UberRogue
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Discovered this. The TWS/Nighthawk scopes with the thermal imaging seem to wash out when the mission is in the winter/spring months. When in Summer/Fall you can see terrain details. Winter/Spring just seem to be washed out:
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Support Module Assistance
UberRogue replied to jdbecks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found that I had to put names on the units, support requester, and the support module. Then it magically started working. -
I tried it tonight and the same thing. I was hosting and only I could see the supply drop that I called in. When someone else called one we all could see it.
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In one of my missions I have a virtual supply drop. basically I have the requester synced to all 8 members of the playable squad and the requester is linked to the virtual supply drop module. I learned that the requester module and the drop module had to be named in order to work which I think is something new so they are named. The Requestor module has all the supports set to 0 and the trigger sets the supply drop to a 1. Which works because the new support audio kicks in the icon shows up and the 0-8-1 does a supply drop. The issue is when the host of the mission calls a supply drop the helo does the drop however only the host can see and use the crate. No one else can see it. If another player calls the supply drop everything seems to work fine as in every sees it including the green smoke and chemlights and the Aresnal functions like normal. Ideally the drop should work no matter who calls it in. What am I missing? Now in the Virtual Supply Drop Module I have: Vehicle Type: ["B_Heli_Transport_03_unarmed_F"] Vehicle Init: _this allowdamage false; Crate Init: [[[_this], "crateAddAction.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP; crateAddAction.sqf: _crate = _this select 0; _crate addAction["<t color='#FF8000'>Virtual Arsenal</t>", "VALoadout.sqf", "", 1.5, false]; for "_x" from 1 to 2 do { _supplyLight = "Chemlight_green" createVehicle (position _crate); _supplyLight attachTo [_supplybox, [0,0,0]]; _supplySmoke = "SmokeShellGreen" createVehicle (position _crate); _supplySmoke attachTo [_crate, [0,0,1]]; sleep 30; }; And VALoadout.sqf: //this addAction["<t color='#FF8000'>Save Loadout for Respwn</t>", "VALoadout.sqf", "", 1.5, false]; ["Open",true] spawn BIS_fnc_arsenal; waitUntil { !isnull ( uinamespace getvariable "RSCDisplayArsenal" ) }; hint "Arsenal Loaded"; waitUntil { isnull ( uinamespace getvariable "RSCDisplayArsenal" ) }; hint "Ready to Rumble"; globalRespawnLoadout = [ uniform player, vest player, backpack player, headgear player, magazines player, weapons player, primaryWeaponItems player, secondaryWeaponItems player, handgunItems player, items player, assignedItems player, goggles player ];
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Defence module mission help
UberRogue replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The "ending" would be when the evac helo is called. If you successfully get evaced the game ends. If the helo blows up then it goes into final stand mode and when the wave ends its game over as well. You could also use a separate trigger to end the game if you wanted to like a timer or something. As to why the documentation is poor, I have no idea. I found lots of tutorials on the old way of doing it but none on the new way of doing it. Now I am tackling Seize which is even worse as far as documentation. At least in Defense i was able to guess my way through most of it. -
Defence module mission help
UberRogue replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is how I got it to work: -
I actually found the MP Support Guideline wiki trying to figure out something I wanted to try with sectors. The few people I play with actually like them too and this is an awesome game type. Some things that were wrong with the wiki were the respawns and syncing them with the tactic module. Originally I had the bases setup with the default size. I could not find any information on it and following the guideline I had everything setup. Immediately upon respawn, I would respawn in the ocean somewhere. I double checked everything and eventually named the Respawn Position module (one for the players) to respawn_west and respawn_east respectively. That should be noted in the wiki. The other respawn issue is having the Respawn Position Module in the base area of influence as I call it. Only way I could figure out the borders was dropping a trigger and resizing both axis to what I had the base size to. Once the Respawn Position module was in the circle it all started working. So some sort of visual cue on the base size would have been nice and a better explanation of what has to be in there. Any AI that is supposed to go capturing the sectors needs to be synced to a Spawn AI module. Then I had to sync the spawn AI modules to the Sector Tactics module even though the wiki says you do not have to. If you don't the AI just stand around. Resupply tasks don't appear to be working. There was no mention of it from the wiki as far as any equipment being needed. Manually dropping a cargo net on the map in the editor allowed me to do one supply drop however I was under the impression that the resupply cargo would be spawned at a resupply point or maintenance area as the game calls it. I also tried syncing the Cargo Net (Empty > Ammo > Cargo Net) to Base module and Resupply Area to no effect. I can possibly work around this by having a trigger detect when the original cargo net is not in its area and spawn a new one.