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Mynock

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Everything posted by Mynock

  1. Mynock

    Original Ghost Recon Campaign - Released!!

    I remade Ghost Recon, Desert Siege, and Island Thunder. I'm sure everyone will like it when you do a public one. Doesn't take long since the missions are basic from the original; I spent maybe 4 months remaking all 31 mission with the original sounds and what-not. Only got a little tricky with making caves work and stuff, but eventually I figured it out, so it's all do-able for sure. Looking forward to playing your rendition.
  2. Awesome, thank you very much sir! I'll get to work on it soon, I figured it was going to be something relatively simple I just thought it better to ask first. I opened the JBOY_Dog folder and went "oooooohhhhhh god where do I even start" lol. It's amazing what you've done with this, looking forward to implementing this and some of your other scripts into some missions.
  3. Finally getting around to trying to implement this script into a mission and had a question for you. What would be the simplest way to get an AI "handled" dog to attack the player or the player's group members? I've successfully added a dog to an enemy patrol, but if I shoot at them or even kill them, the dog just sticks near whoever the handler is, so I'd like to figure out how I can have the handler order the dog to attack whoever engages him. To be brutally honest (in a good way) this script is mega-complicated so I'm not too sure what exactly to change to make this happen. I've looked through the majority of the sqf's to see if I could figure it out but I'm a bit lost. This is on single player of course, so no need for an MP or Coop compatible solution.
  4. Interesting. I actually wasn't aware you could buy models of stuff out there.
  5. Is there a scuba tank out there? I don't care if it functions like an actual scuba suit and instead functions or uses code exactly like the vanilla rebreather, more after the model of an actual scuba suit a-la Navy SEAL usage back before rebreathers were a thing.
  6. If you need the player to "discover" something, then cursorTarget might work for you too if cursorObject does not yield the exact results you want. https://community.bistudio.com/wiki/cursorTarget Edit: Holy crap this new forum is even worse for trying to format than the old one, which I already thought was the worst one ever...
  7. Mynock

    Lost the ArmA 3 hype

    Yup, and 99% of the people who talk shit about how "bad" your mission is can't even make a basic mission...
  8. Mynock

    Lost the ArmA 3 hype

    Bug reports are one thing, when they are valid anyway. I couldn't begin to count the number of "hey broken dznt wrk bro" complaints I get and then when I inquire about it, the person is running 85 conflicting mods that aren't required or even recommended for the mission, and then when I tell them to disable them their response is often "well git gud at missions bro make it so i can play with errthang i want!!!" That's not a bug report. Also the instances where I get one that I can't reproduce, no one else can reproduce, and it's likely just a fluke with that specific person's Arma game, yet they badger you to "fix" something you can't fix... Wording also goes a long way. Call me old school but "gr8 mission make more!" rubs me the wrong way vs something like "Great mission, if you find the time to release more like it in the future I'll be sure to play." Command to spend your time making something for someone for free vs acknowledgement it takes a lot of time and the person is appreciative of that. If you use the term feedback loosely, then sure. Most of the time it's not really usable feedback, and the majority of negative feedback from people is because they either played the mission and expected it to be something totally different and were unable to wrap their head around the concept that everyone makes missions differently, or they were unable to complete it on the first try because they died or whatever and therefore the mission is "bad." While I applaud your desire to improve yourself for (correct me if I'm wrong) the benefit of other people, I don't feel the same way. I make missions I want to make whether it be to learn a new skill or because I want to play it personally, and if I feel like releasing them, I will, but I've yet to make a mission to please anyone else. So while feedback is cool and all, if someone wants something I'm uninterested in doing, it's not going to happen no matter how many times they tell me to. The same goes for changes in missions I've already released or people requesting a one-off scenario from me; you wouldn't buy a box of cereal from the store and then call up General Mills and tell them you don't like the orange colored fruit loops in the box so they need to make an entire line of orange-free fruit loops... My attitude is probably different from most of you. If I play a mission or download a mod I don't end up caring for much, I simply uninstall it and move on with my life. Chances are the reason it didn't work for me is exactly the reason it does work for someone else, therefore who am I to go and tell them they did it wrong or request a change or whatever. It's not my style, so be it, I'm sure it's their style and lots of other people's and I respect the time and effort invested and I move on. Don't take my attitude as a communist one where "all content should be viewed as being equal", there are mods and missions and content that are far better than others and there is some stuff out there that is just plain bad (see missions Mynock has made for reference to 'bad'); but it's all free, I can't rip on someone just because they do it differently than I would, that makes no sense. They spent their time and effort making it and offering it to the Arma community at large, so even if it's the biggest abomination I've ever witnessed, I'm not going to sit there and rip them for it.
  9. Mynock

    Lost the ArmA 3 hype

    I feel similarly. Making missions (or content for that matter relating to those who make mods instead) has zero return on investment for the amount of time required. For every "thanks for spending your time making this mission (or mod or whatever) for my enjoyment at no cost" there's another "you should have done this or that or I don't like it and my opinion is all that matters and I'm entitled to free stuff from other people because 2017..." Wears me out in a hurry. I used to respond to every comment on a mission, now I don't even click my Steam notifications box. I simply don't give a crap anymore. Various (and surprisingly many) bad apples in the Arma community burned me out. Now I just make missions to play for myself never to be released publically because what's the point, virtually no one will be satisfied. Aside from that, I can only make so many 'go here, kill this, capture this, find that' missions before I get bored and don't feel like continuing. From the creators eyes they all look the same, even though every mission is different to actually play.
  10. Just a thought: I know you can knock down trees by setting damage on trees to 1, could it work on grass too maybe? I don't know if trees have ID numbers on the objects though that's the thing, and I don't think grass is going to have ID numbers.
  11. I'm hoping for a hotfix. Something similar happened with the drop down menus for triggers an update or two ago and it wasn't fixed until the next update quite some time later. At least that was still semi-functional with the arrow keys, but having selections missing entirely makes me hope a hotfix is coming.
  12. I'm sure there's a way to manually do it with some scripting, but it's certainly a lot more convenient via the module for most folks I'd imagine.
  13. Same issue here. Drop down doesn't work; can't manually enter anything. That sucks. Puts my stuff on hold because I really liked that feature when it was working.
  14. You could use BIS_fnc_ambientFlyby if you're trying to add ambience to your mission and no interaction with the helicopter will be required in any way. You can execute the function from a trigger or a script.
  15. I'm wondering if they would be view-able in the config viewer in the editor... Not at my desktop with Arma right now to check, but that might be worth looking into.
  16. Mynock

    [SP] Operation Midnight Sky

    My only feedback for you is to make missions you enjoy making and not worry about pleasing other people. Make them to your liking, not everyone else's, because you'll never be able to please everyone in the Arma community. I subscribed but I'm at school, I'll give it a run-through this weekend. Congratulations on your first mission publication.
  17. Yep, this is exactly the solution I did. Placed an invisible helipad for the helicopter to "land" on a few meters above the sea level, and used the trigger to eject the units with a 50m radius around that waypoint. Once everyone has been ejected, the helicopter completes the Transport Unload waypoint and moves on. An alternative solution would be to script or use a trigger to check when the cargo of the helicopter is empty and then give the helicopter a scripted move waypoint to a marker or location away from the insertion zone.
  18. Lol, neat looking concept. As always if you want me to dig through my sound effects I bet I have at least one that might be useful to you. PM me if you think you need any.
  19. myUnitName action ["Eject", myHelicopterName];worked for me in a mission I made with helocasting. I ran it from a trigger.
  20. Just fired up Apex, noticed a message about key settings for Apex being different, and it appears everything is reset to the default controls including the old preset (which I hoped would have been my saved custom controls, but it's not). I'd set my keyboard up quite differently compared to the default controls, and to be honest it's been so long since I've done it I know I won't remember what I set every single thing to. Well, I should say I will eventually remember, but of course it will be when I go to press it out of memory in the middle of a firefight and get killed because the key doesn't do what my muscle memory thought it would, and then I will have a small cry. Is there some way to restore my custom controls that I'm not aware of with the Apex update? I really dislike the default controls. It looks like the files in my user profile, the ones that end in .Arma3Profile, were all updated today when I started the game up (edit: actually my eden one was not, but the other two were, then again I haven't opened the editor yet so maybe they will reset when I open it), so I'm guessing I can't get my controls back through those files now...
  21. Guess I should have watched the video before asking, doh! Awesome news. Looking forward to this!
  22. Looks like it has awesome potential. Any plans for AI to use them, even if it's rather basic? (not a request if you're not planning to do so, merely a question) I'm thinking dog patrols would be awesome for some of the single player stuff I make, but I have no idea how complicated it would be to get the AI to use them. Also, if you're in need of any extra sounds, I can dig deep into my library of random game sound effects and see if I have any doggy sounds. Just PM me if you have a need, but it will take me some time to go through everything I have to look for any sounds just FYI (literally millions of files I have that are not sorted much and have file names that do no indicate in the slightest what the sound is).
  23. Yes, you can set them to careless mode instead to make them flee, but if they are walking still like you said then that is a problem I'm assuming. Dig through this thread I googled up: https://forums.bistudio.com/topic/151693-make-ai-sprint/Might be as simple as setting the speed mode for the unit, although some people are reporting bugs when trying to script it, but there look to be some workarounds in there if it hasn't been fixed yet in the game (most of that thread info is a couple years old, it might not be an issue anymore). They're talking about sprinting toward a target, but obviously it's the same for running away, just a different destination.
  24. My bad, I didn't know you were looking for a pre-packaged solution, I thought you were just asking about how it might be done. For a script, you can either use the if/then statement harmdhast posted, or use it in a while/do loop, so something like: _unit1 = player _unit2 = myUnitName while {_unit2 distance _unit1 > 100 && alive _unit1 && alive _unit2} do { hintSilent "You are moving too far away! Return to formation!"; sleep 5; };So what that does is every 5 seconds or so it checks the player's distance to whoever myUnitName is; if it's over 100m, it will display the hint, if it is less than or equal to 100m, it will not display the hint (keep in mind hints stay on the screen from ~20-30sec, so the hint won't instantly disappear once the player is back within the required distance with this simple example). But because both units must be alive, the hint shouldn't be created if either the player or the myUnitName guy die.The other option is with a trigger set to be repeatable. In the condition field place something like player distance myUnitName > 100;and in the On Activation field put hintSilent "You are moving too far away! Return to formation!";Now the trigger should fire each time the distance between the player and whoever he/she should be following is greater than 100m. The only potential issue with this is if the unit the player is supposed to stay near can die (not invincible), the trigger will probably fire if he dies and then the player continues on with the mission, but again you can add the check for whether or not the unit is alive just like the script if you want.As a disclaimer I'll add I can't put this stuff into a mission to check it right now, so if it doesn't work exactly as I typed it you will still be close and on the right track, I might have missed a parenthesis or something. And I should also add I don't do scripting for co-op or dedicated server stuff, so I have no idea if this will work in any sort of multiplayer environment, I only work with single player stuff.
  25. For this you could do it a couple ways, you could either run a while/do loop in a script to check the distance of the player to whatever unit every couple of seconds, or use two repeatable triggers, the first having the distance for a warning, the second failing the mission. Using the distance command is fairly simple, just add a check for whether or not the number is greater than whatever distance you desire the player to remain within. As for the retreating, I don't know the command by heart, but I think it's like enableFleeing or allowFleeing or something like that.
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