gadjr114
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Everything posted by gadjr114
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So far I've noticed two problems with "Author" in two separate areas of the Eden editor: 1. In the Modules section, under Scenario Name, there is only room to put in the name of your Scenario but I don't see a box for "Author". It used to be this way but not anymore? 2. In Attributes--> General there's a box for Author but it doesn't display the author on the mission loading screen, it just says "Unknown Community Author". Does anyone have any input on these? Am I missing something? Any help is appreciated
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Ever since the Eden update, I've been having trouble with helicopters in the editor, specifically the Ghosthawks. When given a waypoint, 95% of the time they just fly straight up in the air until they are out of sight. Does anyone else have this problem?
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So, I have a complete Forward Operations Base built on my Altis terrain and I am trying to copy and paste it into my Zargabad terrain so I can make a few missions on the Zargabad terrain. However, when I select the FOB and select COPY, then open Zargabad and select PASTE, nothing happens. When I have Altis open, the PASTE function works just fine and plops the FOB down wherever I want it. FYI- the FOB is built entirely out of vanilla Arma 3 objects; no add-ons. Anyone having similar issues? Any suggestions? Thanks
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Since the release of Eden, I've been having troubles with Helicopters, specifically the Ghosthawk. I can place a Ghosthawk down and give it waypoints and for the most part it works just fine. However, as soon as I give the Ghosthawk a name in it's attributes (IE: "gh01"), the helicopter will no longer correctly function. If it is supposed to start on the ground and take off, it will just take off and fly straight up into the sky infinitely. If it's supposed to start in the air, it will, but it will just fly straight up infinitely again. In summary, I've tested it several times and it seems as if as soon as I give the helicopter a name in it's attribute window, it starts acting crazy and not functioning properly, and just flies straight up into the sky until I can no longer see it. Is anyone else having these problems? Is there any information on it that I am somehow missing? I think I spend more time making missions that actually playing the game so this is extremely frustrating for me. Any help/input would be greatly appreciated! Thanks!
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Alternate spawn point using a marker
gadjr114 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I am making a mission with a high value target that needs to be located and killed. I place the AI player (target1) on the map and then place four markers down as alternate spawn locations for target1, and sync them all to target1. My problem is that if I place target1 on the roof of a building, all of the alternate spawn markers that I sync to target1 seem to be at the same height that target1 was placed. My question is if there's a way to make the marker's height "0" so if target1 spawns at a specific marker, he spawns at "0" height, rather than the building roof height that target1 was placed at. Ideally, I'd like to place target1 on the roof of a building, and then have another spawn point (marker) which he'd spawn on the ground height ("0"), instead of the height of the roof of a building. Is this possible? Preferably without scripting? Something that I could do in the Eden editor? Thanks! -
Alternate spawn point using a marker
gadjr114 replied to gadjr114's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm, thanks for the input! I wonder if there's a reason BI didn't implement a "Z" coordinate on a marker that is sync'd as an alternate spawn location? Maybe this is something they could add in a patch. A'well, I appreciate the feedback! -
If you enjoy playing Arma 3 cooperative in small, 2-4 player groups and enjoy playing through realistic, fun, custom missions, please send me a private message and let me know. I'm looking for a few casual players who can communicate via Teamspeak and work as a team to complete my very well-made custom missions. I usually release at least one mission per week and would like to find a few more people to play them with. I prefer using a handful of fairly popular mods, but have quite a few custom missions just using vanilla content as well. Again, if you're interested, please send me a private message. Thanks!
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I was doing some testing on it the other day. The Ghosthawk seemed to work completely fine with it's waypoints until I gave it a unit name. The second I gave it a unit name, then launched the mission, it would just take off and ascend forever up into the sky, rather than following it's waypoints. I've only noticed this problem with the BI Ghosthawk and the Blackhawks from the RHS mod.
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[WIP] Terrain Diyala province Iraq
gadjr114 replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please forgive me if it's already been asked, but are you going to include any military installations for players to populate or leave it blank so we can make our own? Also, you mentioned that there is a "big airport". Is that a civilian airport or a military airfield? Again, you work on this terrain looks amazing and I can't wait for it's release! -
[WIP] Terrain Diyala province Iraq
gadjr114 replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This terrain looks absolutely amazing. I am an avid mission-maker and LOVE terrains that are made with the degree of detail and depth that this one appears to have from the screenshots I've seen so far. To say I am anxiously awaiting the release of this terrain would be a massive understatement. :D -
I am looking for a few cooperative players who are interested in running some of my custom missions with me once or twice a week in the evenings. I have been making missions for the Arma series for several years, sometimes finding myself using the editor more than actually playing the game. I am a bit OCD about detail and realistic missions and objectives. I tend to make extremely polished missions, tweaking them over and over until they unfold perfectly for the player. I host these missions on my own PC and have no problem running them with 2-4 other players while communicating over Teamspeak. There is a small list of mods I use for my missions, but the main ones are RHS and AiA. However, I have a good list of vanilla missions as well if you are against using mods. Please respond here if you're interested. Thank you!
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RHS Escalation (AFRF and USAF)
gadjr114 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am not entirely sure how to do that at this point. I just wanted to know if anyone else is experiencing the same problem at this point or if I am missing something.- 16577 replies
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RHS Escalation (AFRF and USAF)
gadjr114 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, I am posting this in here because my problem has to do primarily with the UH-60 from RHS. Ever since the Eden update, I can't get the AI of the UH60 to work correctly. For example, when trying to setup a simple UH60 AI troop insertion, once the UH60 takes off, it just flies straight up, continuing to increase altitude indefinitely. Trying to troubleshoot this problem, I placed several other helicopters down, all with the same conditions as the RHS UH60, including same waypoint type, conditions, ect, and then ran a test of the mission. All of the other helicopters took off, then proceeded to the TRANSPORT UNLOAD waypoint, dropped the troops off, and then proceeded to the next waypoint perfectly. The UH-60, however, just took off and continued to ascend straight up into the air until it was ultimately out of my sight. While the above test seemed to limit my problem to the RHS UH-60, I did have a similar problem on a mission on Altis that I made with BI's Ghosthawk after it would hit certain waypoints, it wouldn't continue on, it would just start ascending straight up until it was "gone". I don't know if this is a know issue or just something simple that I am missing, but I have been using the Map Editor tools for well over five years now and have never had so much trouble with AI helicopter waypoints and control as I am now. Any help/feedback would be appreciated. Thanks!- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
gadjr114 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone know why I have no interaction menus now when using ACE3? I hit the windows key and the little circle icon pops up, but no interactions. Same with CTRL+WIN... -
ACE3 - A collaborative merger between AGM, CSE, and ACE
gadjr114 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, I've recently updated to the newest version of ACE3 and now I have no interaction menus. Anyone know what's going on? I've got explosives and medical supplies in my inventory but when I hit the interaction menu, nothing appears. I am sad. :( -
ACE3 - A collaborative merger between AGM, CSE, and ACE
gadjr114 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
After upgrading to the newest version of ACE3, I started getting errors in debug windows upon loading any mission in the eden editor. After noticing that there was a new CBA update, I applied that and reloaded the game. Now, wherever I load a mission and start it up, I get a game error about ragdoll.pbo being out-dated or something similar and it kicks me back out to the editor. I tried launching the game with zero mods enabled and got absolutely no errors, so then I tried launching it with just CBA & ACE3 and got the same errors again. Anyone have any suggestions? I've just been playing it with no mods hoping that hotfixes will be released that fixes whatever the problem is, but it doesn't appear many other people or having similar problems? Thanks for any help -
CBA - Community Base Addons - ARMA 3
gadjr114 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
After upgrading to the newest version of ACE3, I started getting errors in debug windows upon loading any mission in the eden editor. After noticing that there was a new CBA update, I applied that and reloaded the game. Now, wherever I load a mission and start it up, I get a game error about ragdoll.pbo being out-dated or something similar and it kicks me back out to the editor. I tried launching the game with zero mods enabled and got absolutely no errors, so then I tried launching it with just CBA & ACE3 and got the same errors again. Anyone have any suggestions? I've just been playing it with no mods hoping that hotfixes will be released that fixes whatever the problem is, but it doesn't appear many other people or having similar problems? Thanks for any help -
I literally have hundreds of old MP missions that I would like to import to Eden but whenever I try to, I always get the following message: Something else I noticed is that when I go to PLAY-->MULTIPLAYER-->NEW and it loads the list of my multiplayer missions for play or edit, the game automatically displays the following error: And if I'm already in the Eden editor and I click on LOAD, I get the following message when the mission list loads: Is anyone else having problems importing old multiplayer missions into the Eden editor??? Thank you
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Oh, cool. Thanks!
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Perfect! Thank you so much!
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I have always used the following Intro.sqf script file on my multiplayer missions which basically just includes 4 lines of text in the bottom right corner of my screen when the mission starts. Prior to Eden, it always worked fine and I never noticed any error messages or anything. Now while I'm using the Eden editor, I always get a black error black with an error message in it but I have no idea what it's saying or how to fix it. I will attempt to attach a screen shot of the error and the code that is located in my Intro.sqf file. Any help would be appreciated. Code from SQF file: Screenshot of error:
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any =[ [ ["DRY RUN |g.doke|","<t align = 'left' size = '0.9'>%1</t><br/>"], ["Altis International Airport","<t align = 'left' shadow = '1' size = '0.7' font=puristaMedium'>%1</t><br/>], ["March 01, 2016 - 1405 Hours","<t align = 'left' shadow = '1' size = '0.7' font=puristaMedium'>%1</t><br/>], ["S.F.O.D. DELTA","<t align = 'left' shadow = '1' size = '0.7' font='puristaMedium'>%1</t>", 90] ] ,0.9, 0.85, 90] spawn BIS_fnc_typeText; That one in red? So it should read like this?: any =[ [ ["DRY RUN |g.doke|","<t align = 'left' size = '0.9'>%1</t><br/>"], ["Altis International Airport","<t align = 'left' shadow = '1' size = '0.7' font=puristaMedium'>%1</t><br/>], ["March 01, 2016 - 1405 Hours","<t align = 'left' shadow = '1' size = '0.7' font=puristaMedium'>%1</t><br/>], ["S.F.O.D. DELTA","<t align = 'left' shadow = '1' size = '0.7' font='puristaMedium'>%1</t>", 90] ] ,0.9, 0.85] spawn BIS_fnc_typeText;
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I see. Would you be so kind as to copy and paste my script with the correction in it? I see two "90"s in it and don't know which one to remove, or both? And then if I need to remove brackets, ect. Thanks for the help!
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Can anyone tell me the name of the new font? And if there are any other noticeable errors in the above script? As mentioned, I've tried changing the font to a different one and I still get the same error message. Any help is appreciated!
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Can anyone tell me another font that I could use? As you can see from the screenshot, even with the error, the game still displayed the text in the lower right corner and it's even in the new text font. Can anyone give me the name of the new text or a text that is still valid? Thanks! EDIT** I've tried changing the font to 3 different ones and still get the error? Any other ideas?