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Everything posted by pognivet
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The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
64 bit -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a crazy crash fellows. It has erased a lot of my work. Maybe you can help me figure what is the matter. Its something so strange that I've never gotten it before even after like 7000 hours across arma 1/2/3 and ofp. The mission is an air assault on Prei Khmaoch Luong. About 20 Hueys from the Medium Utility Helicopter pack take two platoons of US Army to a landing zone. Afterwards the Army assaults a NVA-held hill with helicopter support. The NVA have also about two platoons. I intentionally used the Medium Utility Helicopter pack to avoid helicopters flying up forever and also the PhysX errors that are said to cause dedicated server crashes. There are no UNSUNG vehicles in the entire mission that move even one inch. This is a big mission. Probably the biggest working mission I have ever made. It feels like real life to a crazy extent. Stray bullets going all over for miles. I was originally going to make it company-level, but I had to settle for two platoons each. Even though there's hundreds of troops at once and tracers flying everywhere there is no lag at all. With your view distance at 1500 you can easily get 120 FPS as a client. The problem is that at a certain point in the mission the dedicated server will crash for no reason at all. Dedicated server FPS hangs around 30, but this gives no effects to the player such as script lag. Everything works well. With how the mission is set up the first squad of the first platoon goes to the landing zone with six gunships providing support/overwatch. This begins a train of Hueys moving the first platoon across the map to the landing zone with each helicopter spaced sixty seconds apart. After the first platoon has landed and secured the landing zone (no NVA around where helicopters land and BLUFOR is present) then the second platoon is moved in along with a PSYOPs helicopter (MUH 'Glow' huey with Operation Wandering Soul Ghost Track No. 10 playing at full volume out to 750 meters) to land at the same landing zone. Everything goes perfectly fine until the first helicopter of the second platoon tries to land at the landing zone. Right when it starts to descend to land everything on the server will stop moving and then it will crash or just stay in the state of nothing moving. The weirdest thing is that I once was able to play this mission all the way through with no crashes, from beginning to end, and in that version I was using a ton of UNSUNG vehicles with their supposed PhysX problems (Cobra, Guns-a-go-go, Chinook). In singleplayer or on a listen server it never crashes, but understandably you get some lag. This download contains the uncompiled version and also the compiled version that is being used on the server currently: https://sabercathost.com/9a6f/missions.7z The mission.sqm file is not encrypted or whatever so you can open it with notepad as well. The required addons should just be UNSUNG, MUH and Prei. All the open slots are tester slots for me except for the "Rifleman" and "Demolitions" who are together in the same squad on BLUFOR. Those are the ones you should use to get the full "experience". To get it to crash just do what it says in the beginning (Get your gear, get on the helicopter by 6 AM, ride the helicopter to the LZ and get out) and once you're at the LZ just wait there. There should be a tin shed type thing near where you land. Just sit in there and watch the LZ. After a little while, probably less than five minutes, you'll see an unarmed Huey transport helicopter come to land and then it will crash. Sometimes the idiot AI squadleader will tell you to disembark when you get on the helicopter. It would seem assignascargo is not as reliable as we are made to believe. Just leave the group with the ace menu and get on the helicopter (if you have ace running) or use the dev console to leave the group. You don't need to be in the group to take the ride. One of my theories was that so many bullets are in the air at the same time that the server crashes from trying to calculate them all, but I don't think this is the case. I created a similar mission on Chernarus that is even larger which is actually company sized. It's CDF vs Russia. Russia has a BMP-3 mechanized infantry company (Around 20 BMP-3's) and two attached tank platoons (4 T-90s, 4 T-72s) along with self-propelled howitzer and air support. CDF has a BMP-2 mechanized infantry company of about the same size and one attached T-80 tank platoon. This mission literally has like 40 BMP's shooting at the same time along with 200 infantry across an area that's about two square miles and artillery coming down with ace fragmentation and it never crashes. Aside from this fact I doubt that the Vietnam mission would crash by everyone shooting at the same exact time, every time. Things that I have tried so far: -Removing all UNSUNG vehicles aside from static weapons and bunkers -Removing ACE -Removing ALIVE -Removing all AA missile launchers -Removing all fast-firing, heavy caliber guns such as ZU-23 and ZPU-4 -Removing large amounts of units -Removing civilians -Removing AI mod (VCOM) Nothing has worked so far. It's also worth noting that I've never had this happen on a dedicated server ever with any mission I've ever made over my 15 year career although maybe I'm just lucky. This mission was part of a big project for me trying to create a semi-realistic large battle with real-life military structure (e.g. XO teams, PSYOPs attachments, Platoon commanders, Phasing, COG, whatever) although I was eventually limited by the fact that MUH helicopters can only carry five men along with a gunner and crew chief. Therefore I would really appreciate some help trying to track down this problem as I've already spent around 20 or 30 hours on it. It's still a work in progress so don't judge me too harshly, but I'm always open to suggestions. -
[CLOSED] FFAA V6 (Spanish Army Mod)
pognivet replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
https://community.bistudio.com/wiki/setTerrainGrid the lower you set it the farther you can see grass, but it can cheese up your system and make you go slowly. -
Make player freeze to death (take damage) when not wearing uniform
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello I'm making a mission set in the arctic that is modeled on Metal Gear Solid 1. It's not really a strict interpretation of it by rather inspired by its setting and story. A central aspect of this mission is the fact that there's several compounds of buildings that are very urban separated by miles of frozen wasteland. I want the environment outside of structures to feel very hostile. I want to add in a basic hypothermia system whereby not wearing a uniform while outdoors makes you slowly freeze to death. I'd also like it so that if you're in the freezing ocean you also start to freeze or get hypothermia unless wearing a wetsuit. If possible I'd like to tie it in with ACE medical somehow. Ideally there also should be some way to treat the hypothermia once it has already begun to happen to you. What is the easiest way to accomplish this with scripting? -
Make player freeze to death (take damage) when not wearing uniform
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I like the way you think. Thanks. This is a good simple solution that I can use in a lot of missions. I might tweak it a bit to give you some time before you start taking damage. For this mission in particular however I kind of want to take it to the next level. That's pretty neat. I'm trying to dump as much work into this mission as possible to make you consider your actions. I want to make it very unique with a lot of depth where even though you're just one or a few men alone you're constantly thinking. As much as is possible in the Arma engine using rock objects I already made an underground cave area with a roadway (Like the Space Center in Independence, Missouri) that has offices and parking. I hope to eventually have things like the ability to poison guard dogs with shellfish toxin and using keycards to open blast doors. I'm not very good at scripting. I can accomplish the most basic things (usually in the most weird, indirect and inefficient way possible), but I've never used third party functions. Do you think you could write a small example script that I can build off of? Just something simple taking into account air/sea temperature and shadow and slowing him down and what not. Maybe try to use as many functions as possible in it so I have some good practical samples to mess around with. And do you think it would be possible to allow such conditions to exist on many simultaneous AI? Maybe it would lag too much having scripts constantly checking temperatures of people's bodies, but it would be interesting to be able to do Space Station 13/Dwarf Fortress style things such as knock someone unconscious, strip them of their clothes and leave them handcuffed in the snow to die without having to shoot them. -
How to have a larger number of modfolders on a dedicated server
pognivet replied to pognivet's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks for the ideas. I'll try both of them out and see which is easier to facilitate. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
pognivet replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When I say I made them into something else I mean I used the Arsenal to edit their equipment to make them look like some sort of European terrorist group instead of just the regular FIA. I was running TPW Civs, Cars, Crowd and Furniture I believe. I don't know why it happened. It was almost as if the FIA units were being treated as members of the civilian side by the game.- 5767 replies
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[CLOSED] FFAA V6 (Spanish Army Mod)
pognivet replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Could you guys possibly do a Spanish radio protocol? Since you all speak Spanish fluently all you have to do is record yourself saying some words in a high quality microphone: https://community.bistudio.com/wiki/Arma_3_Radio_Protocol#Words That way the units in-game will speak Spanish instead of English/Bad Accent English. You can also use the Spanish language to make any South American country you want, Mexico, the Falklands War, FARC and so on. You could even make some Catalan-type group to fight with or against. I know Spain is a part of NATO/OTAN and they force everyone to speak English for all that joint exercise inter-forces stuff. If you wanted to set up a NATO/OTAN scenario or something like ISAF Afghanistan you could just edit the Spaniards to use Altis English in their identity for that mission. I've asked a lot of Spanish-speaking Arma groups to do it. Some Colombians or Argentinians or whatever they were said they liked the idea, but haven't really made any progress on it. I think you guys could do the best version since your mod is high quality and you're all skilled in working with the Arma engine. The FDF mod team once made an excellent Finnish radio protocol for their Operation Flashpoint mod so that all the Finnish troops would speak in their natural language. They could probably help you if any of the old guys from so many years ago are still around. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
pognivet replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a funny glitch when using this mod. I made a mission on Malden. I put down FIA and used the eden arsenal to make them into something else. I gave them waypoints to get in a truck, drive across the map and get out. When I started the mission they instead went inside buildings to the ai points and stood in there like civilians would. They do this every time. If I use RHS units or something this doesn't happen. I don't know why.- 5767 replies
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S.O.C.O.M -- Mission Generator & Intelligence
pognivet replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. I named the object. It was a default Arma 3 laptop that I put on a table. I'll try it again and wait longer this time. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
pognivet replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have experienced this problem as well running 64 bit Arma with 16 gigs of RAM. -
S.O.C.O.M -- Mission Generator & Intelligence
pognivet replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did everything it said to do in the readme. The laptop gave me no options. I couldn't do anything. I was using the map Bystrica. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
pognivet replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well i respect your wishes. here's the the sole pbo file i edited. like i said im not an expert with lighting configs, in fact this was my first time ever doing one and i didnt even know what i was doing at all. im sure someone could improve on my work, but for now its good enough to at least play a few missions: http://www.mediafire.com/file/fusvi9hbs9hqa3c/smd_sahrani_a3.7z feel free to rehost or do whatever with it you want. -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i think the radio disabling thing in ace only works on yourself, not ai in your squad. if you hit 5-5 for report status you wont hear your character saying "report in", but you will hear whatever reply from the AI. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
pognivet replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I completely updated all the lighting and weather on the map to the new standards. I might also try to fix the footstep sound problem and dust problem. Is it alright if I upload it? This thread seems to be totally dead and nobody seems to be working on the map anymore. I got so frustrated that I decided to do it myself, but I'm sure that there's thousands of other frustrated people out there who don't know how to do it themselves that would like this cool updated version of the map. It's not great, but it's the best I could do for now: Day: Night: -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks eggbeast. i thought i had everything on high, but i guess it was on ultra. after turning the settings down to very high it stopped crashing. good to know the fix is so simple. i have another question though. while playing today i picked up a "MAT-49 SMG (folded)". is it possible yet to unfold it? thank you. -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
anyone else getting crashes after the new jets dlc update? before the update i could make a mission on any map in the eden editor for as long as i wanted and it was fine. now i can't even get through five minutes of editing on da krong or any other unsung map before the game crashes entirely. it only happens with the unsung mod. i don't know why. any other mod such as cup/rhs and all other non-unsung maps including tanoa are fine. Exception code: C0000005 ACCESS_VIOLATION at 011112C3 -
Unlocking a sector when another sector has been taken.
pognivet replied to greensha's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am having the same problems with this script. -
Custom Faction Spawn for Sector Control
pognivet replied to colonelhartigan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it is possible. Description.ext #include "cfgGroups.hpp" cfgGroups.hpp class CfgGroups { class West { name = $STR_A3_CfgGroups_West0; side = TWest; class BLU_F { name = $STR_A3_CfgGroups_West_BLU_F0; class Infantry { name = $STR_A3_CfgGroups_West_BLU_F_Infantry0; class BUS_InfSquad8 { name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";}; class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "PRIVATE";}; class Unit4 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; class Unit5 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "CORPORAL";}; class Unit6 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "CORPORAL";}; class Unit7 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";}; }; class BUS_InfSquad16 { name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";}; class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "CORPORAL";}; class Unit4 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "PRIVATE";}; class Unit5 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit6 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "PRIVATE";}; class Unit7 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";}; class Unit8 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";}; class Unit9 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";}; class Unit10 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; class Unit11 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit12 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "PRIVATE";}; class Unit13 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; class Unit14 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "CORPORAL";}; class Unit15 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; }; class BUS_InfTeam_AT { name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfTeam_AT0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "PRIVATE";}; class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "PRIVATE";}; }; }; class Motorized { name = $STR_A3_CfgGroups_West_BLU_F_Motorized0; class BUS_MotInf_AT { name = $STR_A3_CfgGroups_West_BLU_F_Motorized_BUS_MotInf_AT0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_m1025_w_m2; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "PRIVATE";}; }; class BUS_MotInf_GMG { name = $STR_A3_CfgGroups_West_BLU_F_Motorized_BUS_MotInf_Team0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_m1025_w_m2; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; }; class BUS_MotInf_HMG { name = $STR_A3_CfgGroups_West_BLU_F_Motorized_BUS_MotInf_Team0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_m1025_w_m2; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; }; }; class Mechanized { name = $STR_A3_CfgGroups_West_BLU_F_Mechanized0; class BUS_MechInfSquad { name = $STR_A3_CfgGroups_West_BLU_F_Mechanized_BUS_MechInfSquad0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = rhsusf_m113_usarmy; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";}; class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";}; class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";}; class Unit4 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "PRIVATE";}; class Unit5 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";}; class Unit6 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "CORPORAL";}; class Unit7 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "PRIVATE";}; class Unit8 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";}; }; }; }; }; class East { name = $STR_A3_CfgGroups_East0; side = TEast; class OPF_F { name = $STR_A3_CfgGroups_East_OPF_F0; class Infantry { name = $STR_A3_CfgGroups_East_OPF_F_Infantry0; class BUS_InfSquad8 { name = $STR_A3_CfgGroups_East_OPF_F_Infantry_BUS_InfSquad0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_squadleader; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit3 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "PRIVATE";}; class Unit4 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; class Unit5 {side = TEast; vehicle = rhsgref_ins_medic; rank = "CORPORAL";}; class Unit6 {side = TEast; vehicle = rhsgref_ins_machinegunner; rank = "CORPORAL";}; class Unit7 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; }; class BUS_InfSquad16 { name = $STR_A3_CfgGroups_East_OPF_F_Infantry_BUS_InfSquad0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_squadleader; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit3 {side = TEast; vehicle = rhsgref_ins_machinegunner; rank = "CORPORAL";}; class Unit4 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; class Unit5 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "CORPORAL";}; class Unit6 {side = TEast; vehicle = rhsgref_ins_medic; rank = "PRIVATE";}; class Unit7 {side = TEast; vehicle = rhsgref_ins_rifleman_aksu; rank = "PRIVATE";}; class Unit8 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit9 {side = TEast; vehicle = rhsgref_ins_rifleman_aksu; rank = "PRIVATE";}; class Unit10 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; class Unit11 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "CORPORAL";}; class Unit12 {side = TEast; vehicle = rhsgref_ins_medic; rank = "PRIVATE";}; class Unit13 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; class Unit14 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "CORPORAL";}; class Unit15 {side = TEast; vehicle = rhsgref_ins_militiaman_mosin; rank = "PRIVATE";}; }; class BUS_InfTeam_AT { name = $STR_A3_CfgGroups_East_OPF_F_Infantry_BUS_InfTeam_AT0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_squadleader; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "PRIVATE";}; class Unit3 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "PRIVATE";}; }; }; class Motorized { name = $STR_A3_CfgGroups_East_OPF_F_Motorized0; class BUS_MotInf_AT { name = $STR_A3_CfgGroups_East_OPF_F_Motorized_BUS_MotInf_AT0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_uaz_open; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "CORPORAL";}; class Unit3 {side = TEast; vehicle = rhsgref_ins_machinegunner; rank = "PRIVATE";}; }; class BUS_MotInf_GMG { name = $STR_A3_CfgGroups_East_OPF_F_Motorized_BUS_MotInf_Team0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_uaz_ags; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "PRIVATE";}; }; class BUS_MotInf_HMG { name = $STR_A3_CfgGroups_East_OPF_F_Motorized_BUS_MotInf_Team0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_uaz_dshkm; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "PRIVATE";}; }; }; class Mechanized { name = $STR_A3_CfgGroups_East_OPF_F_Mechanized0; class BUS_MechInfSquad { name = $STR_A3_CfgGroups_East_OPF_F_Mechanized_BUS_MechInfSquad0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = rhsgref_ins_ural_work_open; rank = "CORPORAL";}; class Unit1 {side = TEast; vehicle = rhsgref_ins_squadleader; rank = "SERGEANT";}; class Unit2 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit3 {side = TEast; vehicle = rhsgref_ins_rifleman_akm; rank = "CORPORAL";}; class Unit4 {side = TEast; vehicle = rhsgref_ins_machinegunner; rank = "PRIVATE";}; class Unit5 {side = TEast; vehicle = rhsgref_ins_rifleman_aksu; rank = "PRIVATE";}; class Unit6 {side = TEast; vehicle = rhsgref_ins_grenadier_rpg; rank = "CORPORAL";}; class Unit7 {side = TEast; vehicle = rhsgref_ins_medic; rank = "PRIVATE";}; class Unit8 {side = TEast; vehicle = rhsgref_ins_rifleman_RPG26; rank = "PRIVATE";}; }; }; }; }; }; maybe someone could elaborate on this. i don't know how to make the rest of the groups such as armored and aircraft etc. i've been looking for an answer to this for some time. this works well enough for infantry/motorized/mechanized spawning though. -
damn. i saw this topic while doing a google search for a syria map. i never knew he was so old. i thought he was in his thirties. i never knew him personally but he seemed like a nice guy. his head was in the right place. Rest In Peace He will be missed
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The Unsung Vietnam War and ALiVE Compatability Mod
pognivet replied to opendome's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, opendome. The new factions are great. I hope you get around to doing 1969 army sometime soon, but too bad the Hueys in Unsung are still broken and fly into outer space. I have one big problem though that's kinda weird. I made a mission on Da Krong where its PAVN 69 vs USMC 69. In ALIVE if you have an AI Military Commander module (let us say set for PAVN) and you put PAVN troops down on the map and sync them to the Virtual AI System the AI Commander should take control of those troops and use them in war. This works for USMC 69, but not for PAVN 69. If you put PAVN 69 squads or units down on the map and sync them to the Virtual AI System module nothing ever happens. If you use the debug tools to see profiles on the map you can see that the PAVN units have been profiled (i.e. syncing them to the Virtual AI System worked), but they will never ever move or do anything even if attacked (Meaning the PAVN AI Commander refuses to take control of them). I ran a mission for 18 hours while I slept just to make sure and they never ever moved even one inch. The funny thing is that if you place a Custom Objective module and set the number of infantry groups to spawn to any number above 0 those infantry groups will spawn and the AI Commander will control them and use them. The problem might have to do with classnames or something or it could be a problem on my side, but I feel like I've double-checked everything enough that it could be a problem with the faction since USMC works flawlessly. I hope you can fix this problem sometime so I can set custom force compositions. Here is my mission if you want to take a look at it, maybe it will help you fix the problem or maybe you'll just see a mistake that I made somewhere and correct me: https://sabercathost.com/4Nsi/alivevietnam1.DaKrong.zip It's a work in progress. By the way, do you plan on indexing the Ia Drang and SEA maps? -
I made textures, but don't know how to properly pack them in an addon properly
pognivet posted a topic in ARMA 3 - MODELLING - (O2)
I edited the ural fuel truck and gaz-66 ambulance from RHS to have farsi/persian writing instead of russian and changed the red cross to a red crescent. I have the textures in .paa format, but I don't know how to put it together into a pbo addon where they can be selected as a texture in-game. I also don't know how to disable the RHS script that adds roundels and number plates to the vehicles. I can make good textures, but trying to put an addon together and have it work is esoteric to me. No matter what tool I pack it with I never get texheaders.bin. -
Problem with getting AI to reduce tickets on death in Sector Control
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using a code inside my init.sqf: If (!isServer) exitwith {}; 0 = [] spawn {while {true} do { sleep 2; { _x addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}]; } foreach allUnits; }}; I overcame a huge obstacle. I finally managed to make it so that units spawned by the Spawn AI module reduce tickets upon their death. The obvious problem here is that every two seconds it adds the same event handler to the same troops. So after two seconds an AI death will result in a 1 ticket loss. After four seconds the same troop's death will be a 2 ticket loss. After six seconds a 3 ticket loss. And so on. After about 5 minutes if one guy dies that team will lose 150 tickets. I need to make it so that the event handler is only added once to the troops that spawn and never again - ensuring that on their death they will only deplete one ticket. I've hit a dead end so if anybody could help me out it would be much appreciated. -
sure. im not hating. simply frustrated over these basic things. i will help any way i can.
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[WIP] Terrain Diyala province Iraq
pognivet replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this map is great. i love the use of the jbad buildings. it feels very real. good work. you should consider moving the helipad at FOB Al-Jaarah though. its too close to a building to be of much use and its also on a slight incline. anything larger than a littlebird simply will not fit there.