

4-325Ranger
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ai command dlc C2 -Command And Control
4-325Ranger replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheese, At 4:00 that error No entry 'bin\config.bin/RadioProtocolRUS/SentCovering.'. I'm getting the same error in a mission of mine - started right after Tanks DLC dropped. I'm guessing some new incompatibility with existing RHS? Also, at 17:52, haha clearly yes, you are most def hungover! -
ai command dlc C2 -Command And Control
4-325Ranger replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
2:20 - Having fired mortars, the answer is Yes, he has a woody. 13:07 - nice little music edit, I almost fell out of my chair. It's the little edits and commentary at key moments that keep me coming back! In each of these videos, you have a new composition of AI units ready to go. How are you spawning all these units given that this is a Liberation mission? One of the MCC cheat mods, or did you change a code in Liberation for cheaper or "free" units? I'd asked a few videos back, does VoiceAttack make all of this easier, or do you find it to "buggy"? I've been training up with just C2_beta, trying to get controlling my squad down before attempting anything combined arms by using AIC and HC units. Love these vids Cheese, always looking forward to them! -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try playing this yourself for starters: http://steamcommunity.com/sharedfiles/filedetails/?id=1300050416 I know I have some client-side mod recommendations, but try playing with no mods, SP, and check the Briefing files from the map once in game. Working on the MP version. -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For Pierremgi and NyteMyre, Here is the latest code. I was having an issue with needing to turn my NVGs back on and loosing the set left shoulder unit patch upon landing. A friend of mine, Neko-Arrow, made some edits so that only the backpack was removed and respawned instead of the whole loadout. Here is is the code below. It is running just fine on LAN Hosted SP and on my dedi for MP. FYI alot of people I've been dealing with keep questioning this line if (isServer || hasInterface) then {}, at this point I do not know why if !(isServer) exitWith {False}; doesn't work. When I upload my missions to the server, the previous code works for just players or if I play with a combo of real players and AI so...you can experiment for yourself. Please continue to give Beerkan credit for the original script if you use this edited version, my friend is not looking for any recognition. Nyte, I'm hoping to post my SP version to steam this weekend of a short, but fun mission, with the MP version not too far behind. I'll message you the links. Thanks. /* Filename: Simple ParaDrop Script v0.96 eject.sqf Author: Beerkan Description: A Simple Paradrop Script Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group will open their parachute (number) Example: 0 = [vehicle, altitude] execVM "eject.sqf" i.e put this in move waypoint >> _drop = [UH60_a,75] execVM "scripts\eject.sqf"; */ //if !(isServer) exitWith {False}; if (isServer || hasInterface) then { private ["_paras","_vehicle","_chuteHeight","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 300 }; _vehicle allowDamage false; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; if (isPlayer _unit) then {[_unit,_chuteheight] spawn OpenPlayerchute}; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; // Restore backpack. _Var = _Unit getVariable "Ranger_Backpack"; _Var Params ["_Backpack","_BackpackItems"]; _Unit addBackpack _Backpack; ClearAllItemsFromBackpack _Unit; sleep 0.25; {_Unit addItemToBackpack _x} forEach _BackpackItems; _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) <= _chuteheight}; If (vehicle _paraPlayer IsEqualto _paraPlayer ) then {_paraPlayer action ["openParachute", _paraPlayer]};//Check if players chute is open, if not open it. }; { // Save backpack and its items. _Backpack = Backpack _x; _BackpackItems = BackpackItems _x; _x setVariable ["Ranger_BackPack",[_Backpack,_BackpackItems]]; removeBackpack _x; // _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "B_parachute"; [_x] orderGetIn false; [_x] allowGetIn false; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; _x setvelocity [0,0,-5]; } forEach _paras; _vehicle allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; }; -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NyteMyre, Sorry been busy of late. Had a friend recode the equipment storage and retrieval. I had to keep turning NVGs back on upon landing and the left shoulder unit patch would disappear. Localized the equipment to just the backpack to be stored and retrieved. Just about done with the sample mission as well. I'll post the updated code and mission link hopefully soon. One thing I consistently find, is that if players open their chute and don't wait for the auto-open, they will get the multiple chute issue. I haven't localized the problem, but also pretty easy to just brief the players to wait for auto-open ;) I also saw your post on using the RHS C-130. Look into using the RHS waypoint for paradrops as an alternative. I go with that for RHS missions, but use this script when not using RHS. -
Help with making a Lobby Parameter to call a script or not
4-325Ranger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to make a Lobby Parameter for a mission where the player can select to enable a script or not. It is set as disabled by default. The script is VCOMAI, I want the player/group to have the option of playing the mission on an easier vanilla setup and also be able to play the mission with a more challenging AI. I've tried a few things, but have not found anything definitive. I need to set up the parameter (class params?) and then set up the call for it (in the init.sqf?). I came up with this, that I put in the description.ext: class Params { class VcomAI { //paramsArray[0] title="VcomAI"; values[]={0,1}; texts[]={"Disabled - meh","Enabled - Bring it on"}; default=0; }; }; but couldn't figure out how to call it from the init.sqf. I'm sure the paramsArray[0] is wrong, but I was trying to follow an old older script - meh... I also looked at a copy of Liberation, as they have several Lobby Parameters, however they are using some scripting that I don't quite follow with .hpp setups etc that are beyond me at this point. Any suggestions? Thanks!- 3 replies
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Help with making a Lobby Parameter to call a script or not
4-325Ranger replied to 4-325Ranger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Davidoss, thanks for checking in. I'm not 100% on what you posted. So, keep this in the description.ext(?): class Params { class VcomAI { title="VcomAI"; values[]={0,1}; texts[]={"Disabled - meh","Enabled - Bring it on"}; default=0; }; }; Then add: #define GVAR_PARAM(NUM) (paramsArray select NUM) #define GVAR_ENABLEVCOM ([false,true] select GVAR_PARAM(0)) What value is "NUM" in define GVAR_PARAM(NUM) and (paramsArray select NUM) ? are they both 0? Place this in the init.sqf(?): if (GVAR_ENABLEVCOM) then {0= [blah,blah] execVm "script"}; What is [blah,blah]? I would think I would want only the true version of the variable passed, but I really don't know? Could you break (dumb) it down a bit more? Thanks!- 3 replies
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ai command dlc C2 -Command And Control
4-325Ranger replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great additions mad_cheese! The "peekaboo" in ep5 had me on the floor - Arma...gotta love it sometimes haha. Are you still using speakeasy/voiceattack? I couldn't tell for sure. Nice additions with the HUD too! Thanks and keep it up! -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have a player flying the aircraft, or the AI flying waypoint-to-waypoint? I use AI to fly the aircraft in my mission. You have to make sure all of the flight crew slots are filled with AI crew. I do have issues if a player slot AI takes a crew seat or if I do. Players/Player slot AI should fill in passenger-only seats with the above script. I'll put something simple together this weekend that's pure vanilla. If it tests out, I'll PM it to you and let you break it apart. -
[Release] Injured Ai script/Mod
4-325Ranger replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Cheitan, Check your link, it's looping back to this page, not getting out to Mega. Thanks. -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NyteMyre and Beercan, Sorry for the delayed response. I was messing about with this script a while back and did finally get it to word in MP on a dedi. I replayed the mission today with a friend overseas on my server just to make sure all was still good. Automatic aircraft exit on waypoint - check, automatic chute deployment at specified height - check. Switch to backpack on landing (this mission is also a water landing so pretty sure should be good on land) - check. Any AI you have in mission on MP will also exit and deploy chute. Just make sure your players don't try to open the chutes manually it will muck up for sure. First off, in your Move waypoint for the drop site put this: Condition: true On Activation: [[],{_drop = [VX1,300] execVM "scripts\eject.sqf";}] remoteExec ["BIS_FNC_SPAWN",0]; [[],{hint "Green Light GO GO GO"}] RemoteExec ["BIS_FNC_SPAWN",0]; //VX is the name of the transport (a Blackfish) and 300 is the height of automatic chute opening. Note that I put this script inside of a "scripts" folder so take that part out if you are not running it embedded in another folder in the main mission folder. I added the "hint" for ambiance and as a ghetto debug of when the drop should initiate - not necessary to include. The entire code for the eject.sqf I used is posted below, I kept Beercan's admin headers as displayed. Cheers!: /* Filename: Simple ParaDrop Script v0.96 eject.sqf Author: Beerkan Description: A Simple Paradrop Script Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group will open their parachute (number) Example: 0 = [vehicle, altitude] execVM "eject.sqf" i.e put this in move waypoint >> _drop = [UH60_a,75] execVM "scripts\eject.sqf"; */ if (isServer || hasInterface) then { private ["_paras","_vehicle","_chuteHeight","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 300 }; _vehicle allowDamage false; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; if (isPlayer _unit) then {[_unit,_chuteheight] spawn OpenPlayerchute}; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _inv = name _unit; [_unit, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_loadInventory;// Reload Loadout. _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) <= _chuteheight}; If (vehicle _paraPlayer IsEqualto _paraPlayer ) then {_paraPlayer action ["openParachute", _paraPlayer]};//Check if players chute is open, if not open it. }; { _inv = name _x;// Get Unique name for Unit's loadout. [_x, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_saveInventory;// Save Loadout removeBackpack _x; // _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "B_parachute"; [_x] orderGetIn false; [_x] allowGetIn false; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; _x setvelocity [0,0,-5]; } forEach _paras; _vehicle allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; }; -
ACE3 - A collaborative merger between AGM, CSE, and ACE
4-325Ranger replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Just to clarify after reading the ACE wiki. As the mission maker, once I go into Eden Editor >> Settings >> Addon Options - do I need to click (fill) the box in the Overwrite Clients column if I want that mission setting to apply to all clients on the mission? I notice several are already greyed out in that column, but not all. I'm guessing this is an easy yes, but I figure I'd ask just clarify. Thanks! -
Ah, so you mean, get ready for Unsung 3.2 Echo on Prei Khmaoch Luong? Why then yes! I am ready haha! :)
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ai command dlc C2 -Command And Control
4-325Ranger replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
mad_cheese, Last night I was just catching up on the last couple of your Liberation C2 videos. These are great, commentary is hilarious, and the mod use you demonstrate is very helpful. Please continue this series! Thanks for the update and such a great piece of work, still learning it. Favorite quote from last video: "at least it's not like a huge a**hole...correction"... -
Thanks again Nightwolf! Not to get off topic, but curious, what mod are you using to "winterize" Altis in your video?
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Nice! Does the dropbox link above pull the new .pbo?
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[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
4-325Ranger replied to autigergrad's topic in ARMA 3 - USER MISSIONS
Benny/Norm From autigergrad's steam workshop page: NOTE* All of my missions are built with my own clan in mind and catered to. That being said, we use ACE Advanced medical in our missions, which is what this mission is set to. If you don't like Advanced Medical, ACE, or VCOM AI...you are more than welcome to download the pbo, open it in your editor, and adjust to your liking. I will not be removing any of these if requested. THIS ALSO MEANS YOU CAN SWITCH TO SINGLE PLAYER SAVE WITH THE LASTEST ALIVE UPDATE IF DESIRED. I will not make that change myself, but feel free to edit to your liking. He puts out quite a few of these types of missions that he updates fairly often. Seems pretty clear he won't modify by request, so I'd say remove the dependency yourselves and go forth! Another option: HeroesandvillainsOS (above) makes several similar ALiVE Insurgency missions, but WITHOUT the ACE dependency if removal is an issue for you or your mission maker. If you still want to remove the ACE dependency, PM me and I can walk you through it. Took about 15 minutes for me to do this one. -
Very cool, use as you'd like to support this great work!
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Couple of screens from first go at mission: http://steamcommunity.com/sharedfiles/filedetails/?id=1224580112 http://steamcommunity.com/sharedfiles/filedetails/?id=1224580058 I need to tweak a couple ACE modules and a couple of start parameters, add Advanced AI Command mod and should be ready to give it a longer whirl. Drop pods are a nice touch!
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Very cool, I'll forward to checking it out! Edit* - I just checked out that map; nice, hadn't seen it before should be really good...
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No worries, we all have that speed bump. Appreciate the reply for sure! Will be looking forward to any new content. I really like the concept of Unsung/HALO with Liberation, will look forward to seeing it in action. Just a thought, have you seen the PreiKhmaochLuong map? Might be too much of a resource pig with something like Liberation, but a thought nonetheless. This will be sub'd!
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Hey Nightwolf, It looks like all of your steam links are down. I was trying to get the HALO Liberation, the Unsung 3.0 Delta and the new 3.0 Echo (from the other thread). I thought maybe you were updating the missions, but figured I'd ask. For the newer 3.0 Echo, if you make any more maps, I'm more interested in Unsung only missions without the ACV requirement if possible. Of course, I'll check it out either way. Also, you Liberation video was great. I've seen a few "tutorials", but this one and one other are the only that I've seen any real value in. A Liberation tutorial kind of has to be a long video or a series. I've been playing a pub Liberation and have gotten a lot from those folks, but this video was very helpful to fill in some details - nice work. Thanks -
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As a proponent of this mod, I think as long as you keep the core work as you said, I for one would definitely be interested in checking out anything you guys create in either future or past-era uniform/gear/helmet models. I think it's a really smart idea for driving this mod going forward. Thanks for all the effort!
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[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
4-325Ranger replied to autigergrad's topic in ARMA 3 - USER MISSIONS
Tested on a small insurgency, insurgents 30 reinforcements, blufor 1000, both sides set to dynamic for max reinforcements. Tested editor, hosted LAN, indeed still worked. Have not tested on dedi. I would imagine on a full force packet reinforcement along with civilian recruitment it would take quite a while to hit this, also not 100% sure how saving would affect it if at all, but was interesting to see it actually end. Now I know... -
F/A-18 Super Hornet and Su-35S Flanker E
4-325Ranger replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
TeTeT (and friends), Thanks for all the hard work on these updates it is very much appreciated, still my favorite jet in the game. I didn't get a chance to test out all the updates, but the cockpit was crystal clear flying around Altis during the day, although the pilot seemed to be set more forward a bit, but could just be me. Also checked some of the expanded user skins, VFA176_fa18e_hull_co.paa, desert is going to get some more flight time Keep up the great work!