they choose for arma 4, will they commit to a historical period (cold war seems to be a popular suggestion), surely they can't set it any further into the future without losing the core infantry gameplay?
  14. hmm, cool, i was just looking for something like this i think :D is it something like those random side mission generator scripts? i hope so, theres tons of great missions with them but no standalone script, this would be most welcome
  15. hello all, LORD FRITHS CHOPPER SUPPORT SCRIPT: OVERVIEW: been trying to teach myself a bit of scripting and sate my obsession with being ferried around the map in an AI chopper. This script is adapted/took inspiration from 'kibot's' awesome DUWS and still contains some large snippets of his code (on share alike licence). "rabid Chaffinch" is a support chopper called from the communications menu (0-8-1). the aim is to allow one in-game chopper to provide as much support (transport, supplies, etc) to player unit as possible, and to add a bit of character/detail to the whole process. DOWNLOAD: dropbox: latest release 1.1 basic release (old) INSTALL: script packaged in a scenario file. unzip and place into your "documents/arma3/userProfile/missions" folder USAGE: to use this support menu: 0-8-1 brings up support menu. select 1-1 ("transport" - "chopper transport") click on map as instructed to set extract and insert points if you are at base close to chopper you will only need insert point, chopper will wait for you to board and move out if you are out on mission chopper will fly to designated extraction point, land and wait for player group to board once on board chopper will fly to insert point and land, kicking all player group out of chopper, then (if out in mission) will return to base and refuel. near langing/takeoff you can call a script reset in case anything gets stuck while in transit you can redirect chopper to new insert point using "landhere" addaction. to add/create a mission using this script: copy/merge init.sqf and description.ext to mission folder place a helo called "helitaxi", any helo can be used but MH9 animations supported place a helipad at your desired base location and name "helipad0" taxi callsign can be edited in init.sqf funds costing can be disabled byt setting cost = false; in init.sqf in init.sqf or initPlayerLocal.sqf in description.ext: "support\suptFunc.sqf" the helitaxi script itself "support\taxi\helotaxi.sqf": the "landhere" action "support\taxi\LandHere.sqf": resetCommsMenu.sqf KNOWN ISSUES: not tested in MP at all. i have no idea how chat/tasks/functions will be passed between server/client. again feedback appreciated. very occasionally chopper will not take off, still not managed to replicate this precisely so feedback appreciated my military radio protocal/terminology is... a little amatuer, input appreciated :D no chopper respawn, once its dead its gone! TO DO: add functions for created submenu items (currently most menu options are just placeholder hints) start porting mission for MP add support for factions/different chopper animationSource LICENCE: "You can remix, tweak, and build upon my work non-commercially, as long as you credit me and license your creations under these same identical terms." CREDITS: kibot for original support scripts which have guided and inspired this one, still contains many snippets from his DUWS mission. The .sqf gurus of BIforums. PWNR: Adam mission editor, awesome tool and also comes with good helitaxi (learnt about "onSingleMapClick" from that) Lordfrith CHANGELOG: 1.1 update added submenu's added init option to change chopper name added chopper config functions added reset support item added support for funds. set cost = false; to disable reworked "LF_fnc_inVehChck" so it checks if whole player group is in vehicle reworked script flow so script can close if chopper is killed/gets stuck reworked dialogue with capitals and punctuation like i went to school. removed debug hints tried to tidy up the script a little did a bunch of other stuff i forgot as i was drunk. hopefully didn't break anything as i was drunk 1.0 initial release enjoy :D
  16. lordfrith

    [Release] Heli Support script

    i think that'll be the problem i mentioned to davidoss above, the dedicated server will be the group owner so for any client to use the support menu group ownership of the 'helitaxi' needs to be switched to the client or the pilots don't obey the script commands properly, annoyingly especially landing. something like this needs to happen when somebody calls the support menu : then use setGroupOwner If you've ever used the awesome ADAM mission maker this was how they did it in the built in helitaxi script, i'd post my whole solution but i'm checking out the script just now and its tangled up with a bunch of other stuff i was testing, i'm having to extract the heli script from the mission and start again :(
  17. lordfrith

    [Release] Heli Support script

    yeah sure... i got it working by running it serverside but for clients to be able to order heli about properly i had to temporarily transfer group ownership to the client machine. i think that was it anyway, i'm not home just now so i can't check. good luck :D
  18. lordfrith

    [Release] Heli Support script

    thanks for checking out the script folks, glad you liked it :D I've done quite a lot more on this but never really got it back to something release ready; i rewrote the whole thing into nice sexy functions, i'm trying to streamline the pilot chat a little and i got it working in Multi player. I'll see if i can find the test mission and polish it up for an update sometime in the vaguely near/middle future.
  19. Hello all, This mod is no longer being developed. DOWNLOAD SOURCE FILES: dropbox link is down, PM me if you want source files via weTransfer or similar ARMAHOLIC: http://www.armaholic.com/page.php?id=31654 Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=766707192 WHAT? Hand drawn full rvmat retextures of vanilla Arma 3 assets by lordfrith. Dirty, stitched together, patchy outfits for the discerning scavenger-about-town, similar to the familiar post-apocalyptic worlds of Mad Max, Stalker, Fallout etc. FEATURES: grubby combat rags, filthy officer rags, dirty fisherman's rags, wrecked t-shirts, battered vests, soiled longjohns, broken helmets... There are no placeable units at the moment, its a gear pack only. for screenies see steam workshop link COMING SOON entropy KNOWN ISSUES custom rvmats sometimes don't load normal maps (engine limitation?) CREDITS Bohemia Interactive for making Arma 3. All models are theirs and all assets are adaptions of theirs. And Arma 3 is frikkin awesome BI Forums community from mod creators to people who answer random scripting questions. LICENSE Friths Ruin by lordfrith is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. CHANGELOG testV 0.00000000001 first release V1 fixed noob config errors fixed shiney vests added proper armour values to vests and helmets added rolled sleeve varients added bikeys V1.1 fixed annoying config error on main menu screen. v1.2 included futura miles armour values patch
  20. this bit i'd have no trouble with ;) cool looking stuff, thanks for putting in the time to add to what i half finished!
  21. oh damn that'll be because i cleared the source files and a bunch of other stuff off dropbox to make way for a new hyperspace bypass. I'll have to either reupload later or find somewhere else (maybe armaholic?) to house them. duh sorry in the mean time i can 'wetransfer' them to you or something if you'd be happy with that? PM for details cool, i look forward to seeing that. I tried sorting the source files out a bit for public consumption but... it was looking like a huge job and i was tired etc. Having used them ; where they alright to use or where you tearing your hair out digging through a crazy mess? anything i really could do for ease of use?
  22. ah yeah... i think there's a way involving setting the units start pos as a variable? i might have a test ;) is this problem solved/avoided for the cinematic option? well it doesn't work so... :( apparently hideobject removes collision also, maybe if you ran enableCollisionWith forEach unit? testing... EDIT nope that doesn't seem to work either
  23. when i was playing i issued a 'stop' command immediately after recruiting and then used the 'board copper' addaction on each of the choppers which automatically moves your squad in. slightly immersion breaking maybe but avoiding any ai's plunging to their doom... perhaps if the carrier was optional you could just disableAI "move" for all team mates (and then enableAI "move" in the 'board chopper' addAction as they get in) to get round this. It wouldn't solve the problem if you took squad members back to the carrier though so the invisible walls would still be an option. EDIT: actually johnnyBoy's movie cutscene idea might be cooler eh :D wouldn't hideObject do this? simulation is still running when object is hidden i think so any ole wall would do it
  24. lordfrith

    Syria - What should we do if anything?

    the guardian is reporting that syrian air defenses shot down at least 12 of over 100 missiles and that russian gov saying it didn't engage its missile defences (not sure why).... three targets where hit, putin's saying more areas where targeted but the missiles where shot down. BBC has very little numbers and is mostly reporting the maniacal bluster of our glorious leaders as they merrily push us all towards nuclear Armageddon :( EDIT: well maybe not... jeremy bowden of BBC (middleEast correspondant) tweated this rather interesting note so maybe we get to make arma not war for another day
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