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dgrrrhelp

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Everything posted by dgrrrhelp

  1. Let's say my fingers are in a position such that I want to use 4,5,6,7,8 in place of 1,2,3,4,5, for squad commands. I CAN do that with the "Select Menu #" bindings -- but only for the first step, ie. getting into the Move, Target, Engage menu. But once inside those menus are open, only 1-0 seem to be acknowledged (for the sub-menus). Is there a way to use the game binding menu so that I can press "4, 4" for "Move, Return to Formation"? ("1, 1" is the default. Closest I can get to is "4, 1")
  2. When do you use the "Open Menu (x)" bindings vs the "Select Menu #" bindings? Seems like one is for when you want to see the command list first, and THEN select units, and the other is for when units are already selected?
  3. Can someone suggest a help resource for newbies on how to use the launcher to skip any of the following steps to starting a game? > Launcher > Multiplayer > Server Browser > Host Server > Host Server > Mapname > Missionname > Role > Load Savegame > Confirm Faction (Those are the steps I go through when I play Antistasi Ultimate on Cam Lao Nam -- If I can eliminate any of them it would be useful.)
  4. Someone suggested I could use the Arma3 Launcher's Parameters page to get the launcher to skip some steps getting into my antistasi ultimate persistent savegame on Cam Lao Nam. But I'm a bit lost looking for how to do this. Can you recommend a good primer for dummies? Just to be clear, I'm hoping to skip as many of the following steps as possible: > Launcher > Multiplayer > Server Browser > Host Server > Host Server > Mapname > Missionname > Role > Load Savegame > Confirm Faction (I'm playing alone (no other human players), on a Windows 10 PC.)
  5. Today I noticed for the first time (?) that when I try to throw, let's say, 3 RGO grenades in a row, there's about a 4 or 5 second delay between throws (the "type of throwable" text turns red for about 4 secs). But if I only have ONE RGO grenade, and I throw it, the "grenade type" switches immediately to RGN grenade, and that next grenade becomes throwable immediately. (The text never turns red.) But then the longer delay returns when throwing the another RGN grenade (ie the third grenade in all.) Is there something off with my game (that there's a 4 second delay between throwables of the same type), OR Is that delay normal, and the lack of delay when auto-switching BETWEEN THROWABLE TYPES is just an oversight?
  6. Jackal326, do you mean that the game mechanics sees "throwing" as using a weapon? (Ie you're not referring to any rifle, pistol or launcher that I'm carrying, right?) And the 3-4 second delay is otherwise normal? Cheers!
  7. I'm new to flying helis in AFM, and I know that an analog throttle would be superior -- but for the moment, I'm using my keyboard for "Raise Collective" & "Lower Collective" in the AFM, and I noticed that there's a delay before the collective responds, and then it accelerates up or down very quickly. On the other hand, "Raise / Lower Collective (Analog)" is odd; it causes instantaneous 100% collective or 0% collective (or 50% if nothing is pressed). I have since made Collective-Via-Keyboard much easier to use in AFM by using something called VSlide with VJoy Feeder. Now, when I press Raise Collective, the response is both immediate and allows for quick and precise changes. My question is: Is there a "real world" behavior of helicopters that is being simulated by the default behavior of keyboard "Raise / Lower Collective"? (With delay / acceleration?)
  8. For an Arma3 editing newbie, is there a relatively simple way to "copy" the player & AI revive behaviors from the "Dynamic Recon Ops - Tanoa" single player scenario into a new Tanoa mission I made? (I.e. create a mission in the editor, and then (1) allow the SP player to revive downed AI, and (2) make the AI revive downed AI or downed player) (I'm assuming not -- the DRO mission files have MANY text references to "revive" in several main files & subfolders, so I'm guessing there's no cut and paste answer...) (FYI I have learned how to add Gunter Severloh's "Self Heal/Revive" init.sqf file to the folder, and that does work. But I'm hoping there's a similarly simple way to allow reviving between player & AI, like in DRO)
  9. Neato, thanks Harzach. The red highlights would appear when pasting to a forum, but not in Notepad++, right? RedArmy -- did you already edit the code block from earlier in this thread? (The unknown richtext characters no longer appear when I copy/paste from here to wordpad/notepad/notepad++.)
  10. RedArmy -- I got it to work! Thanks! I really appreciate it! But (TLDR at end) it took some tinkering, because, with both vanilla AIS setup file and your file, I was getting some errors that seem to come from bad text characters that I don't see when pasting (unformatted) into wordpad or notepad -- but which appear as "" if I REOPEN in wordpad, and as either "?" or "|#|" in Arma3 error boxes: -------------- > INGAME ERROR #1 - Using the vanilla AIS_SETUP.sqf (this error went away when I deleted everything within the brackets, as in your modified setup file): AIS_MEDEVAC_STATIONS = [[|#|Medevac_Blackfish,10]]; Error Undefined variable in expression: medevac_blackfish -------------- > INGAME ERROR #2 - Using RedArmy's modified AIS_SETUP.sqf: '...\AIS\AIS_SETUP.sqf |#|? ? AIS_REVIVE_INIT_UNITS?? = "all...' Error Invalid number in expression -------------- The unwanted "?" characters above I can actually SEE (as "") but only after RE-opening the same file specifically in wordpad: - - - - - - - - - // by Psychobastard // AIS REVIVE Setup-File  // AIS_REVIVE_INIT_UNITS = "allPlayables"; // - - - - - - - - - (As for the "|#|" characters from the vanilla setup file, I don't see them in Wordpad.) FYI I always paste using "unformatted" when possible. (If youre still willing to answer more questions...) TLDR: (1) Is wordpad generally OK to use for these purposes, or should I only use notepad? (2) Even using notepad, these weird "" / "?" chars were inserted even as unformatted text. Any idea what I did wrong? (3) Any idea why they are visible to wordpad (after reopening), but not to notepad? THANKS SO MUCH!
  11. Thx redarmy -- I copied & pasted the description.ext and "AIS" folder to my new single player mission folder as instructed by the Readme file, but so far, the AI does not come me when I go down and call for help, even with default settings (all can heal). The readme section on AI behavior says, "[whether or not] an AI unit will help you depends on mission settings and what the mission designer has set up!" I suppose this part is the main challenge, the part I'm hoping to learn.
  12. For reasons I won't go into, my binding is YGHJ for Up, Left, Down, Right, and I use RAlt / Space for Forward / Back. I have added those same bindings for the Camera and the Editor Camera binding menus, and they all work -- except for Space. (When I press Space, nothing happens, there is no feedback.) If I remove and then rebind "Space" to "Move Backward", there is no conflict shown. Any ideas why this would be? ------- UPDATE - I noticed that in the 3D editor, pressing "space" cycles through the five "widgets", i.e. "no widget (1)", "Translation Widget (2)", "Rotation Widget (3)", "Area Scaling Widget (4)", and "Area Widget (5)". Also, if I press Shift-Space, then I "move backward" normally
  13. Hi Gunter! I recently started using your SP Self Revive / Self Heal script from youtube! FYI none of these have had an effect on what appears in the MP > LAN > HOST > Create Game (show custom missions) screen... briefingName = x; author = x; overviewText = x; onLoadName = x; onLoadMission = x; EXCEPT that (a) changing "author" results in "by Unknown Community Author", and (b) changing "briefingName" hides the mission from the list. I've added an image to original post for context
  14. I've been editing the Bohemia Interactive version of "Escape from Tanoa", and the mission folder is already changed to what I want (BI Escape from Tanoa, with "%20" instead of spaces). But I notice that when I'm hosting a new MP game, in the "Create Game" menu list, it still shows up as "Escape 10 Tanoa". And I haven't found any phrase like that (with %20 for spaces or underscores for spaces or with just spaces) in any file in the mission folder. Some webpages say to change this line (in either description.ext or mission.sqm): onLoadName = $STR_A3_EscapeFromTanoa_onLoadName; But as you can see it already says something different. Likewise other webpages say, "When in the editor, change the map name by going to the advanced intel screen and writing the name in the correct space. This will add the name to the mission.sqm." But I don't see any menu called "Intel" in the editor.
  15. This is what it currently says in description.ext: briefingName = $STR_A3_EscapeFromTanoa_missionName; author = $STR_A3_Bohemia_Interactive; overviewPicture = "a3\Missions_F_Exp\data\img\MP_EscapeFromTanoa_overview_CA.paa"; overviewText = $STR_A3_EscapeFromTanoa_overview; onLoadName = $STR_A3_EscapeFromTanoa_onLoadName; onLoadMission = $STR_A3_EscapeFromTanoa_overview; loadScreen = "a3\Missions_F_Exp\data\img\MP_EscapeFromTanoa_overview_CA.paa"; At this point, neither BriefingName nor onLoadName say what appears on the Create Game menu's mission list, which is FYI, on my computer, there is no file "MP_EscapeFromTanoa_overview_CA.paa", nor is there a sub-folder "Documents\Arma 3\Saved\a3\missions_f_exp\" called "data" -- but I don't think that's related to my main question.
  16. dgrrrhelp

    co10 Escape

    Can someone tell me how to edit the mission files to disable the ending? I.e. when I'm the only player, and I die, the mission doesn't end and I can respawn on my previous location? (as if there were another player with me)
  17. If allowed, I want to try editing the specific mission "Escape 10 Tanoa" that appears under Multiplayer Lan Hosted section. I can't find that PBO anywhere...
  18. dgrrrhelp

    co10 Escape

    Is there a way I can play this mode solo & get thru with my modest skills, i.e. is there a way to enable self-heal/self-revive, or enable respawn, or have a few AI in the prison with you? As a total editing newbie, I tried using the editor to enable Respawn (in solo MP mode) or a Self-Heal/Self-Revive code insert to init.sqf (for SP mode), or Enable AI & Team Switch (in SP) -- and while I did get Self=Heal & Respawn to work in other contexts (Workshop "SP ESCAPE" missions), on this mission I can't figure what's blocking them.
  19. This may be too late, but as one of you discovered, if you ever configured two controllers to do the same thing (e.g. bank left), each controller will yield only HALF the input, of half the turning speed. This is true even if the unused device is DISABLED and UNPLUGGED!!! Apparently it's just the numbers in your profile that causes this. You have to clear the second controller's settings out of your user profile document. https://i.imgur.com/0FNTw82.jpg
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