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Everything posted by Incontinentia
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Cheers Spyder!
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Fking Arma...
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ai command dlc C2 -Command And Control
Incontinentia replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seconded! And suppressors. I know the code to do that (suppressors may be a bit hacky!) if it would be helpful mad cheese? -
I can confirm the loadout manager issue is the same for me!
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Sorry to bump this but would there be a way to feasibly expand the alerted units array to include any Independent unit that is aware of any BLUFOR unit without absolutely tanking performance in a mission with few (sub 10) BLUFOR units?
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[OPEN BETA] [SP] bCombat infantry AI Mod
Incontinentia replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you aren't using filepatching, give that a go. Should get rid of the error I think (someone else feel free to correct!). -
ai command dlc C2 -Command And Control
Incontinentia replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great work Mad Cheese! Thanks for the update. -
ai command dlc C2 -Command And Control
Incontinentia replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can turn the numpad buttons off by clicking the little numpad icon in the middle of the radial menu I think. -
DynaSound - A sound mod by LAxemann (Release)
Incontinentia replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
These sound absolutely incredible Lax! Can't wait. -
Pooter's enhanced ASR AI
Incontinentia replied to raptoer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks raptoer! Much appreciated. -
Iraqi-Syrian Conflict
Incontinentia replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And louder too!! -
Getting civilians and independents to turn on each other on dedicated server
Incontinentia replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the response! Turns out it still doesn't work even if I remove the player knowsabout check though. I've had some progress and I have managed to get the script to work on Dedi by calling it with BIS_fnc_MP in console. However, it doesn't work when executed by the parent script. Basically, I've put this in chaos.sqf: if (100 > (random 100)) then { {if ((side _x) == Independent) then {_x addrating -10000};} foreach allunits; }; And in the parent script (which is executed on completion of an ALiVE auto-generated task), I've got this little nugget to fire it: case "onTaskCompleted": { [[[],"intel\chaos.sqf"],"BIS_fnc_execVM"] call BIS_fnc_MP; }; So why would [[[],"intel\chaos.sqf"],"BIS_fnc_execVM"] call BIS_fnc_MP; work perfectly when executed in the debug console (either locally or on server) and not when called by the parent script? I've also tried [[,"intel\chaos.sqf"],"BIS_fnc_execVM"] call BIS_fnc_MP; with no success. Again, this works fine when executed from the console window though. Scripting is fairly new to me so apologies if the answer is obvious. It works fine in SP and MP, it's just Dedi which is being a pain in the tits. EDIT: It works!! The parent script wasn't initialised properly. -
Getting civilians and independents to turn on each other on dedicated server
Incontinentia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I'm trying to create a scenario where there's a chance that independents will turn on either themselves or civilians or both under certain conditions. The script works flawlessly in SP however on Dedicated it does absolutely nothing. It's part of a much larger script that fires when auto-generated mission tasks are completed. if ((100 > (random 100)) && (1 > (INDEPENDENT knowsAbout player))) then { if ((side _x) == Independent) then {_x addrating -10000};} foreach allunits; }; if ((100 > (random 100)) && (2 > (INDEPENDENT knowsAbout player))) then { {if ((side _x) == Civilian) then {_x addrating -10000};} foreach allunits; player addrating 12000; }; Any ideas where I'm going wrong? -
ai command dlc C2 -Command And Control
Incontinentia replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think BIS suppression is a bit more reliable to be honest, probably because it's engine level. Not a bad call to switch out the two. As long as you can keep the keybind though, that's really useful. Little feature request while you're on that topic, could you set another keybind to call off suppression (not hold fire, but just knock it off)? It can get a tad confusing in the middle of battle to remember which guy you ordered to suppress and which was moving and remember who to order to stop suppressing and who to start! -
high command HCC - High Command Converter 1.5.5
Incontinentia replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Roger, thank you anyway! It's a great mod.- 164 replies
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- large scale operations
- zeus
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Eden/Apex units changing sides ?
Incontinentia replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
C2 caused this issue for me. -
AI Lasers without Combat Behavior
Incontinentia replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I ended up exchanging lasers for flashlights then using forceon. Not quite as cool but found it difficult to get lasers to work. -
high command HCC - High Command Converter 1.5.5
Incontinentia replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Igitur, is there any change of a script version? No worries if not! Just thought I'd ask if it wasn't too much of a pain. EDIT: Or would you permit me to make a script version as long as I don't change anything and attribute it correctly?- 164 replies
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- large scale operations
- zeus
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Hi Duda, I'm getting the debug hints but nothing is showing on the map so no AI Command still unfortunately.
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Man this is a fascinating thread for a script newbie like me... Makes me think we need an Arma script-off tournament.
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Hero. Thanks man. Will give this a go when I get back to my PC.
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Hi again Duda! Just wondering if I could trouble you once more (sorry!); is there a way to get Advanced AI Command to initialise during a mission on a dedicated server for all clients rather than at the start? I'm having some issues with ALiVE at the moment which means I need to auto-initialise the server and join once the mission has loaded fully. However, when I join, the scripts above don't work unless I quit and join again. I run my own dedicated server on my machine so I need to start it up again pretty much each time I play. No worries if it's not obvious! Just hoping to tap into your scripting knowledge again if I can. Really enjoying the mod, it's really difficult to play without now! Adds so much to the game.
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I hope you don't mind but I had a dig around and I'm not sure it has. In the ambience module you've got: class CfgPatches { class COMPONENT { units[] = {}; weapons[] = {}; requiredVersion = 1.60; requiredAddons[] = {"A3_Modules_F"}; author = MOD_AUTHOR; authors[] = {"SpyderBlack723"}; }; }; And should have: class CfgPatches { class COMPONENT { units[] = {}; weapons[] = {}; requiredVersion = 1.60; requiredAddons[] = {"A3_Modules_F"}; author = MOD_AUTHOR; authors = "SpyderBlack723"; }; }; This gets rid of the author/ errors in the editor I think.
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Hi Spyder, just to let you know, the cfgPatches author change still causes errors when your modules are used in a mission (including latest versions). Think it's the cfgPatches files inside the module PBOs that's making Arma get all uppity. Will give the Loadout Manager a test soon!
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Thanks. I think the confusion is that ALiVE and / or ACE changes the bindings to Ctrl + Alt + Sec Mouse, which works fine.