JOHN007
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Everything posted by JOHN007
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ScopeFX - Dynamic scopes - including TrackIR support
JOHN007 replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update here. I've tested the very first version of this which is the TrackIR mod and there's no issues with jamming the sever parameters on a dedicated server. I've tried to update the TrackIR mod with some of the paramters from the Scopefx mod and failed, multiple times, negative. Greatly appreciate if anyone could spare some time to help an old veteran. Thankyou for your time. John. -
http://www.armaholic.com/page.php?id=21605 AC130 Gunship mod for Arma 3. Then I would back engineer the Arma 3 mod study how to implement the parameters into this. Ask for permission. Peace.
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Working on MSO for 5 years now, its a beast! Last piece of the puzzle is the brilliant Scopefx mod, but unfortunately causes the server parameters to jam. If you got spare time would you mind downloading the scopefx mod and see if it jams the server on your side? Much appreciated. Peace.
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ScopeFX - Dynamic scopes - including TrackIR support
JOHN007 replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is a shot in the dark but may I ask does anyone have an old version of Scopefx for Arma2? Basically having trouble with the new 1.13 version that is released, I've read the forum thread and posts regarding issues with the latest version. I contacted the author of scopefx and he did reply back but nothing since in afraid. Thankyou for your time and hope to speak soon. -
Hello, Seems to be some kind of bug with the NLAW with ACE2. There's no icon/picture for the NLAW ammo/rocket and also when you equip an NLAW Rocket the ammo disappears from your inventory? I found one post regarding this where it states that the launcher classname NLAW is the same as the ammo classname? So I guess a conflicting classname is the reason for the bug. Apparently this bug was updated with ACE but I cannot find such an update anywhere? Can anyone help or point me in the right direction for this update? Thankyou for your time and hope to speak soon.
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Devwithsix site has shut down bloody hell, vital information lost. I don't understand why there are NLAW rockets anyway its a disposable rocket launcher? I guess scripting a new launcher box would be the best theory and removing the bugged ammo.
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Hello. Even if I paste the title of a thread into the search bar it never finds anything? Never have I found anything in the search bar. Then it blocks you for 30 seconds with a contact link, the link is dead.
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Thanks for the reply, Indeed I search again and you get blocked for 30 seconds. Really strange.
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Delayed Death Animation On Handcuffed Unit
JOHN007 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, Seem to have found a bug using the brilliant Advance Interaction Module where a handcuffed unit would have a 10second+ delay on the death animation? I've searched the forum and found some information regarding switching an animation, apparently a script needs an 'animation loop' which allows the unit to change stance before the death animation can occur? Still haven't found anything conclusive on this issue, I'm guessing I would have to create some kind of trigger which would allow the unit change stance? The script for the arrest is here I'm sure this could be edited slightly to allow another sqf script? // CBA EventHandlers // The code on this will be run on all clients. //============== ARREST ========== // START of ArrestScript.sqf - Called on the start of the Arrest ["gbl_arrestSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen SetVariable ["gbl_arrested", true, true]; //ANIMATION _gen setCaptive true; _gen switchmove "UnaErc_UnaErcPoslechVelitele"; _gen SetVariable ["gbl_suspect", true, true]; _gen SetVariable ["gbl_control_suspect", false, true]; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== CONTROL ========== // CONTROL.SQF - called when moving the suspect ["gbl_controlSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _gen SetVariable ["gbl_control_suspect", true, true]; _gen switchmove "UnaErc_UnaErcPoslechVelitele"; _gen setUnitPos "UP"; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== HOLD ========== // HOLD.SQF - Called after moving the suspect ["gbl_holdSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen SetVariable ["gbl_control_suspect", false, true]; // Animation _gen switchmove "CivilSitting"; _gen setdir (getdir _caller); ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== RELEASE ========== //RELEASE.SQF - Called when releasing the suspect ["gbl_releaseSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; // PLAYING ANIMATION _gen switchmove "UnaErcPoslechVelitile_UnaErc"; _gen setCaptive false; _gen setUnitPos "AUTO"; _gen SetVariable ["gbl_arrested", false, true]; _gen SetVariable ["gbl_control_suspect", false, true]; _gen SetVariable ["gbl_suspect", false, true]; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== END OF SCRIPT ========== I'm sure something is missing here? Any help would be very much appreciated this bug looks awful. -
Delayed Death Animation On Handcuffed Unit
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I fixed the issue. Some animations have to finish the sequence before allowing the next one which is the death animation. This is why the issue occurred. -
Delayed Death Animation On Handcuffed Unit
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bump. -
Delayed Death Animation On Handcuffed Unit
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone reading this I do not condone this type of behavior this bug was found beta testing the mission on a dedicated multiplayer server, one of the players found the bug in question. Thankyou for your time and hope to speak soon. -
Prevent driver and gunner dismount in warfare
JOHN007 replied to pcc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you installed any AI enhancement mods? -
Hello. Basically looking for a script that, for example, if you would to search a civilian ingame you would see a set of random items in their possession. May I ask can anyone help or know any scripters that could point me in the right direction? You don't get many replies on this forum. I've searched this whole forum for months now there's nothing on this. Just to recap,, Search civilian,, see random items. Thankyou for your time and hope to speak soon.
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Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, There was a slight weapon error on screen but I figured it out. There was a text error in the readme with an item, Link here. ''Bug: On the .txt files you write ARP_beefjerkey but in the mod the correct name is ARP_beefjerky.'' Ok so I updated the item array on my post if you could slightly edit your post to correct the error that would be fantastic. All fixed now. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are a genius! It works! It bloody works! I've loaded the multiplayer dedicated server and civilians all have random items in their possession. You have completed the last piece of the puzzle. I'm speechless right now. You have created an epic addition to Dogs brilliant Arp Items mod. I'm 99% sure these items are synced with the server I need to test this further with a few players but I'm sure that the items are indeed synced. I'll post back the multilayer results ASAP! The emersion level is high right now. Oh my days this is a master level script you've created here! Eternally grateful for your time and expertise on this parameter. Hope to speak soon. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Only just seen the last post I didn't check the notifications sorry. Ok I'm testing the new script with all the items included. Thankyou for your expertise on this script. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, Here is the completed array. ["ARP_babywipes", "ARP_bloodchit", "ARP_bloodchit_corner", "ARP_book_manual", "ARP_book_novel", "ARP_bugspray", "ARP_cards", "ARP_comic", "ARP_condom", "ARP_dice", "ARP_dip", "ARP_elec_powder", "ARP_eyedrops", "ARP_gq", "ARP_gum", "ARP_ID", "ARP_letter_love", "ARP_letter_norm", "ARP_letter_susp", "ARP_lighter", "ARP_lipbalm", "ARP_multitool", "ARP_nationalgeo", "ARP_newspaper", "ARP_picture_fam", "ARP_picture_gf", "ARP_picture_susp", "ARP_playboy", "ARP_refbelt", "ARP_shemagh_black", "ARP_shemagh_blue", "ARP_shemagh_brown", "ARP_shemagh_green", "ARP_shemagh_olive", "ARP_shemagh_red", "ARP_shemagh_tan", "ARP_shemagh_white", "ARP_skittles", "ARP_snickers", "ARP_socks_black", "ARP_socks_green", "ARP_stuff_animal", "ARP_sudoku", "ARP_sunblock", "ARP_tanboxer", "ARP_tanshirt", "ARP_toiletpaper", "ARP_towel", "ARP_usbdrive", "ARP_vhstape", "ARP_water_tabs", "ARP_2way", "ARP_550cord", "ARP_acetone", "ARP_bandana_green", "ARP_bandana_black", "ARP_bandana_blue", "ARP_bandana_purple", "ARP_bandana_red", "ARP_batteries", "ARP_beefjerky", "ARP_beer", "ARP_boots_mil", "ARP_bungeecord", "ARP_camcorder", "ARP_canopener", "ARP_cigarettes", "ARP_clacker", "ARP_CLP", "ARP_detcord", "ARP_domo", "ARP_ducttape", "ARP_dumbphone", "ARP_dvds", "ARP_energydrink", "ARP_exan", "ARP_facepaint", "ARP_firestarter", "ARP_gameboy", "ARP_garageopener", "ARP_hammer", "ARP_handwarmer", "ARP_hexamine", "ARP_hydrochloric", "ARP_matches", "ARP_mp3", "ARP_nails", "ARP_pacecounter", "ARP_phonecard", "ARP_pitabread", "ARP_poppybag", "ARP_potatobag", "ARP_psp", "ARP_ricebag", "ARP_sandwich", "ARP_smartphone", "ARP_steelpipe", "ARP_stethoscope", "ARP_toxicgas", "ARP_twinkies", "ARP_vodka", "ARP_whistle", "ARP_wpnclnkit", "ARP_chili", "ARP_cigar", "ARP_coke", "ARP_dew", "ARP_drpepper", "ARP_goldbar", "ARP_goldwatch", "ARP_laptop", "ARP_mezzo", "ARP_pepsi", "ARP_pineapples", "ARP_socks_black_dirty", "ARP_socks_green_dirty", "ARP_soup", "ARP_spaghettios", "ARP_suitcase_black", "ARP_suitcase_silver", "ARP_tablet", "ARP_tanboxer_dirty", "ARP_tanshirt_dirty", "ARP_tuna", "ARP_zippo", "ARP_airfilter", "ARP_basketball", "ARP_cellphone", "ARP_chucks", "ARP_clutch_disk", "ARP_clutch_pressureplate", "ARP_coldairintake", "ARP_electricaltape", "ARP_fanbelt", "ARP_flywheel", "ARP_gamecontroller", "ARP_headlamp", "ARP_knife", "ARP_knife_combat", "ARP_leaflet_psyop", "ARP_leaflet_wanted", "ARP_licenseplate_afghan", "ARP_m16_bolt", "ARP_m16_lower_receiver", "ARP_m16_upper_receiver", "ARP_piston", "ARP_sleepingbag", "ARP_solderingiron", "ARP_spoon", "ARP_steeringwheel", "ARP_thermos", "ARP_valvesprings", "ARP_wirecutter"] Thankyou. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok Sarogahtyp working the array now. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thankyou ever so much for the reply. There isn't anything on this forum regarding this array parameter setup either on Arma 2 or Arma 3 so this is absolutely brilliant. This is going to be a very unique script indeed. The emersion would be high with this. I can assist you as much as possible but I've found no information online with any help towards creating this type of array I haven't been able to write or even back engineer any sort of mod with this in mind? Thankyou for your time and expertise on this parameter, hope to speak soon. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Update here. Maybe a parameter that's sets a 1% chance of any ''Arp Item'' being allocated to the civilians inventory? -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello Sarogahtyp Thankyou for the reply. Yes indeed using the Arp Items but randomly allocated. The script I posted is allocating 8 stones to every civilians inventory. So it is working as intended but I'm sure we can have random spawns of Arp items also. -
Random Items With Civilians
JOHN007 replied to JOHN007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thankyou very much for the reply much appreciated. Basically I would like to allocate the ''Arp Items'' to the civilians inventory but allocated using a random parameter/array? The link to the items are here. http://www.armaholic.com/page.php?id=18032 So for example, you would search a civilian ingame and see random items selected from the Arp Mod in their possession. Now I've found where the script is for Alice which replaces all civilians inventory with stones. Here is the config.. // array of codes which is executed upon every civilian unit created. // [BIS_alice_mainscope,"ALICE_civilianinit",[{_this addweapon "Mk_48"}]] call bis_fnc_variablespaceadd; // Dumb down civilian units to use less CPU (see http://creobellum.org/node/175) [BIS_alice_mainscope,"ALICE_civilianinit",[ // { // if (leader group _this == _this) then {_this setVariable ["rmm_gtk_exclude", true]}; // }, {_this setSkill 0}, { {_this disableAI _x} count ["AUTOTARGET","TARGET"] }, {removeAllWeapons _this}, {removeAllItems _this}, { if (random 1 > 0.1) then { _this setSkill 0.2; {_this enableAI _x} count ["AUTOTARGET","TARGET"]; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; // if(!("Throw" in weapons _this)) then {_this addWeapon "Throw";}; }; if (random 1 > 0.95 && (_this isKindOf "Woman_EP1" || _this isKindOf "Woman")) then { _this setSkill 0.1; {_this enableAI _x} count ["AUTOTARGET","TARGET"]; if (random 1 > 0.5) then { _this addMagazine "8Rnd_9x18_Makarov"; _this addMagazine "8Rnd_9x18_Makarov"; _this addWeapon "Makarov"; } else { _this addMagazine "6Rnd_45ACP"; _this addMagazine "6Rnd_45ACP"; _this addWeapon "revolver_EP1"; }; }; } ]] call BIS_fnc_variableSpaceAdd; I'm sure that this could be edited to allow the Arp Items to be randomly allocated to the civilians inventory but I'm no expert on setting up this sort of parameter? Thankyou very much for your time and hope to speak soon. -
We need AMD Ryzen Benchmarks! Share your toughts!
JOHN007 replied to clawhammer's topic in ARMA 3 - TROUBLESHOOTING
Question is.. What CPU does Bohemia developers use? -
Ok if anyone's reading this and would like to help an old veteran please join me on this thread. I look forward to hear from you.