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duda123

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Everything posted by duda123

  1. Created by Duda w/ custom animations by Mcruppert Features: Rappel of anything that's more than 4-5m high. This includes buildings, cliff, towers, etc. Everything works as long a you can walk to an edge. Fire while rappelling! You can switch between your rifle and pistol while rappelling. Custom animations and sounds Supports swinging side to side, pushing off wall, and climbing back to the top. Supports rappelling AI units. Can be installed as server-side only addon. However, clients without the addon won't be able to shoot while rappelling and won't see custom animations and sounds. Still looks great though! SP and MP compatible. Directions: Walk to any edge that's 4-5m high. Using your action menu, either rappel yourself or your AI units. Once rappelling, here's what you can do: Move down rope (use move backwards key: s) Move up rope (use move forwards key: w) Wall walk left (use move left key: a) - must be facing & against surface to walk. Wall walk right (use move right key: d) - must be facing & against surface to walk. Push off wall (use sprint key: left shift) - must be facing & against surface to push off. Push off wall more (hold down sprint key & release: left shift) - must be facing & against surface to push off. Take out weapon (use fire: left mouse click or raise weapon key: left ctrl twice) Lower weapon (use lower weapon key: left ctrl twice) Switch weapon (use your action menu to select rifle or pistol) Climb back to top (move up rope to the top, and then use action menu) Detach from rope (use action menu) There are a few ways to rappel AI units: Option 1: With you AI units nearby, walk to an edge and press Rappel AI Units. All nearby AI in your group will rappel down 3 evenly spaced ropes. Option 2: After you start rappelling, you can use the Rappel AI Units action. All AI near your rappel anchor point will rappel in the same position. Option 3: After you finish rappelling, you can use the Rappel AI Units action. All AI near your last used rappel anchor point will rappel in the same position. Installation: Subscribe via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=730310357 or download latest release from https://github.com/sethduda/AdvancedUrbanRappelling/releases If installing this on a server, add the addon to the -serverMod command line option. It's required on the server side and is optional for clients. It's recommended to put the addon's key in your server's key directory so clients can optionally enable the addon. If clients have the addon enabled, they'll be able to shoot while rappelling and will have custom animations and sounds. Notes for Mission Makers: If you want to script AI to rappel, you can use the AUR_Rappel_Unit function. Place the unit next to the edge they should rappel. Then, via scripting (e.g. using trigger activation) call this function: [UNIT] spawn AUR_Rappel_Unit; Params: UNIT = The unit that should rappel The unit will then rappel down the edge. If you want more control, you can use the optional parameters: [UNIT, ROPE_LENGTH, ANCHOR_POSITION, RAPPEL_DIRECTION] spawn AUR_Rappel_Unit; Params: ROPE_LENGTH = Rope length in meters (Optional, defaults to 1.3x height above ground) ANCHOR_POSITION = Position ASL where the rope should attach (Defaults to edge next to unit if not specified) RAPPEL_DIRECTION = Unit vector direction that the unit should jump off when starting rappelling (e.g away from the building). If the unit is facing the direction they should jump off, you can get this via the command vectorDir UNIT. Not working on your server? Make sure you have the mod listed in the -mod or -serverMod command line option. Only -serverMod is required for this addon. If still not working, check your server log to make sure the addon is found. FAQ This addon is only required on the server - is it going to slow down my server? No - while this addon is server-side only, it installs itself on all clients without them downloading the addon. Most of the time, the rappelling code actually runs client-side, even though you installed the addon only on the server. Magic! Battleye kicks me when I try to do xyz. What do I do? You need to configure Battleye rules on your server. Below are the files you need to configure: setvariable.txt Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values): !"AUR_" setvariableval.txt If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule. Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem. The rappelling action appears, but do nothing when I select them. How do I fix that? Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See https://community.bistudio.com/wiki/Arma_3_Remote_Executionfor more details on CfgRemoteExec. class CfgRemoteExec { class Functions { class AUR_Hint { allowedTargets=1; }; class AUR_Hide_Object_Global { allowedTargets=2; }; class AUR_Enable_Rappelling_Animation_Global { allowedTargets=2; }; class AUR_Play_Rappelling_Sounds_Global { allowedTargets=2; }; }; }; Issues & Feature Requests https://github.com/sethduda/AdvancedUrbanRappelling/issues If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request. Special Thanks for Testing & Support: Mcruppert for the custom animations Mynock for custom rappelling sounds Jeza for the videos and screen shots Stay Alive Tactical Team (http://sa.clanservers.com) The MANY people from BIS forums that have helped test this! Here's a video of making AI rappel via a trigger:
  2. Got questions? Join ATS Discord: https://discord.gg/RHkGYCt We are taking donations to help fund future development. It would be greatly appreciated! Features: Drive and ride on trains in Arma 3! Supports all existing trains and tracks on Tanoa. Create custom tracks by placing APEX track objects in the editor (see directions below). Multiplayer support. Mod only required to be installed on server. Supports APEX and CUPS train models. Supports APEX tracks Supports Arma 2 tracks (packaged with mod) Trains can be destroyed, killing driver / passengers. Installation: Subscribe via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=891938535 or download latest release from https://github.com/sethduda/AdvancedTrainSimulator/releases If installing this on a server, add the addon to the -serverMod command line option. It's required on the server side and is not required for clients. Directions: While outside of a train, there are a few actions you can perform. Look directly at the train to get these possible actions: Get in Train as Driver: When looking at a train engine, you'll get this option to become the driver of the train. See train driver controls below. Disconnect Car: When looking at a car connected to a train, you'll get this option. This will disconnect the car from the train. The train cannot be moving. Ride Train: When looking at a train car (attached to a train someone else is driving) you'll get this option to ride the train. See train passenger controls below. Train Driver Controls: Move Forward (defaults to W key): Speed up the train Move Backward (defaults to S key): Slow down the train Turn Left (defaults to A key): Controls track switching. Hold "Move Left" as you pass an intersection to direct the train down the left-most path. Turn Right (defaults to D key): Controls track switching. Hold "Move Right" as you pass an intersection to direct the train down the right-most path. Enabled / Disable Cruise Control (C key): When enabled, the train will maintain its current speed automatically (even if you jump out of the train - runaway train!) Break (B key): A faster way to slow down your train besides holding down the Move Backwards key Exit Train (delete key): Exit the current train. First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person. Horn (H key): Train horn (hold for longer horn) Bells (G key): Train bells (hold for longer bells) Turn off Engine (E key): Turn off engine when train isn't moving Lights (L key): A2 and High Speed trains support lights Note: If you don't hold left or right while passing an intersection, the train will choose the path that requires the least amount of turning. Train Passenger Controls: Exit Train (delete key): Exit the current train First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person. Train Placement Train objects can be placed on any tracks, including custom tracks. The train must be placed on top of the track. It's not important that the train object lines up perfectly. As long as it's on top of the track, it will work. All existing trains on the Tanoa map will work as-is. Currently, all of the train objects from APEX and CUPS are supported. Track Placement Custom track objects can be placed via the editor on any map. They can also connect on to the existing tracks placed on Tanoa. Only the track objects included with APEX are supported. 1. All tracks must be terminated with the track termination object. If you don't do this, the train won't be able to follow your track that has no termination. 2. Intersections must use the intersection track objects. Intersection track objects can be place on top of other tracks. You cannot create intersections using straight or curved tracks. FAQ Battleye kicks me when I try to do xyz. What do I do? You need to configure Battleye rules on your server. Below are the files you need to configure: setvariable.txt Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values): !"ATRAIN_" setvariableval.txt If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule. Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem. My server is blocking script remote executions. How do I fix this? Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See https://community.bistudio.com/wiki/Arma_3_Remote_Execution for more details on CfgRemoteExec. class CfgRemoteExec { class Functions { class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_updateTrackMap { allowedTargets=2; }; class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; }; class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; }; }; };
  3. Advanced Sling Loading SP & MP Compatible. Full replacement for in-game sling loading. Features: Ropes can no longer attach automatically! You need to either get out of your helicopter or have someone on the ground pick up your cargo ropes and attach them to an object. All players on board a helicopter are given a "ropes" action. This lets any player deploy, extend, shorten or release cargo ropes. Once cargo ropes are deployed, any player can go to the end of the rope and pick it up. Once the ropes are picked up by a player, they can be attached to pretty much every object in the game. Players can drop ropes if they're carrying them Players on the ground can detached ropes from an object Huron, Mohawk & Taru can lift heavy vehicles Note: The built-in arma sling loading still works. However, you cannot interact with the in-game sling ropes. You can only interact with the ropes deployed via the ropes menu. Usage: Subscribe via steam (http://steamcommunit...s/?id=615007497) - When using the mod, the ropes action will be available in all helicopters. - The mod is only required on the server if using this in MP. Video: Note: The part of the video where I draw waypoints and put a squad in the tank is part of another modification I'm working on here: https://forums.bistudio.com/topic/187492-ai-command-high-command-replacement/
  4. Coming soon... SPIE! SP and MP compatible. Will be a server-side only addon like all of my other mods. Here's how it will work: Heli crew can deploy rope. Any player on the ground can walk up to rope and press "Attach Self". Multiple players can attach to the same rope (limited to 8 maybe). Once ropes attached, players can walk around on the ground until the heli lifts them up. Players are still attached to rope while walking, so you can't walk beyond the length of your rope(s) attached to other units. Players need to move together on the ground. Once in the air, it will immediately switch to a custom 3rd person view, letting you orbit around the player and zoom in/out up to 25m. If you need the ability to command your AI while on the rope, you can switch to 1st person view to get those commands. Once players reach the ground again, they will be able to walk around again. Then, players need to "Detach Self" from rope.
  5. Development page to track progress on sky hook addon (MP + SP + Server-Side Only Addon)
  6. SP & MP Compatible. Full replacement for high command. When this addon is enabled, you will be given control of all groups on your side when looking at the map. This can be configured using editor-based modules (similar to high command). See below for install directions. Features: Control AI groups via the map. Provides intuitive interface for commanders. Supports multiple commanders in multiplayer. All commanders can see in real-time as waypoints are moved. Assign/unassign vehicles to an AI group using the map. Land & set fly in height for planes / helicopters Waypoints can be moved around via dragging. They can be deleted using the delete key. Supports remote controlling of AI group leaders (for groups without vehicles). Press delete to exit remote control. Installation: Subscrive via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=685037021 or dowload latest release fromhttps://github.com/sethduda/AIC/releases If installing this on a server, add the addon to the -mod command line option. By default, all players will be given control of all groups on their side. You can change this using editor modules. See below. Optionally, configure setup using Advanced AI Command "Groups" and "Commanders" editor modules in the Misc category. See below of examples configurations. Example Module Configurations (Optional): Setup 1: Give all playable units full control over all groups on their side No additional configuration needed. Setup 2: Give specific playable units full control over all groups on their side In this example, two playable units will have full control over all groups on their side. The 3rd playable unit won't have any command controls. Setup 3: Give specific playable units control over specific groups In this example, two playable units will have control over two groups. The 3rd playable unit won't have any command controls. Setup 4: Give specific playable units control over specific groups (Advanced) This is an advanced example giving multiple players (different sides) control over specific groups. Issues & Feature Requests https://github.com/sethduda/AIC/issues If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request. Special Thanks for Testing & Support: Stay Alive Tactical Team (http://sa.clanservers.com) Here's an in-depth overview of all features of AIC:
  7. Advanced Towing Released! Adds support for towing vehicles using ropes. Works in both SP and MP. Also check out my Advanced Sling Loading addon for more rope features! Features: Tow other vehicles behind Ships, Cars, Trucks and Tanks The size of the vehicle impacts it's towing capability Other players (including AI) can tow other players Supports towing damaged / destroyed vehicles Supports towing "trains" of vehicles (disabled by default - see below) Installation: Subscrive via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 or dowload latest release fromhttps://github.com/sethduda/AdvancedTowing/releases If installing this on a server, add the addon to the -serverMod command line option. Optionally, this can be installed directly in the mission PBO by calling the advanced towing script via initServer.sqf. You'll find the sqf script (fn_advancedTowingInit.sqf) in the addons directory inside the downloaded addon. Default Towing Rules: Tanks can tow tanks, cars, ships and air Cars can tow cars, ships and air Trucks can tow cars, ships and air Ships can only tow ships You can't tow locked vehicles (see settings below) You can only tow one vehicle at a time (see settings below) Notes for Mission Makers: You can enable "trains" of vehicles by defining the SA_MAX_TOWED_CARGO varible in your init.sqf file. By default, this is set to 1. When set, vehicles can tow up to the max number of specified vehicles. If you try to tow more, your vehicle won't be able to move. Note, however, mass of all vehicles will be taken into account. It's going to be slower to two vehicles vs one. SA_MAX_TOWED_CARGO = 3; You can customize which classes of objects can "deploy" tow ropes by overriding the SA_TOW_SUPPORTED_VEHICLES_OVERRIDE variable in an init.sqf file. SA_TOW_SUPPORTED_VEHICLES_OVERRIDE = [ "Air", "Ship" ]; This will only allow objects of class Air and Ship deploy tow ropes. You can customize what can and can't be towed by defining the SA_TOW_RULES_OVERRIDE variable in the init.sqf file. SA_TOW_RULES_OVERRIDE = [ ["Air", "CAN_TOW", "Ship"], ["Air", "CAN_TOW", "Air"], ["Ship", "CANT_TOW", "Air"], ["Ship", "CAN_TOW", "Ship"] ]; In this example, all objects of class Air can tow Ships and Air. However, Ships can only tow ships. You can allow towing of locked vehicles by defining SA_TOW_LOCKED_VEHICLES_ENABLED in your init.sqf file. It defaults to false. SA_TOW_LOCKED_VEHICLES_ENABLED = true; You can allow towing in an Exile safe zone by defining SA_TOW_IN_EXILE_SAFEZONE_ENABLED in your init.sqf file. It default to false. SA_TOW_IN_EXILE_SAFEZONE_ENABLED = true; Not working on your server? Make sure you have the mod listed in the -serverMod command line option. Only -serverMod is required for this addon. If still not working, check your server log to make sure the addon is found. FAQ This addon is only required on the server - is it going to slow down my server? No - while this addon is server-side only, it installs itself on all clients without them downloading the addon. Most of the time, the towing code actually runs client-side, even though you installed the addon only on the server. Magic! Why is the vehicle I'm towing jumpy/laggy? If you're towing a vehicle that another player is driving, it's slower to transmit position updates for the towed vehicle. This will result in laggy looking towing. Have the player move to the passenger seat and then re-attach the tow ropes. Also, when using this in MP, all other players watching someone tow something will also notice the towed vehicle isn't moving as smoothly. This is also due to network delay. Usually this isn't too noticeable unless moving very fast. Issues & Feature Requests https://github.com/sethduda/AdvancedTowing/issues If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request. Special Thanks for Testing: Stay Alive Tactical Team (http://sa.clanservers.com) BI forum community: diesel tech jc, TeTeT, belbo Crimson Gaming for testing on exile (http://crimsongamingau.com) DirtySanchez & XLD (exilemod.com) for his great ideas & work to make this functional with Exile
  8. Adds support for helicopter rappelling. SP & MP Compatible. Features: Rappel up to 6 players or AI from any helicopter at the same time (depending on helicopter size) Enhanced rope physics. Takes into account wind speeds (from the rotor and environment) and air resistance. Players will swing around if the helicopter doesn't stay still. Players control when and how quickly to descend down the rope using the "move backward" key Supports rappelling onto tops of buildings, through trees, etc Command AI in your group to rappel from a helicopter. AI will automatically descend the rope once told to rappel. You can shoot your rifle and handgun while rappelling (if you have the addon installed client-side) Directions: Get into any helicopter (not as pilot) Once more than 5m off the ground, actions become available to rappel either yourself or your AI units Once you are rappelling, press the "move backwards" key to descend down the rope. Press the turbo (left shift) key to rappel faster. (note: AI will auto-descend) Installation: Subscribe via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=713709341or download latest release from https://github.com/sethduda/AdvancedRappelling/releases If installing this on a server, add the addon to the -serverMod command line option. It's only needed on the server side. Clients dont need it. (However, if clients want to hear the nice rappelling sound effects, they can optionally install it locally) Notes for Mission Makers: You can customize which classes of vehicles support rappelling by setting the AR_SUPPORTED_VEHICLES_OVERRIDE variable in an init.sqf file. AR_SUPPORTED_VEHICLES_OVERRIDE = [ "CUP_CH47F_base", "RHS_CH_47F" ]; The example above will only allow rappelling from vehicles of class CUP_CH47F_base and RHS_CH_47F. You can disable shooting while rappelling by setting the AR_DISABLE_SHOOTING_OVERRIDE variable in an init.sqf file. Defaults to false (shooting enabled). AR_DISABLE_SHOOTING_OVERRIDE = true; You can limit the number of rappell positions (for all helicopters) using the AR_MAX_RAPPEL_POINTS_OVERRIDE variable in an init.sqf file. Defaults to 6. You can set any value from 1 to 6. AR_MAX_RAPPEL_POINTS_OVERRIDE = 2; You can define custom rappel points instead of using the default 6 rappel points by using the AP_CUSTOM_RAPPEL_POINTS variable. You can either specify [x,y,z] model positions or memory point names. Define the AP_CUSTOM_RAPPEL_POINTS variable in your init.sqf file. Here's an example mixing both memory point names and [x,y,z] model positions. You would put this in an init.sqf file. AP_CUSTOM_RAPPEL_POINTS = [ ["CUP_CH47F_base",["slingload0",[1.2,1.0,0.5],"fastrope0"]], ["RHS_CH_47F", ["slingload0","slingload1","fastrope0"]] ]; In the example above, all vehicles of class type CUP_CH47F_base will use the rappel points defined by memory point slingload0, model position [1.2,1.0,0.5] and memory point fastrope0. All vehicles of class RHS_CH_47F will use rappel points defined by memory points slingload0, slingload1, and fastrope0. All other vehicles will use the default 6 rappel points. If anyone works on heli models and would like their heli's rappel points pre-defined in my addon, let me know. You can have AI auto-rappel from a helicopter using the following script (all units in the cargo seats will rappel): [HELI_NAME] call AR_Rappel_All_Cargo This function will rappel the cargo units at 25m at the heli's current position. If the heli is currently moving, it will stop so units can rappel. If you want more control, there are addtional parameters you can set: [HELI_NAME,RAPPEL_HEIGHT,POSITION_ASL] call AR_Rappel_All_Cargo RAPPEL_HEIGHT: height in meters to rappel POSITION_ASL: Exact position ASL where you want the units to rappel to. This script will get them within ~1m of that position. Not working on your server? Make sure you have the mod listed in the -mod or -serverMod command line option. Only -serverMod is required for this addon. If still not working, check your server log to make sure the addon is found. FAQ This addon is only required on the server - is it going to slow down my server? No - while this addon is server-side only, it installs itself on all clients without them downloading the addon. Most of the time, the rappelling code actually runs client-side, even though you installed the addon only on the server. Magic! Battleye kicks me when I try to do xyz. What do I do? You need to configure Battleye rules on your server. Below are the files you need to configure: setvariable.txt Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values): !"AR_" setvariableval.txt If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule. Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem. The rappelling action appears while in a heli, but do nothing when I select them. How do I fix that? Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See https://community.bistudio.com/wiki/Arma_3_Remote_Executionfor more details on CfgRemoteExec. class CfgRemoteExec { class Functions { class AR_Client_Rappel_From_Heli { allowedTargets=0; }; class AR_Hint { allowedTargets=1; }; class AR_Hide_Object_Global { allowedTargets=2; }; class AR_Enable_Rappelling_Animation { allowedTargets=2; }; class AR_Rappel_From_Heli { allowedTargets=2; }; }; }; Issues & Feature Requests https://github.com/sethduda/AdvancedRappelling/issues If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request. Special Thanks for Testing & Support: - Stay Alive Tactical Team (http://sa.clanservers.com) - Boosh and Beachhead
  9. Any interest in a diggable cave system?
  10. duda123

    Advanced Urban Rappelling

    Shooting while rappelling is only supported if the client has the mod enabled. As far as I know, there's no way to include custom animations in the mission directly.
  11. Using the dev version, here are some scripts you can use: 1. Create a train via script and give it some speed (place this in the init field of any train engine object placed on the map): this call { _train = [_this] call ATRAIN_fnc_createTrain; for "_i" from 0 to 5 do { [_train, "ATS_Trains_AE_Wagon"] call ATRAIN_fnc_attachTrainCar; }; _train setVariable ["ATRAIN_Remote_Cruise_Control_Enabled", true, true]; _train setVariable ["ATRAIN_Local_Velocity", 12]; _train setVariable ["ATRAIN_Remote_Velocity", 12, true]; }; 2. Derail the train (assumes the name of the editor-placed engine is TRAIN) [[TRAIN] call ATRAIN_fnc_getTrain] call ATRAIN_fnc_derailTrain 3. Control who can get in the train: [{some code that returns true or false. _this select 0 is the player},"You need a license to drive this train"] call ATRAIN_fnc_setTrainDriveCondition; [{some code that returns true or false _this select 0 is the player},"You need a license to ride this train"] call ATRAIN_fnc_setTrainRideCondition;
  12. Sorry, published to the wrong steam workshop item. The steam item above is now updated.
  13. duda123

    Advanced Towing

    Yes you can install it as a script without the addon. Your change seems good to me.
  14. Updated version of ATS dev released: https://steamcommunity.com/sharedfiles/filedetails/?id=1249410807
  15. duda123

    Advanced Urban Rappelling

    I might be wrong, but I don't believe you can include animations in a mission.
  16. duda123

    Advanced AI Command

    You don't need to do anything special to get it to load. Just launch the game with this mod enabled and start any mission. Then, open your map and you should see icons over each ai group on your side.
  17. All great ideas! Have you tried out the dev build of ATS yet? It's headed in this direction :) Even has train derailments. Creating trains and moving them is possible via script in the dev build. However, I'd imagine editor module-based config would be better for most users.
  18. duda123

    Advanced Rappelling

    Formatting got all messed up, but give this a try. Stick it in your init.sqf. (Haven't tested the code yet) AR_Rappel_All_Cargo_Now = { params ["_vehicle"]; if(!local _vehicle) exitWith { [_this,"AR_Rappel_All_Cargo_Now",_vehicle] call AR_RemoteExec }; private _cargoCrew = (fullCrew _vehicle) select {(_x select 1 == "cargo" || _x select 4) && alive _x}; private _rappelUnits = _cargoCrew apply {_x select 0}; private _unitsOutsideVehicle = []; while { count _unitsOutsideVehicle != count _rappelUnits } do { { [_x, _vehicle] call AR_Rappel_From_Heli; sleep 1; } forEach (_rappelUnits-_unitsOutsideVehicle); { if!(_x in _vehicle) then { _unitsOutsideVehicle pushBack _x; }; } forEach (_rappelUnits-_unitsOutsideVehicle); sleep 2; }; }; AR_Rappel_Cargo_From_Heli_Action_Check = { params ["_player"]; private _vehicle = vehicle _player; if(_vehicle == _player) exitWith {false}; if(driver _vehicle != _player) exitWith {false}; private _cargoCrew = (fullCrew _vehicle) select {(_x select 1 == "cargo" || _x select 4) && alive _x}; private _rappelUnits = _cargoCrew apply {_x select 0}; _canRappelOne = false; { if([_x, _vehicle] call AR_Rappel_From_Heli_Action_Check) exitWith { _canRappelOne = true; }; } forEach _rappelUnits; _canRappelOne; }; if(!isDedicated) then { [] spawn { while {true} do { if(!isNull player && isPlayer player) then { if!(player getVariable ["AR_Rappel_Cargo_Loaded",false] ) then { _player addAction ["Rappel All Cargo", { [vehicle player] call AR_Rappel_All_Cargo_Now; }, nil, 0, false, true, "", "[player] call AR_Rappel_Cargo_From_Heli_Action_Check"]; _player addEventHandler ["Respawn", { player setVariable ["AR_Rappel_Cargo_Loaded",false]; }]; player setVariable ["AR_Rappel_Cargo_Loaded",true]; }; }; sleep 5; }; }; };
  19. Add this to your init.sqf file: ASL_HEAVY_LIFTING_MIN_LIFT_OVERRIDE = 0;
  20. duda123

    Cave System

    Now includes 10 MP slots, enemy and respawn/revive functionality. It's fully playable! Let me know if you try it out!
  21. duda123

    Cave System

    Dev build of Raiders published to steam! http://steamcommunity.com/sharedfiles/filedetails/?id=1275691404 Let me know what you think of the cave system!
  22. duda123

    Cave System

    Now uses a custom terrain to get the effect of water on the ground
  23. Thanks for the report - I'll look into it!
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